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