mirror of
https://github.com/ryujinx-mirror/ryujinx.git
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c652494219
"Screen scissor" is the minimum size of all render targets, and is set when any render target is bound on NVN or OpenGL. Since it works on all active texture's real sizes, it is therefore more reliable than viewport 0's width, and is actually set before clear. This fixes a regression with Hyrule Warriors: Age Of Calamity's cubemaps, which did not set viewport dimensions before clear. This resulted in attempting to create a cubemap with rectangular sides, which is logically and physically impossible. (also it just fails)
128 lines
No EOL
5.7 KiB
C#
128 lines
No EOL
5.7 KiB
C#
namespace Ryujinx.Graphics.Gpu.State
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{
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/// <summary>
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/// GPU method offset.
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/// </summary>
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/// <remarks>
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/// This is indexed in 32 bits word.
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/// </remarks>
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enum MethodOffset
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{
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BindChannel = 0x0,
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I2mParams = 0x60,
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LaunchDma = 0x6c,
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LoadInlineData = 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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SyncpointAction = 0xb2,
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CopyBuffer = 0xc0,
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RasterizeEnable = 0xdf,
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TfBufferState = 0xe0,
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CopyBufferParams = 0x100,
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TfState = 0x1c0,
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CopyBufferSwizzle = 0x1c2,
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CopyBufferDstTexture = 0x1c3,
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CopyBufferSrcTexture = 0x1ca,
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TfEnable = 0x1d1,
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RtColorState = 0x200,
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CopyTextureControl = 0x223,
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CopyRegion = 0x22c,
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CopyTexture = 0x237,
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ViewportTransform = 0x280,
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ViewportExtents = 0x300,
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VertexBufferDrawState = 0x35d,
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DepthMode = 0x35f,
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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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TextureBarrier = 0x378,
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ScissorState = 0x380,
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StencilBackMasks = 0x3d5,
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InvalidateTextures = 0x3dd,
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TextureBarrierTiled = 0x3df,
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RtColorMaskShared = 0x3e4,
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RtDepthStencilState = 0x3f8,
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ScreenScissorState = 0x3fd,
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VertexAttribState = 0x458,
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RtControl = 0x487,
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RtDepthStencilSize = 0x48a,
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SamplerIndex = 0x48d,
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DepthTestEnable = 0x4b3,
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BlendIndependent = 0x4b9,
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DepthWriteEnable = 0x4ba,
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AlphaTestEnable = 0x4bb,
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VbElementU8 = 0x4c1,
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DepthTestFunc = 0x4c3,
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AlphaTestRef = 0x4c4,
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AlphaTestFunc = 0x4c5,
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BlendConstant = 0x4c7,
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BlendStateCommon = 0x4cf,
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BlendEnableCommon = 0x4d7,
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BlendEnable = 0x4d8,
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StencilTestState = 0x4e0,
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YControl = 0x4eb,
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FirstVertex = 0x50d,
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FirstInstance = 0x50e,
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ClipDistanceEnable = 0x544,
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PointSize = 0x546,
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PointSpriteEnable = 0x548,
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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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VbElementU32 = 0x57a,
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VbElementU16 = 0x57c,
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PointCoordReplace = 0x581,
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ShaderBaseAddress = 0x582,
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DrawEnd = 0x585,
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DrawBegin = 0x586,
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PrimitiveRestartState = 0x591,
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IndexBufferState = 0x5f2,
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IndexBufferCount = 0x5f8,
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DrawIndexedSmall = 0x5f9,
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DrawIndexedSmall2 = 0x5fa,
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DrawIndexedSmallIncInstance = 0x5fc,
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DrawIndexedSmallIncInstance2 = 0x5fd,
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DepthBiasClamp = 0x61f,
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VertexBufferInstanced = 0x620,
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VertexProgramPointSize = 0x644,
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FaceState = 0x646,
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ViewportTransformEnable = 0x64b,
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ViewVolumeClipControl = 0x64f,
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PrimitiveTypeOverride = 0x65c,
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LogicOpState = 0x671,
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Clear = 0x674,
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RtColorMask = 0x680,
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ReportState = 0x6c0,
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Report = 0x6c3,
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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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FirmwareCall0 = 0x8c0,
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FirmwareCall1 = 0x8c1,
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FirmwareCall2 = 0x8c2,
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FirmwareCall3 = 0x8c3,
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FirmwareCall4 = 0x8c4,
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FirmwareCall5 = 0x8c5,
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FirmwareCall6 = 0x8c6,
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FirmwareCall7 = 0x8c7,
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UniformBufferState = 0x8e0,
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UniformBufferUpdateData = 0x8e4,
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UniformBufferBindVertex = 0x904,
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UniformBufferBindTessControl = 0x90c,
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UniformBufferBindTessEvaluation = 0x914,
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UniformBufferBindGeometry = 0x91c,
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UniformBufferBindFragment = 0x924,
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TextureBufferIndex = 0x982,
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TfVaryingLocations = 0xa00
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}
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} |