MethodOffset.cs 4.5 KB

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  1. namespace Ryujinx.Graphics.Gpu.State
  2. {
  3. /// <summary>
  4. /// GPU method offset.
  5. /// </summary>
  6. /// <remarks>
  7. /// This is indexed in 32 bits word.
  8. /// </remarks>
  9. enum MethodOffset
  10. {
  11. I2mParams = 0x60,
  12. LaunchDma = 0x6c,
  13. LoadInlineData = 0x6d,
  14. CopyDstTexture = 0x80,
  15. CopySrcTexture = 0x8c,
  16. DispatchParamsAddress = 0xad,
  17. Dispatch = 0xaf,
  18. CopyBuffer = 0xc0,
  19. CopyBufferParams = 0x100,
  20. CopyBufferSwizzle = 0x1c2,
  21. CopyBufferDstTexture = 0x1c3,
  22. CopyBufferSrcTexture = 0x1ca,
  23. RtColorState = 0x200,
  24. CopyTextureControl = 0x223,
  25. CopyRegion = 0x22c,
  26. CopyTexture = 0x237,
  27. ViewportTransform = 0x280,
  28. ViewportExtents = 0x300,
  29. VertexBufferDrawState = 0x35d,
  30. DepthMode = 0x35f,
  31. ClearColors = 0x360,
  32. ClearDepthValue = 0x364,
  33. ClearStencilValue = 0x368,
  34. DepthBiasState = 0x370,
  35. TextureBarrier = 0x378,
  36. StencilBackMasks = 0x3d5,
  37. InvalidateTextures = 0x3dd,
  38. TextureBarrierTiled = 0x3df,
  39. RtColorMaskShared = 0x3e4,
  40. RtDepthStencilState = 0x3f8,
  41. VertexAttribState = 0x458,
  42. RtControl = 0x487,
  43. RtDepthStencilSize = 0x48a,
  44. SamplerIndex = 0x48d,
  45. DepthTestEnable = 0x4b3,
  46. BlendIndependent = 0x4b9,
  47. DepthWriteEnable = 0x4ba,
  48. DepthTestFunc = 0x4c3,
  49. BlendStateCommon = 0x4cf,
  50. BlendEnableCommon = 0x4d7,
  51. BlendEnable = 0x4d8,
  52. StencilTestState = 0x4e0,
  53. YControl = 0x4eb,
  54. FirstVertex = 0x50d,
  55. FirstInstance = 0x50e,
  56. PointSize = 0x546,
  57. ResetCounter = 0x54c,
  58. RtDepthStencilEnable = 0x54e,
  59. ConditionState = 0x554,
  60. SamplerPoolState = 0x557,
  61. DepthBiasFactor = 0x55b,
  62. TexturePoolState = 0x55d,
  63. StencilBackTestState = 0x565,
  64. DepthBiasUnits = 0x56f,
  65. RtMsaaMode = 0x574,
  66. ShaderBaseAddress = 0x582,
  67. DrawEnd = 0x585,
  68. DrawBegin = 0x586,
  69. PrimitiveRestartState = 0x591,
  70. IndexBufferState = 0x5f2,
  71. IndexBufferCount = 0x5f8,
  72. DepthBiasClamp = 0x61f,
  73. VertexBufferInstanced = 0x620,
  74. FaceState = 0x646,
  75. ViewportTransformEnable = 0x64b,
  76. Clear = 0x674,
  77. RtColorMask = 0x680,
  78. ReportState = 0x6c0,
  79. Report = 0x6c3,
  80. VertexBufferState = 0x700,
  81. BlendState = 0x780,
  82. VertexBufferEndAddress = 0x7c0,
  83. ShaderState = 0x800,
  84. FirmwareCall0 = 0x8c0,
  85. FirmwareCall1 = 0x8c1,
  86. FirmwareCall2 = 0x8c2,
  87. FirmwareCall3 = 0x8c3,
  88. FirmwareCall4 = 0x8c4,
  89. FirmwareCall5 = 0x8c5,
  90. FirmwareCall6 = 0x8c6,
  91. FirmwareCall7 = 0x8c7,
  92. UniformBufferState = 0x8e0,
  93. UniformBufferUpdateData = 0x8e4,
  94. UniformBufferBindVertex = 0x904,
  95. UniformBufferBindTessControl = 0x90c,
  96. UniformBufferBindTessEvaluation = 0x914,
  97. UniformBufferBindGeometry = 0x91c,
  98. UniformBufferBindFragment = 0x924,
  99. TextureBufferIndex = 0x982
  100. }
  101. }