97ca974213
* 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
84 lines
3.0 KiB
C#
84 lines
3.0 KiB
C#
namespace Ryujinx.HLE.Gpu.Engines
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{
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enum NvGpuEngine3dReg
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{
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FrameBufferNAddress = 0x200,
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FrameBufferNWidth = 0x202,
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FrameBufferNHeight = 0x203,
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FrameBufferNFormat = 0x204,
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ViewportScaleX = 0x280,
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ViewportScaleY = 0x281,
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ViewportScaleZ = 0x282,
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ViewportTranslateX = 0x283,
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ViewportTranslateY = 0x284,
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ViewportTranslateZ = 0x285,
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VertexArrayFirst = 0x35d,
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VertexArrayCount = 0x35e,
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ClearDepth = 0x364,
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ClearStencil = 0x368,
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StencilBackFuncRef = 0x3d5,
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StencilBackMask = 0x3d6,
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StencilBackFuncMask = 0x3d7,
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VertexAttribNFormat = 0x458,
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DepthTestEnable = 0x4b3,
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IBlendEnable = 0x4b9,
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DepthTestFunction = 0x4c3,
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BlendSeparateAlpha = 0x4cf,
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BlendEquationRgb = 0x4d0,
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BlendFuncSrcRgb = 0x4d1,
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BlendFuncDstRgb = 0x4d2,
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BlendEquationAlpha = 0x4d3,
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BlendFuncSrcAlpha = 0x4d4,
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BlendFuncDstAlpha = 0x4d6,
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BlendEnableMaster = 0x4d7,
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IBlendNEnable = 0x4d8,
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StencilEnable = 0x4e0,
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StencilFrontOpFail = 0x4e1,
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StencilFrontOpZFail = 0x4e2,
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StencilFrontOpZPass = 0x4e3,
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StencilFrontFuncFunc = 0x4e4,
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StencilFrontFuncRef = 0x4e5,
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StencilFrontFuncMask = 0x4e6,
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StencilFrontMask = 0x4e7,
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VertexArrayElemBase = 0x50d,
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TexHeaderPoolOffset = 0x55d,
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TexSamplerPoolOffset = 0x557,
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StencilTwoSideEnable = 0x565,
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StencilBackOpFail = 0x566,
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StencilBackOpZFail = 0x567,
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StencilBackOpZPass = 0x568,
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StencilBackFuncFunc = 0x569,
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ShaderAddress = 0x582,
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VertexBeginGl = 0x586,
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IndexArrayAddress = 0x5f2,
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IndexArrayEndAddr = 0x5f4,
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IndexArrayFormat = 0x5f6,
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IndexBatchFirst = 0x5f7,
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IndexBatchCount = 0x5f8,
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CullFaceEnable = 0x646,
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FrontFace = 0x647,
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CullFace = 0x648,
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QueryAddress = 0x6c0,
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QuerySequence = 0x6c2,
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QueryControl = 0x6c3,
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VertexArrayNControl = 0x700,
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VertexArrayNAddress = 0x701,
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VertexArrayNDivisor = 0x703,
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IBlendNSeparateAlpha = 0x780,
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IBlendNEquationRgb = 0x781,
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IBlendNFuncSrcRgb = 0x782,
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IBlendNFuncDstRgb = 0x783,
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IBlendNEquationAlpha = 0x784,
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IBlendNFuncSrcAlpha = 0x785,
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IBlendNFuncDstAlpha = 0x786,
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VertexArrayNEndAddr = 0x7c0,
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ShaderNControl = 0x800,
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ShaderNOffset = 0x801,
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ShaderNMaxGprs = 0x803,
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ShaderNType = 0x804,
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ConstBufferSize = 0x8e0,
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ConstBufferAddress = 0x8e1,
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ConstBufferOffset = 0x8e3,
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TextureCbIndex = 0x982
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}
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} |