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