MethodOffset.cs 3.5 KB

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  1. namespace Ryujinx.Graphics.Gpu.State
  2. {
  3. enum MethodOffset
  4. {
  5. I2mParams = 0x60,
  6. LaunchDma = 0x6c,
  7. LoadInlineData = 0x6d,
  8. CopyDstTexture = 0x80,
  9. CopySrcTexture = 0x8c,
  10. DispatchParamsAddress = 0xad,
  11. Dispatch = 0xaf,
  12. CopyBuffer = 0xc0,
  13. CopyBufferParams = 0x100,
  14. CopyBufferSwizzle = 0x1c2,
  15. CopyBufferDstTexture = 0x1c3,
  16. CopyBufferSrcTexture = 0x1ca,
  17. RtColorState = 0x200,
  18. CopyTextureControl = 0x223,
  19. CopyRegion = 0x22c,
  20. CopyTexture = 0x237,
  21. ViewportTransform = 0x280,
  22. ViewportExtents = 0x300,
  23. VertexBufferDrawState = 0x35d,
  24. ClearColors = 0x360,
  25. ClearDepthValue = 0x364,
  26. ClearStencilValue = 0x368,
  27. DepthBiasState = 0x370,
  28. TextureBarrier = 0x378,
  29. StencilBackMasks = 0x3d5,
  30. InvalidateTextures = 0x3dd,
  31. TextureBarrierTiled = 0x3df,
  32. RtDepthStencilState = 0x3f8,
  33. VertexAttribState = 0x458,
  34. RtDepthStencilSize = 0x48a,
  35. DepthTestEnable = 0x4b3,
  36. DepthWriteEnable = 0x4ba,
  37. DepthTestFunc = 0x4c3,
  38. BlendEnable = 0x4d8,
  39. StencilTestState = 0x4e0,
  40. FirstVertex = 0x50d,
  41. FirstInstance = 0x50e,
  42. ResetCounter = 0x54c,
  43. RtDepthStencilEnable = 0x54e,
  44. ConditionState = 0x554,
  45. SamplerPoolState = 0x557,
  46. DepthBiasFactor = 0x55b,
  47. TexturePoolState = 0x55d,
  48. StencilBackTestState = 0x565,
  49. DepthBiasUnits = 0x56f,
  50. RtMsaaMode = 0x574,
  51. ShaderBaseAddress = 0x582,
  52. DrawEnd = 0x585,
  53. DrawBegin = 0x586,
  54. PrimitiveRestartState = 0x591,
  55. IndexBufferState = 0x5f2,
  56. IndexBufferCount = 0x5f8,
  57. DepthBiasClamp = 0x61f,
  58. VertexBufferInstanced = 0x620,
  59. FaceState = 0x646,
  60. Clear = 0x674,
  61. RtColorMask = 0x680,
  62. ReportState = 0x6c0,
  63. Report = 0x6c3,
  64. VertexBufferState = 0x700,
  65. BlendState = 0x780,
  66. VertexBufferEndAddress = 0x7c0,
  67. ShaderState = 0x800,
  68. UniformBufferState = 0x8e0,
  69. UniformBufferUpdateData = 0x8e4,
  70. UniformBufferBindVertex = 0x904,
  71. UniformBufferBindTessControl = 0x90c,
  72. UniformBufferBindTessEvaluation = 0x914,
  73. UniformBufferBindGeometry = 0x91c,
  74. UniformBufferBindFragment = 0x924,
  75. TextureBufferIndex = 0x982
  76. }
  77. }