NvGpuEngine3dReg.cs 4.0 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. ScissorEnable = 0x380,
  26. ScissorHorizontal = 0x381,
  27. ScissorVertical = 0x382,
  28. StencilBackFuncRef = 0x3d5,
  29. StencilBackMask = 0x3d6,
  30. StencilBackFuncMask = 0x3d7,
  31. ColorMaskCommon = 0x3e4,
  32. RTSeparateFragData = 0x3eb,
  33. ZetaAddress = 0x3f8,
  34. ZetaFormat = 0x3fa,
  35. ZetaBlockDimensions = 0x3fb,
  36. ZetaLayerStride = 0x3fc,
  37. VertexAttribNFormat = 0x458,
  38. RTControl = 0x487,
  39. ZetaHoriz = 0x48a,
  40. ZetaVert = 0x48b,
  41. ZetaArrayMode = 0x48c,
  42. LinkedTsc = 0x48d,
  43. DepthTestEnable = 0x4b3,
  44. BlendIndependent = 0x4b9,
  45. DepthWriteEnable = 0x4ba,
  46. DepthTestFunction = 0x4c3,
  47. BlendSeparateAlpha = 0x4cf,
  48. BlendEquationRgb = 0x4d0,
  49. BlendFuncSrcRgb = 0x4d1,
  50. BlendFuncDstRgb = 0x4d2,
  51. BlendEquationAlpha = 0x4d3,
  52. BlendFuncSrcAlpha = 0x4d4,
  53. BlendFuncDstAlpha = 0x4d6,
  54. BlendEnable = 0x4d7,
  55. IBlendNEnable = 0x4d8,
  56. StencilEnable = 0x4e0,
  57. StencilFrontOpFail = 0x4e1,
  58. StencilFrontOpZFail = 0x4e2,
  59. StencilFrontOpZPass = 0x4e3,
  60. StencilFrontFuncFunc = 0x4e4,
  61. StencilFrontFuncRef = 0x4e5,
  62. StencilFrontFuncMask = 0x4e6,
  63. StencilFrontMask = 0x4e7,
  64. ScreenYControl = 0x4eb,
  65. VertexArrayElemBase = 0x50d,
  66. VertexArrayInstBase = 0x50e,
  67. ZetaEnable = 0x54e,
  68. TexHeaderPoolOffset = 0x55d,
  69. TexSamplerPoolOffset = 0x557,
  70. StencilTwoSideEnable = 0x565,
  71. StencilBackOpFail = 0x566,
  72. StencilBackOpZFail = 0x567,
  73. StencilBackOpZPass = 0x568,
  74. StencilBackFuncFunc = 0x569,
  75. FrameBufferSrgb = 0x56e,
  76. ShaderAddress = 0x582,
  77. VertexBeginGl = 0x586,
  78. PrimRestartEnable = 0x591,
  79. PrimRestartIndex = 0x592,
  80. IndexArrayAddress = 0x5f2,
  81. IndexArrayEndAddr = 0x5f4,
  82. IndexArrayFormat = 0x5f6,
  83. IndexBatchFirst = 0x5f7,
  84. IndexBatchCount = 0x5f8,
  85. VertexArrayNInstance = 0x620,
  86. CullFaceEnable = 0x646,
  87. FrontFace = 0x647,
  88. CullFace = 0x648,
  89. ColorMaskN = 0x680,
  90. QueryAddress = 0x6c0,
  91. QuerySequence = 0x6c2,
  92. QueryControl = 0x6c3,
  93. VertexArrayNControl = 0x700,
  94. VertexArrayNAddress = 0x701,
  95. VertexArrayNDivisor = 0x703,
  96. IBlendNSeparateAlpha = 0x780,
  97. IBlendNEquationRgb = 0x781,
  98. IBlendNFuncSrcRgb = 0x782,
  99. IBlendNFuncDstRgb = 0x783,
  100. IBlendNEquationAlpha = 0x784,
  101. IBlendNFuncSrcAlpha = 0x785,
  102. IBlendNFuncDstAlpha = 0x786,
  103. VertexArrayNEndAddr = 0x7c0,
  104. ShaderNControl = 0x800,
  105. ShaderNOffset = 0x801,
  106. ShaderNMaxGprs = 0x803,
  107. ShaderNType = 0x804,
  108. ConstBufferSize = 0x8e0,
  109. ConstBufferAddress = 0x8e1,
  110. ConstBufferOffset = 0x8e3,
  111. TextureCbIndex = 0x982
  112. }
  113. }