|
|
|
@ -318,6 +318,7 @@ public:
|
|
|
|
|
Equation equation_a;
|
|
|
|
|
Factor factor_source_a;
|
|
|
|
|
Factor factor_dest_a;
|
|
|
|
|
INSERT_PADDING_WORDS(1);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
union {
|
|
|
|
@ -432,7 +433,27 @@ public:
|
|
|
|
|
};
|
|
|
|
|
} rt_control;
|
|
|
|
|
|
|
|
|
|
INSERT_PADDING_WORDS(0xCF);
|
|
|
|
|
INSERT_PADDING_WORDS(0x31);
|
|
|
|
|
|
|
|
|
|
u32 independent_blend_enable;
|
|
|
|
|
|
|
|
|
|
INSERT_PADDING_WORDS(0x15);
|
|
|
|
|
|
|
|
|
|
struct {
|
|
|
|
|
u32 separate_alpha;
|
|
|
|
|
Blend::Equation equation_rgb;
|
|
|
|
|
Blend::Factor factor_source_rgb;
|
|
|
|
|
Blend::Factor factor_dest_rgb;
|
|
|
|
|
Blend::Equation equation_a;
|
|
|
|
|
Blend::Factor factor_source_a;
|
|
|
|
|
INSERT_PADDING_WORDS(1);
|
|
|
|
|
Blend::Factor factor_dest_a;
|
|
|
|
|
|
|
|
|
|
u32 enable_common;
|
|
|
|
|
u32 enable[NumRenderTargets];
|
|
|
|
|
} blend;
|
|
|
|
|
|
|
|
|
|
INSERT_PADDING_WORDS(0x77);
|
|
|
|
|
|
|
|
|
|
struct {
|
|
|
|
|
u32 tsc_address_high;
|
|
|
|
@ -557,9 +578,7 @@ public:
|
|
|
|
|
|
|
|
|
|
} vertex_array[NumVertexArrays];
|
|
|
|
|
|
|
|
|
|
Blend blend;
|
|
|
|
|
|
|
|
|
|
INSERT_PADDING_WORDS(0x39);
|
|
|
|
|
Blend independent_blend[NumRenderTargets];
|
|
|
|
|
|
|
|
|
|
struct {
|
|
|
|
|
u32 limit_high;
|
|
|
|
@ -722,6 +741,8 @@ ASSERT_REG_POSITION(vertex_buffer, 0x35D);
|
|
|
|
|
ASSERT_REG_POSITION(zeta, 0x3F8);
|
|
|
|
|
ASSERT_REG_POSITION(vertex_attrib_format[0], 0x458);
|
|
|
|
|
ASSERT_REG_POSITION(rt_control, 0x487);
|
|
|
|
|
ASSERT_REG_POSITION(independent_blend_enable, 0x4B9);
|
|
|
|
|
ASSERT_REG_POSITION(blend, 0x4CF);
|
|
|
|
|
ASSERT_REG_POSITION(tsc, 0x557);
|
|
|
|
|
ASSERT_REG_POSITION(tic, 0x55D);
|
|
|
|
|
ASSERT_REG_POSITION(code_address, 0x582);
|
|
|
|
@ -729,7 +750,7 @@ ASSERT_REG_POSITION(draw, 0x585);
|
|
|
|
|
ASSERT_REG_POSITION(index_array, 0x5F2);
|
|
|
|
|
ASSERT_REG_POSITION(query, 0x6C0);
|
|
|
|
|
ASSERT_REG_POSITION(vertex_array[0], 0x700);
|
|
|
|
|
ASSERT_REG_POSITION(blend, 0x780);
|
|
|
|
|
ASSERT_REG_POSITION(independent_blend, 0x780);
|
|
|
|
|
ASSERT_REG_POSITION(vertex_array_limit[0], 0x7C0);
|
|
|
|
|
ASSERT_REG_POSITION(shader_config[0], 0x800);
|
|
|
|
|
ASSERT_REG_POSITION(const_buffer, 0x8E0);
|
|
|
|
|