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ryujinx-final/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3dReg.cs
ReinUsesLisp 97ca974213 Implement some GPU features (#209)
* Implement stencil testing

* Implement depth testing

* Implement face culling

* Implement front face

* Comparison functions now take OGL enums too

* Fix front facing when flipping was used

* Add depth and stencil clear values
2018-07-05 15:47:29 -03:00

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3 KiB
C#

namespace Ryujinx.HLE.Gpu.Engines
{
enum NvGpuEngine3dReg
{
FrameBufferNAddress = 0x200,
FrameBufferNWidth = 0x202,
FrameBufferNHeight = 0x203,
FrameBufferNFormat = 0x204,
ViewportScaleX = 0x280,
ViewportScaleY = 0x281,
ViewportScaleZ = 0x282,
ViewportTranslateX = 0x283,
ViewportTranslateY = 0x284,
ViewportTranslateZ = 0x285,
VertexArrayFirst = 0x35d,
VertexArrayCount = 0x35e,
ClearDepth = 0x364,
ClearStencil = 0x368,
StencilBackFuncRef = 0x3d5,
StencilBackMask = 0x3d6,
StencilBackFuncMask = 0x3d7,
VertexAttribNFormat = 0x458,
DepthTestEnable = 0x4b3,
IBlendEnable = 0x4b9,
DepthTestFunction = 0x4c3,
BlendSeparateAlpha = 0x4cf,
BlendEquationRgb = 0x4d0,
BlendFuncSrcRgb = 0x4d1,
BlendFuncDstRgb = 0x4d2,
BlendEquationAlpha = 0x4d3,
BlendFuncSrcAlpha = 0x4d4,
BlendFuncDstAlpha = 0x4d6,
BlendEnableMaster = 0x4d7,
IBlendNEnable = 0x4d8,
StencilEnable = 0x4e0,
StencilFrontOpFail = 0x4e1,
StencilFrontOpZFail = 0x4e2,
StencilFrontOpZPass = 0x4e3,
StencilFrontFuncFunc = 0x4e4,
StencilFrontFuncRef = 0x4e5,
StencilFrontFuncMask = 0x4e6,
StencilFrontMask = 0x4e7,
VertexArrayElemBase = 0x50d,
TexHeaderPoolOffset = 0x55d,
TexSamplerPoolOffset = 0x557,
StencilTwoSideEnable = 0x565,
StencilBackOpFail = 0x566,
StencilBackOpZFail = 0x567,
StencilBackOpZPass = 0x568,
StencilBackFuncFunc = 0x569,
ShaderAddress = 0x582,
VertexBeginGl = 0x586,
IndexArrayAddress = 0x5f2,
IndexArrayEndAddr = 0x5f4,
IndexArrayFormat = 0x5f6,
IndexBatchFirst = 0x5f7,
IndexBatchCount = 0x5f8,
CullFaceEnable = 0x646,
FrontFace = 0x647,
CullFace = 0x648,
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
}
}