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 span.virtual_style 22 { 23 font-size : 8pt; 24 color : white; 25 font-weight : bold; 26 background : #0a0; 27 border-left : solid 1px #0f0; 28 border-top : solid 1px #0f0; 29 border-right : solid 1px #060; 30 border-bottom : solid 1px #060; 31 padding-left : 2px; 32 padding-right : 2px; 33 } 34 span.protected_style 35 { 36 font-size : 8pt; 37 color : white; 38 font-weight : bold; 39 background : #444; 40 border-left : solid 1px #ccc; 41 border-top : solid 1px #ccc; 42 border-right : solid 1px #222; 43 border-bottom : solid 1px #222; 44 padding-left : 2px; 45 padding-right : 2px; 46 } 47 --></style> 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