NvGpuEngine3dReg.cs 3.9 KB

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  1. namespace Ryujinx.Graphics.Graphics3d
  2. {
  3. enum NvGpuEngine3dReg
  4. {
  5. FrameBufferNAddress = 0x200,
  6. FrameBufferNWidth = 0x202,
  7. FrameBufferNHeight = 0x203,
  8. FrameBufferNFormat = 0x204,
  9. FrameBufferNBlockDim = 0x205,
  10. ViewportNScaleX = 0x280,
  11. ViewportNScaleY = 0x281,
  12. ViewportNScaleZ = 0x282,
  13. ViewportNTranslateX = 0x283,
  14. ViewportNTranslateY = 0x284,
  15. ViewportNTranslateZ = 0x285,
  16. ViewportNHoriz = 0x300,
  17. ViewportNVert = 0x301,
  18. DepthRangeNNear = 0x302,
  19. DepthRangeNFar = 0x303,
  20. VertexArrayFirst = 0x35d,
  21. VertexArrayCount = 0x35e,
  22. ClearNColor = 0x360,
  23. ClearDepth = 0x364,
  24. ClearStencil = 0x368,
  25. StencilBackFuncRef = 0x3d5,
  26. StencilBackMask = 0x3d6,
  27. StencilBackFuncMask = 0x3d7,
  28. ColorMaskCommon = 0x3e4,
  29. RTSeparateFragData = 0x3eb,
  30. ZetaAddress = 0x3f8,
  31. ZetaFormat = 0x3fa,
  32. ZetaBlockDimensions = 0x3fb,
  33. ZetaLayerStride = 0x3fc,
  34. VertexAttribNFormat = 0x458,
  35. RTControl = 0x487,
  36. ZetaHoriz = 0x48a,
  37. ZetaVert = 0x48b,
  38. ZetaArrayMode = 0x48c,
  39. LinkedTsc = 0x48d,
  40. DepthTestEnable = 0x4b3,
  41. BlendIndependent = 0x4b9,
  42. DepthWriteEnable = 0x4ba,
  43. DepthTestFunction = 0x4c3,
  44. BlendSeparateAlpha = 0x4cf,
  45. BlendEquationRgb = 0x4d0,
  46. BlendFuncSrcRgb = 0x4d1,
  47. BlendFuncDstRgb = 0x4d2,
  48. BlendEquationAlpha = 0x4d3,
  49. BlendFuncSrcAlpha = 0x4d4,
  50. BlendFuncDstAlpha = 0x4d6,
  51. BlendEnable = 0x4d7,
  52. IBlendNEnable = 0x4d8,
  53. StencilEnable = 0x4e0,
  54. StencilFrontOpFail = 0x4e1,
  55. StencilFrontOpZFail = 0x4e2,
  56. StencilFrontOpZPass = 0x4e3,
  57. StencilFrontFuncFunc = 0x4e4,
  58. StencilFrontFuncRef = 0x4e5,
  59. StencilFrontFuncMask = 0x4e6,
  60. StencilFrontMask = 0x4e7,
  61. ScreenYControl = 0x4eb,
  62. VertexArrayElemBase = 0x50d,
  63. VertexArrayInstBase = 0x50e,
  64. ZetaEnable = 0x54e,
  65. TexHeaderPoolOffset = 0x55d,
  66. TexSamplerPoolOffset = 0x557,
  67. StencilTwoSideEnable = 0x565,
  68. StencilBackOpFail = 0x566,
  69. StencilBackOpZFail = 0x567,
  70. StencilBackOpZPass = 0x568,
  71. StencilBackFuncFunc = 0x569,
  72. FrameBufferSrgb = 0x56e,
  73. ShaderAddress = 0x582,
  74. VertexBeginGl = 0x586,
  75. PrimRestartEnable = 0x591,
  76. PrimRestartIndex = 0x592,
  77. IndexArrayAddress = 0x5f2,
  78. IndexArrayEndAddr = 0x5f4,
  79. IndexArrayFormat = 0x5f6,
  80. IndexBatchFirst = 0x5f7,
  81. IndexBatchCount = 0x5f8,
  82. VertexArrayNInstance = 0x620,
  83. CullFaceEnable = 0x646,
  84. FrontFace = 0x647,
  85. CullFace = 0x648,
  86. ColorMaskN = 0x680,
  87. QueryAddress = 0x6c0,
  88. QuerySequence = 0x6c2,
  89. QueryControl = 0x6c3,
  90. VertexArrayNControl = 0x700,
  91. VertexArrayNAddress = 0x701,
  92. VertexArrayNDivisor = 0x703,
  93. IBlendNSeparateAlpha = 0x780,
  94. IBlendNEquationRgb = 0x781,
  95. IBlendNFuncSrcRgb = 0x782,
  96. IBlendNFuncDstRgb = 0x783,
  97. IBlendNEquationAlpha = 0x784,
  98. IBlendNFuncSrcAlpha = 0x785,
  99. IBlendNFuncDstAlpha = 0x786,
  100. VertexArrayNEndAddr = 0x7c0,
  101. ShaderNControl = 0x800,
  102. ShaderNOffset = 0x801,
  103. ShaderNMaxGprs = 0x803,
  104. ShaderNType = 0x804,
  105. ConstBufferSize = 0x8e0,
  106. ConstBufferAddress = 0x8e1,
  107. ConstBufferOffset = 0x8e3,
  108. TextureCbIndex = 0x982
  109. }
  110. }