MethodOffset.cs 4.0 KB

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