#pragma once namespace PICAInternalRegs { enum : u32 { // Geometry pipeline regs VertexAttribLoc = 0x200, AttribFormatLow = 0x201, AttribFormatHigh = 0x202, IndexBufferConfig = 0x227, VertexCountReg = 0x228, VertexOffsetReg = 0x22A, SignalDrawArrays = 0x22E, SignalDrawElements = 0x22F, Attrib0Offset = 0x203, Attrib1Offset = 0x206, Attrib2Offset = 0x209, Attrib3Offset = 0x20C, Attrib4Offset = 0x20F, Attrib5Offset = 0x212, Attrib6Offset = 0x215, Attrib7Offset = 0x218, Attrib8Offset = 0x21B, Attrib9Offset = 0x21E, Attrib10Offset = 0x221, Attrib11Offset = 0x224, Attrib0Config2 = 0x205, Attrib1Config2 = 0x208, Attrib2Config2 = 0x20B, Attrib3Config2 = 0x20E, Attrib4Config2 = 0x211, Attrib5Config2 = 0x214, Attrib6Config2 = 0x217, Attrib7Config2 = 0x21A, Attrib8Config2 = 0x21D, Attrib9Config2 = 0x220, Attrib10Config2 = 0x223, Attrib11Config2 = 0x226, AttribInfoStart = Attrib0Offset, AttribInfoEnd = Attrib11Config2, // Fixed attribute registers FixedAttribIndex = 0x232, FixedAttribData0 = 0x233, FixedAttribData1 = 0x234, FixedAttribData2 = 0x235, PrimitiveConfig = 0x25E, // Vertex shader registers VertexBoolUniform = 0x2B0, VertexIntUniform0 = 0x2B1, VertexIntUniform1 = 0x2B2, VertexIntUniform2 = 0x2B3, VertexIntUniform3 = 0x2B4, VertexShaderTransferEnd = 0x2BF, VertexFloatUniformIndex = 0x2C0, VertexFloatUniformData0 = 0x2C1, VertexFloatUniformData1 = 0x2C2, VertexFloatUniformData2 = 0x2C3, VertexFloatUniformData3 = 0x2C4, VertexFloatUniformData4 = 0x2C5, VertexFloatUniformData5 = 0x2C6, VertexFloatUniformData6 = 0x2C7, VertexFloatUniformData7 = 0x2C8, VertexShaderTransferIndex = 0x2CB, VertexShaderData0 = 0x2CC, VertexShaderData1 = 0x2CD, VertexShaderData2 = 0x2CE, VertexShaderData3 = 0x2CF, VertexShaderData4 = 0x2D0, VertexShaderData5 = 0x2D1, VertexShaderData6 = 0x2D2, VertexShaderData7 = 0x2D3, VertexShaderOpDescriptorIndex = 0x2D5, VertexShaderOpDescriptorData0 = 0x2D6, VertexShaderOpDescriptorData1 = 0x2D7, VertexShaderOpDescriptorData2 = 0x2D8, VertexShaderOpDescriptorData3 = 0x2D9, VertexShaderOpDescriptorData4 = 0x2DA, VertexShaderOpDescriptorData5 = 0x2DB, VertexShaderOpDescriptorData6 = 0x2DC, VertexShaderOpDescriptorData7 = 0x2DD, }; }