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Ryujinx/Ryujinx.Graphics.Gpu/State/MethodOffset.cs

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2.3 KiB
C#

namespace Ryujinx.Graphics.Gpu.State
{
enum MethodOffset
{
Inline2MemoryParams = 0x60,
Inline2MemoryExecute = 0x6c,
Inline2MemoryPushData = 0x6d,
CopyDstTexture = 0x80,
CopySrcTexture = 0x8c,
DispatchParamsAddress = 0xad,
Dispatch = 0xaf,
CopyBufferParams = 0x100,
CopyBufferSwizzle = 0x1c2,
CopyBufferDstTexture = 0x1c3,
CopyBufferSrcTexture = 0x1ca,
RtColorState = 0x200,
CopyTextureControl = 0x223,
CopyRegion = 0x22c,
ViewportTransform = 0x280,
ViewportExtents = 0x300,
VertexBufferDrawState = 0x35d,
ClearColors = 0x360,
ClearDepthValue = 0x364,
ClearStencilValue = 0x368,
DepthBiasState = 0x370,
TextureBarrier = 0x378,
StencilBackMasks = 0x3d5,
InvalidateTextures = 0x3dd,
TextureBarrierTiled = 0x3df,
RtDepthStencilState = 0x3f8,
VertexAttribState = 0x458,
RtDepthStencilSize = 0x48a,
DepthTestEnable = 0x4b3,
DepthWriteEnable = 0x4ba,
DepthTestFunc = 0x4c3,
BlendEnable = 0x4d8,
StencilTestState = 0x4e0,
FirstVertex = 0x50d,
FirstInstance = 0x50e,
ResetCounter = 0x54c,
RtDepthStencilEnable = 0x54e,
ConditionState = 0x554,
SamplerPoolState = 0x557,
DepthBiasFactor = 0x55b,
TexturePoolState = 0x55d,
StencilBackTestState = 0x565,
DepthBiasUnits = 0x56f,
RtMsaaMode = 0x574,
ShaderBaseAddress = 0x582,
PrimitiveRestartState = 0x591,
IndexBufferState = 0x5f2,
DepthBiasClamp = 0x61f,
VertexBufferInstanced = 0x620,
FaceState = 0x646,
RtColorMask = 0x680,
ReportState = 0x6c0,
VertexBufferState = 0x700,
BlendState = 0x780,
VertexBufferEndAddress = 0x7c0,
ShaderState = 0x800,
UniformBufferState = 0x8e0,
TextureBufferIndex = 0x982
}
}