1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> 2<html xml:lang="en-US" lang="en-US" xmlns="http://www.w3.org/1999/xhtml"> 3 <head> 4 <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 5 <meta http-equiv="Content-Style-Type" content="text/css" /> 6 <link rel="stylesheet" href="../../../css/manpage.css" type="text/css" /> 7 <style type="text/css"><!-- 8 span.static_style 9 { 10 font-size : 8pt; 11 color : white; 12 font-weight : bold; 13 background : #44f; 14 border-left : solid 1px #aaf; 15 border-top : solid 1px #aaf; 16 border-right : solid 1px #00c; 17 border-bottom : solid 1px #00c; 18 padding-left : 2px; 19 padding-right : 2px; 20 } 21 22 span.virtual_style 23 { 24 font-size : 8pt; 25 color : white; 26 font-weight : bold; 27 background : #0a0; 28 border-left : solid 1px #0f0; 29 border-top : solid 1px #0f0; 30 border-right : solid 1px #060; 31 border-bottom : solid 1px #060; 32 padding-left : 2px; 33 padding-right : 2px; 34 } 35 36 span.protected_style 37 { 38 font-size : 8pt; 39 color : white; 40 font-weight : bold; 41 background : #444; 42 border-left : solid 1px #ccc; 43 border-top : solid 1px #ccc; 44 border-right : solid 1px #222; 45 border-bottom : solid 1px #222; 46 padding-left : 2px; 47 padding-right : 2px; 48 } 49 --></style> 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>