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50<title>nn::gr::CTR</title>
51  </head>
52  <body>
53<h1><CODE>nn::gr::CTR</CODE> Namespace</h1>
54<h2>Description</h2>
55    <div class="section">
56<p>The namespace of the CTR GPU register access API. <br />(This can also be written without the <CODE>::CTR</CODE> portion.)</p><!-- write here --></div>
57    <a name="class" id="class">
58<h2>Classes</h2>
59      <div class="section">
60        <table class="members">
61          <tr>
62            <th>
63<a href="../../../nn/gr/CTR/BindSymbol/Overview.html"><CODE>nn::gr::CTR::BindSymbol</CODE></a>
64            </th>
65<td>Class for getting/setting information about symbols.</td>
66          </tr>
67          <tr>
68            <th>
69<a href="../../../nn/gr/CTR/BindSymbolVSInput/Overview.html"><CODE>nn::gr::CTR::BindSymbolVSInput</CODE></a>
70            </th>
71<td>Class for getting/setting information about input register symbols of the vertex shader.</td>
72          </tr>
73          <tr>
74            <th>
75<a href="../../../nn/gr/CTR/BindSymbolVSFloat/Overview.html"><CODE>nn::gr::CTR::BindSymbolVSFloat</CODE></a>
76            </th>
77<td>Class for getting/setting information about floating point register symbols of the vertex shader.</td>
78          </tr>
79          <tr>
80            <th>
81<a href="../../../nn/gr/CTR/BindSymbolVSInteger/Overview.html"><CODE>nn::gr::CTR::BindSymbolVSInteger</CODE></a>
82            </th>
83<td>Class for getting/setting information about integer register symbols.</td>
84          </tr>
85          <tr>
86            <th>
87<a href="../../../nn/gr/CTR/BindSymbolVSBool/Overview.html"><CODE>nn::gr::CTR::BindSymbolVSBool</CODE></a>
88            </th>
89<td>Class for getting/setting information about Boolean register symbols.</td>
90          </tr>
91          <tr>
92            <th>
93<a href="../../../nn/gr/CTR/BindSymbolGSFloat/Overview.html"><CODE>nn::gr::CTR::BindSymbolGSFloat</CODE></a>
94            </th>
95<td>Class for getting/setting information about floating point register symbols of the geometry shader.</td>
96          </tr>
97          <tr>
98            <th>
99<a href="../../../nn/gr/CTR/BindSymbolGSBool/Overview.html"><CODE>nn::gr::CTR::BindSymbolGSBool</CODE></a>
100            </th>
101<td>Class for getting/setting information about Boolean register symbols.</td>
102          </tr>
103          <tr>
104            <th>
105<a href="../../../nn/gr/CTR/Combiner/Overview.html"><CODE>nn::gr::CTR::Combiner</CODE></a>
106            </th>
107<td>Class for configuring combiner settings.</td>
108          </tr>
109          <tr>
110            <th>
111<a href="../../../nn/gr/CTR/Fog/Overview.html"><CODE>nn::gr::CTR::Fog</CODE></a>
112            </th>
113<td>Class for generating fog-related commands.</td>
114          </tr>
115          <tr>
116            <th>
117<a href="../../../nn/gr/CTR/FragmentLight/Overview.html"><CODE>nn::gr::CTR::FragmentLight</CODE></a>
118            </th>
119<td>Class for configuring fragment lighting settings.</td>
120          </tr>
121          <tr>
122            <th>
123<a href="../../../nn/gr/CTR/FrameBuffer/Overview.html"><CODE>nn::gr::CTR::FrameBuffer</CODE></a>
124            </th>
125<td>Class for configuring framebuffer settings.</td>
126          </tr>
127          <tr>
128            <th>
129<a href="../../../nn/gr/CTR/LookUpTable/Overview.html"><CODE>nn::gr::CTR::LookUpTable</CODE></a>
130            </th>
131<td>Class for loading lookup tables.</td>
132          </tr>
133          <tr>
134            <th>
135<a href="../../../nn/gr/CTR/ProcedureTexture/Overview.html"><CODE>nn::gr::CTR::ProcedureTexture</CODE></a>
136            </th>
137<td>Class for generating procedural texture commands.</td>
138          </tr>
139          <tr>
140            <th>
141<a href="../../../nn/gr/CTR/RenderState/Overview.html"><CODE>nn::gr::CTR::RenderState</CODE></a>
142            </th>
143<td>Class for setting the render state.</td>
144          </tr>
145          <tr>
146            <th>
147<a href="../../../nn/gr/CTR/Scissor/Overview.html"><CODE>nn::gr::CTR::Scissor</CODE></a>
148            </th>
149<td>Class for generating scissor-related commands. Unlike <CODE>glScissor</CODE>, the color buffer size of the target drawing must be given.</td>
150          </tr>
151          <tr>
152            <th>
153<a href="../../../nn/gr/CTR/Shader/Overview.html"><CODE>nn::gr::CTR::Shader</CODE></a>
154            </th>
155<td>Class for setting the shader binary.</td>
156          </tr>
157          <tr>
158            <th>
159<a href="../../../nn/gr/CTR/Shadow/Overview.html"><CODE>nn::gr::CTR::Shadow</CODE></a>
160            </th>
161<td>Class for configuring shadow settings.</td>
162          </tr>
163          <tr>
164            <th>
165<a href="../../../nn/gr/CTR/Texture/Overview.html"><CODE>nn::gr::CTR::Texture</CODE></a>
166            </th>
167<td>Class for setting textures.</td>
168          </tr>
169          <tr>
170            <th>
171<a href="../../../nn/gr/CTR/Vertex/Overview.html"><CODE>nn::gr::CTR::Vertex</CODE></a>
172            </th>
173<td>Class for making vertex buffer object-related settings.</td>
174          </tr>
175          <tr>
176            <th>
177<a href="../../../nn/gr/CTR/Viewport/Overview.html"><CODE>nn::gr::CTR::Viewport</CODE></a>
178            </th>
179<td>Class for generating viewport-related commands. First assign values to each <CODE>x</CODE>, <CODE>y</CODE>, <CODE>width</CODE>, and <CODE>height</CODE> member, and generate a command using <CODE>MakeCommand</CODE>.</td>
180          </tr> </table>
181      </div>
182    </a> <a name="typedef" id="typedef">
183<h2><CODE>typedef</CODE> Definitions</h2>
184      <div class="section">
185        <table class="members">
186          <tr>
187            <td width="100" />
188            <th>
189<a href="../../../nn/gr/CTR/PicaDataVertexArrayType.html"><CODE>PicaDataVertexArrayType</CODE></a>
190            </th>
191<td>Vertex stream data type. Type is <a href="../../../nn_gx_CTR_Pica/PicaDataVertexAttrType.html"><CODE>PicaDataVertexAttrType</CODE></a>.</td>
192          </tr>
193          <tr>
194            <td width="100" />
195            <th>
196<a href="../../../nn/gr/CTR/PicaDataLookUpTableType.html"><CODE>PicaDataLookUpTableType</CODE></a>
197            </th>
198<td>Lookup table type. Type is <a href="../../../nn_gx_CTR_Pica/PicaDataFragLightSampler.html"><CODE>PicaDataFragLightSampler</CODE></a>.</td>
199          </tr>
200          <tr>
201            <td width="100" />
202            <th>
203<a href="../../../nn/gr/CTR/PicaDataFragLightTexture.html"><CODE>PicaDataFragLightTexture</CODE></a>
204            </th>
205<td>Type of fragment light texture. Type is <a href="../../../nn_gx_CTR_Pica/PicaDataFragLightEnvTexture.html"><CODE>PicaDataFragLightEnvTexture</CODE></a>.</td>
206          </tr>
207          <tr>
208            <td width="100" />
209            <th>
210<a href="../../../nn/gr/CTR/PicaDataFragLightLayerConfig.html"><CODE>PicaDataFragLightLayerConfig</CODE></a>
211            </th>
212<td>Fragment light layer config type. Type is <a href="../../../nn_gx_CTR_Pica/PicaDataFragLightEnvLayerConfig.html"><CODE>PicaDataFragLightEnvLayerConfig</CODE></a>.</td>
213          </tr>
214          <tr>
215            <td width="100" />
216            <th>
217<a href="../../../nn/gr/CTR/PicaDataFragLightBump.html"><CODE>PicaDataFragLightBump</CODE></a>
218            </th>
219<td>Fragment light bump map type. Type is <a href="../../../nn_gx_CTR_Pica/PicaDataFragLightEnvBump.html"><CODE>PicaDataFragLightEnvBump</CODE></a>.</td>
220          </tr>
221          <tr>
222            <td width="100" />
223            <th>
224<a href="../../../nn/gr/CTR/PicaDataLutInput.html"><CODE>PicaDataLutInput</CODE></a>
225            </th>
226<td>Type representing <a href="../../../nn/gr/CTR/LookUpTable/Overview.html"><CODE>LookUpTable</CODE></a> to be input. Type is <a href="../../../nn_gx_CTR_Pica/PicaDataFragLightEnvLutInput.html"><CODE>PicaDataFragLightEnvLutInput</CODE></a>.</td>
227          </tr>
228          <tr>
229            <td width="100" />
230            <th>
231<a href="../../../nn/gr/CTR/PicaDataLutScale.html"><CODE>PicaDataLutScale</CODE></a>
232            </th>
233<td>Type representing <a href="../../../nn/gr/CTR/LookUpTable/Overview.html"><CODE>LookUpTable</CODE></a> scale. Type is <a href="../../../nn_gx_CTR_Pica/PicaDataFragLightEnvLutScale.html"><CODE>PicaDataFragLightEnvLutScale</CODE></a>.</td>
234          </tr> </table>
235      </div>
236    </a> <a name="function" id="function">
237<h2>Functions</h2>
238      <div class="section">
239        <table class="members">
240          <tr>
241            <td width="100">  </td>
242            <th>
243<a href="../../../nn/gr/CTR/CopyMtx34WithHeader.html"><CODE>CopyMtx34WithHeader</CODE></a>
244            </th>
245<td>Inverts the <CODE>wHzyx</CODE> order of a 3x4 matrix and makes a copy. (including header)</td>
246          </tr>
247          <tr>
248            <td width="100">  </td>
249            <th>
250<a href="../../../nn/gr/CTR/CopyMtx44WithHeader.html"><CODE>CopyMtx44WithHeader</CODE></a>
251            </th>
252<td>Inverts the <CODE>wHzyx</CODE> order of a 4x4 matrix and makes a copy. (including header)</td>
253          </tr>
254          <tr>
255            <td width="100">  </td>
256            <th>
257<a href="../../../nn/gr/CTR/MakeUniformCommandVS.html"><CODE>MakeUniformCommandVS</CODE></a>
258            </th>
259<td>Generates a command for setting a 3x4 matrix in a vertex shader uniform.</td>
260          </tr>
261          <tr>
262            <td width="100">  </td>
263            <th>
264<a href="../../../nn/gr/CTR/MakeUniformCommandGS.html"><CODE>MakeUniformCommandGS</CODE></a>
265            </th>
266<td>Generates a command for setting a 3x4 matrix in a geometry shader uniform.</td>
267          </tr>
268          <tr>
269            <td width="100">  </td>
270            <th>
271<a href="../../../nn/gr/CTR/FloatToUnsignedByte.html"><CODE>FloatToUnsignedByte</CODE></a>
272            </th>
273<td>Converts <CODE>float32</CODE> to <CODE>u8</CODE>.</td>
274          </tr>
275          <tr>
276            <td width="100">  </td>
277            <th>
278<a href="../../../nn/gr/CTR/FloatToUnsignedByteNoClamp.html"><CODE>FloatToUnsignedByteNoClamp</CODE></a>
279            </th>
280<td>Converts <CODE>float32</CODE> to <CODE>u8</CODE> without clamping.</td>
281          </tr>
282          <tr>
283            <td width="100">  </td>
284            <th>
285<a href="../../../nn/gr/CTR/Float32ToFloat16.html"><CODE>Float32ToFloat16</CODE></a>
286            </th>
287<td>Converts <CODE>float32</CODE> to <CODE>float16</CODE>.</td>
288          </tr>
289          <tr>
290            <td width="100">  </td>
291            <th>
292<a href="../../../nn/gr/CTR/Float32ToFloat24.html"><CODE>Float32ToFloat24</CODE></a>
293            </th>
294<td>Converts <CODE>float32</CODE> to <CODE>float24</CODE>.</td>
295          </tr>
296          <tr>
297            <td width="100">  </td>
298            <th>
299<a href="../../../nn/gr/CTR/Float32ToFloat20.html"><CODE>Float32ToFloat20</CODE></a>
300            </th>
301<td>Converts <CODE>float32</CODE> to <CODE>float20</CODE>.</td>
302          </tr>
303          <tr>
304            <td width="100">  </td>
305            <th>
306<a href="../../../nn/gr/CTR/Float32ToFloat31.html"><CODE>Float32ToFloat31</CODE></a>
307            </th>
308<td>Converts <CODE>float32</CODE> to <CODE>float31</CODE>.</td>
309          </tr>
310          <tr>
311            <td width="100">  </td>
312            <th>
313<a href="../../../nn/gr/CTR/Float32ToUnsignedFix24.html"><CODE>Float32ToUnsignedFix24</CODE></a>
314            </th>
315<td>Converts <CODE>float32</CODE> to unsigned <CODE>fixed24</CODE>.</td>
316          </tr>
317          <tr>
318            <td width="100">  </td>
319            <th>
320<a href="../../../nn/gr/CTR/Float32ToUnsignedFix16.html"><CODE>Float32ToUnsignedFix16</CODE></a>
321            </th>
322<td>Converts <CODE>float32</CODE> to unsigned <CODE>fixed16</CODE>.</td>
323          </tr>
324          <tr>
325            <td width="100">  </td>
326            <th>
327<a href="../../../nn/gr/CTR/Float32ToFix16.html"><CODE>Float32ToFix16</CODE></a>
328            </th>
329<td>Converts <CODE>float32</CODE> to signed <CODE>fixed16</CODE>.</td>
330          </tr>
331          <tr>
332            <td width="100">  </td>
333            <th>
334<a href="../../../nn/gr/CTR/Float32ToUnsignedFix12.html"><CODE>Float32ToUnsignedFix12</CODE></a>
335            </th>
336<td>Converts <CODE>float32</CODE> to unsigned <CODE>fixed12</CODE>.</td>
337          </tr>
338          <tr>
339            <td width="100">  </td>
340            <th>
341<a href="../../../nn/gr/CTR/Float32ToFix12.html"><CODE>Float32ToFix12</CODE></a>
342            </th>
343<td>Converts <CODE>float32</CODE> to signed <CODE>fixed12</CODE>.</td>
344          </tr>
345          <tr>
346            <td width="100">  </td>
347            <th>
348<a href="../../../nn/gr/CTR/Float32ToFix12Fraction11.html"><CODE>Float32ToFix12Fraction11</CODE></a>
349            </th>
350<td>Converts <CODE>float32</CODE> to <CODE>fixed12</CODE> (11 fractional bits).</td>
351          </tr>
352          <tr>
353            <td width="100">  </td>
354            <th>
355<a href="../../../nn/gr/CTR/Float32ToFix13Fraction8.html"><CODE>Float32ToFix13Fraction8</CODE></a>
356            </th>
357<td>Converts <CODE>float32</CODE> to <CODE>fixed13</CODE> (8 fractional bits).</td>
358          </tr>
359          <tr>
360            <td width="100">  </td>
361            <th>
362<a href="../../../nn/gr/CTR/Float32ToFix13Fraction11.html"><CODE>Float32ToFix13Fraction11</CODE></a>
363            </th>
364<td>Converts <CODE>float32</CODE> to <CODE>fixed11</CODE> (8 fractional bits).</td>
365          </tr>
366          <tr>
367            <td width="100">  </td>
368            <th>
369<a href="../../../nn/gr/CTR/Float32ToUnsignedFix11.html"><CODE>Float32ToUnsignedFix11</CODE></a>
370            </th>
371<td>Converts <CODE>float32</CODE> to unsigned <CODE>fixed11</CODE>.</td>
372          </tr>
373          <tr>
374            <td width="100">  </td>
375            <th>
376<a href="../../../nn/gr/CTR/Float32ToFix8Fraction7.html"><CODE>Float32ToFix8Fraction7</CODE></a>
377            </th>
378<td>Converts <CODE>float32</CODE> to <CODE>fixed8</CODE> (7 fractional bits).</td>
379          </tr>
380          <tr>
381            <td width="100">  </td>
382            <th>
383<a href="../../../nn/gr/CTR/PicaDataVertexAttrTypeToByteSize.html"><CODE>PicaDataVertexAttrTypeToByteSize</CODE></a>
384            </th>
385<td>Finds the size in bytes based on the vertex array type.</td>
386          </tr>
387          <tr>
388            <td width="100">  </td>
389            <th>
390<a href="../../../nn/gr/CTR/MakeDisableAllCommand.html"><CODE>MakeDisableAllCommand</CODE></a>
391            </th>
392<td>Generates commands to disable graphics features (such as <a href="../../../nn/gr/CTR/FragmentLight/Overview.html">fragment lighting</a>, <a href="../../../nn/gr/CTR/Fog/Overview.html">fog</a>, <a href="../../../nn/gr/CTR/Scissor/Overview.html">scissor tests</a>, and <a href="../../../nn/gr/CTR/Texture/Overview.html">textures</a>).</td>
393          </tr> </table>
394      </div>
395    </a>
396<h2>Revision History</h2>
397    <div class="section">
398      <dl class="history">
399        <dt>2010/09/15</dt>
400<dd>Initial version.<br />
401        </dd>
402      </dl>
403    </div>
404  <hr><p>CONFIDENTIAL</p></body>
405</html>