wut v1.8.0
Wii U Toolchain
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context.h
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1#pragma once
2#include <wut.h>
3
10#ifdef __cplusplus
11extern "C" {
12#endif
13
16
18{
19 uint32_t config[0xB00];
20 uint32_t context[0x400];
21 uint32_t alu[0x800];
22 uint32_t loop[0x60];
23 WUT_PADDING_BYTES((0x80 - 0x60) * 4);
24 uint32_t resource[0xD9E];
25 WUT_PADDING_BYTES((0xDC0 - 0xD9E) * 4);
26 uint32_t sampler[0xA2];
27 WUT_PADDING_BYTES((0xC0 - 0xA2) * 4);
28};
29WUT_CHECK_OFFSET(GX2ShadowState, 0x0000, config);
30WUT_CHECK_OFFSET(GX2ShadowState, 0x2C00, context);
31WUT_CHECK_OFFSET(GX2ShadowState, 0x3C00, alu);
32WUT_CHECK_OFFSET(GX2ShadowState, 0x5C00, loop);
33WUT_CHECK_OFFSET(GX2ShadowState, 0x5E00, resource);
34WUT_CHECK_OFFSET(GX2ShadowState, 0x9500, sampler);
35WUT_CHECK_SIZE(GX2ShadowState, 0x9800);
36
38{
40 WUT_UNKNOWN_BYTES(4);
42 WUT_UNKNOWN_BYTES(0x9e00 - 0x9808);
43 uint32_t shadowDisplayList[192];
44};
45WUT_CHECK_OFFSET(GX2ContextState, 0x0000, shadowState);
46WUT_CHECK_OFFSET(GX2ContextState, 0x9804, shadowDisplayListSize);
47WUT_CHECK_OFFSET(GX2ContextState, 0x9e00, shadowDisplayList);
48WUT_CHECK_SIZE(GX2ContextState, 0xa100);
49
50void
52 BOOL unk1);
53
54void
56 void *outDisplayList,
57 uint32_t *outSize);
58
59void
61
62void
64
65#ifdef __cplusplus
66}
67#endif
68
uint32_t shadowDisplayList[192]
Definition context.h:43
uint32_t loop[0x60]
Definition context.h:22
uint32_t config[0xB00]
Definition context.h:19
uint32_t resource[0xD9E]
Definition context.h:24
uint32_t shadowDisplayListSize
Definition context.h:41
uint32_t context[0x400]
Definition context.h:20
GX2ShadowState shadowState
Definition context.h:39
uint32_t sampler[0xA2]
Definition context.h:26
uint32_t alu[0x800]
Definition context.h:21
void GX2SetDefaultState()
void GX2GetContextStateDisplayList(const GX2ContextState *state, void *outDisplayList, uint32_t *outSize)
void GX2SetContextState(GX2ContextState *state)
void GX2SetupContextStateEx(GX2ContextState *state, BOOL unk1)
int32_t BOOL
Definition wut_types.h:7