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path: root/Ryujinx.Graphics/Graphics3d/NvGpuEngine3dReg.cs
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namespace Ryujinx.Graphics.Graphics3d
{
    enum NvGpuEngine3dReg
    {
        FrameBufferNAddress     = 0x200,
        FrameBufferNWidth       = 0x202,
        FrameBufferNHeight      = 0x203,
        FrameBufferNFormat      = 0x204,
        FrameBufferNBlockDim    = 0x205,
        FrameBufferNArrayMode   = 0x206,
        FrameBufferNLayerStride = 0x207,
        FrameBufferNBaseLayer   = 0x208,
        ViewportNScaleX         = 0x280,
        ViewportNScaleY         = 0x281,
        ViewportNScaleZ         = 0x282,
        ViewportNTranslateX     = 0x283,
        ViewportNTranslateY     = 0x284,
        ViewportNTranslateZ     = 0x285,
        ViewportNHoriz          = 0x300,
        ViewportNVert           = 0x301,
        DepthRangeNNear         = 0x302,
        DepthRangeNFar          = 0x303,
        VertexArrayFirst        = 0x35d,
        VertexArrayCount        = 0x35e,
        ClearNColor             = 0x360,
        ClearDepth              = 0x364,
        ClearStencil            = 0x368,
        ScissorEnable           = 0x380,
        ScissorHorizontal       = 0x381,
        ScissorVertical         = 0x382,
        StencilBackFuncRef      = 0x3d5,
        StencilBackMask         = 0x3d6,
        StencilBackFuncMask     = 0x3d7,
        ColorMaskCommon         = 0x3e4,
        RtSeparateFragData      = 0x3eb,
        ZetaAddress             = 0x3f8,
        ZetaFormat              = 0x3fa,
        ZetaBlockDimensions     = 0x3fb,
        ZetaLayerStride         = 0x3fc,
        VertexAttribNFormat     = 0x458,
        RtControl               = 0x487,
        ZetaHoriz               = 0x48a,
        ZetaVert                = 0x48b,
        ZetaArrayMode           = 0x48c,
        LinkedTsc               = 0x48d,
        DepthTestEnable         = 0x4b3,
        BlendIndependent        = 0x4b9,
        DepthWriteEnable        = 0x4ba,
        DepthTestFunction       = 0x4c3,
        BlendSeparateAlpha      = 0x4cf,
        BlendEquationRgb        = 0x4d0,
        BlendFuncSrcRgb         = 0x4d1,
        BlendFuncDstRgb         = 0x4d2,
        BlendEquationAlpha      = 0x4d3,
        BlendFuncSrcAlpha       = 0x4d4,
        BlendFuncDstAlpha       = 0x4d6,
        BlendEnable             = 0x4d7,
        IBlendNEnable           = 0x4d8,
        StencilEnable           = 0x4e0,
        StencilFrontOpFail      = 0x4e1,
        StencilFrontOpZFail     = 0x4e2,
        StencilFrontOpZPass     = 0x4e3,
        StencilFrontFuncFunc    = 0x4e4,
        StencilFrontFuncRef     = 0x4e5,
        StencilFrontFuncMask    = 0x4e6,
        StencilFrontMask        = 0x4e7,
        ScreenYControl          = 0x4eb,
        VertexArrayElemBase     = 0x50d,
        VertexArrayInstBase     = 0x50e,
        ZetaEnable              = 0x54e,
        TexHeaderPoolOffset     = 0x55d,
        TexSamplerPoolOffset    = 0x557,
        StencilTwoSideEnable    = 0x565,
        StencilBackOpFail       = 0x566,
        StencilBackOpZFail      = 0x567,
        StencilBackOpZPass      = 0x568,
        StencilBackFuncFunc     = 0x569,
        FrameBufferSrgb         = 0x56e,
        ShaderAddress           = 0x582,
        VertexBeginGl           = 0x586,
        PrimRestartEnable       = 0x591,
        PrimRestartIndex        = 0x592,
        IndexArrayAddress       = 0x5f2,
        IndexArrayEndAddr       = 0x5f4,
        IndexArrayFormat        = 0x5f6,
        IndexBatchFirst         = 0x5f7,
        IndexBatchCount         = 0x5f8,
        VertexArrayNInstance    = 0x620,
        CullFaceEnable          = 0x646,
        FrontFace               = 0x647,
        CullFace                = 0x648,
        ColorMaskN              = 0x680,
        QueryAddress            = 0x6c0,
        QuerySequence           = 0x6c2,
        QueryControl            = 0x6c3,
        VertexArrayNControl     = 0x700,
        VertexArrayNAddress     = 0x701,
        VertexArrayNDivisor     = 0x703,
        IBlendNSeparateAlpha    = 0x780,
        IBlendNEquationRgb      = 0x781,
        IBlendNFuncSrcRgb       = 0x782,
        IBlendNFuncDstRgb       = 0x783,
        IBlendNEquationAlpha    = 0x784,
        IBlendNFuncSrcAlpha     = 0x785,
        IBlendNFuncDstAlpha     = 0x786,
        VertexArrayNEndAddr     = 0x7c0,
        ShaderNControl          = 0x800,
        ShaderNOffset           = 0x801,
        ShaderNMaxGprs          = 0x803,
        ShaderNType             = 0x804,
        ConstBufferSize         = 0x8e0,
        ConstBufferAddress      = 0x8e1,
        ConstBufferOffset       = 0x8e3,
        TextureCbIndex          = 0x982
    }
}