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><a href="../../../nn/Overview.html">nn</a>::<a href="../../../nn/gr/Overview.html">gr</a>::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/Texture/Overview.html"><CODE>nn::gr::CTR::Texture</CODE></a> 158 </th> 159<td>Class for setting textures.</td> 160 </tr> 161 <tr> 162 <th> 163<a href="../../../nn/gr/CTR/Vertex/Overview.html"><CODE>nn::gr::CTR::Vertex</CODE></a> 164 </th> 165<td>Class for making vertex buffer object-related settings.</td> 166 </tr> 167 <tr> 168 <th> 169<a href="../../../nn/gr/CTR/Viewport/Overview.html"><CODE>nn::gr::CTR::Viewport</CODE></a> 170 </th> 171<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> 172 </tr> </table> 173 </div> 174 </a> <a name="typedef" id="typedef"> 175<h2><CODE>typedef</CODE> Definitions</h2> 176 <div class="section"> 177 <table class="members"> 178 <tr> 179 <td width="100" /> 180 <th> 181<a href="../../../nn/gr/CTR/PicaDataVertexArrayType.html"><CODE>PicaDataVertexArrayType</CODE></a> 182 </th> 183<td>Vertex stream data type. Type is <a href="../../../nn_gx_CTR_Pica/PicaDataVertexAttrType.html"><CODE>PicaDataVertexAttrType</CODE></a>.</td> 184 </tr> 185 <tr> 186 <td width="100" /> 187 <th> 188<a href="../../../nn/gr/CTR/PicaDataLookUpTableType.html"><CODE>PicaDataLookUpTableType</CODE></a> 189 </th> 190<td>Lookup table type. Type is <a href="../../../nn_gx_CTR_Pica/PicaDataFragLightSampler.html"><CODE>PicaDataFragLightSampler</CODE></a>.</td> 191 </tr> 192 <tr> 193 <td width="100" /> 194 <th> 195<a href="../../../nn/gr/CTR/PicaDataFragLightTexture.html"><CODE>PicaDataFragLightTexture</CODE></a> 196 </th> 197<td>Type of fragment light texture. Type is <a href="../../../nn_gx_CTR_Pica/PicaDataFragLightEnvTexture.html"><CODE>PicaDataFragLightEnvTexture</CODE></a>.</td> 198 </tr> 199 <tr> 200 <td width="100" /> 201 <th> 202<a href="../../../nn/gr/CTR/PicaDataFragLightLayerConfig.html"><CODE>PicaDataFragLightLayerConfig</CODE></a> 203 </th> 204<td>Fragment light layer config type. Type is <a href="../../../nn_gx_CTR_Pica/PicaDataFragLightEnvLayerConfig.html"><CODE>PicaDataFragLightEnvLayerConfig</CODE></a>.</td> 205 </tr> 206 <tr> 207 <td width="100" /> 208 <th> 209<a href="../../../nn/gr/CTR/PicaDataFragLightBump.html"><CODE>PicaDataFragLightBump</CODE></a> 210 </th> 211<td>Fragment light bump map type. Type is <a href="../../../nn_gx_CTR_Pica/PicaDataFragLightEnvBump.html"><CODE>PicaDataFragLightEnvBump</CODE></a>.</td> 212 </tr> 213 <tr> 214 <td width="100" /> 215 <th> 216<a href="../../../nn/gr/CTR/PicaDataLutInput.html"><CODE>PicaDataLutInput</CODE></a> 217 </th> 218<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> 219 </tr> 220 <tr> 221 <td width="100" /> 222 <th> 223<a href="../../../nn/gr/CTR/PicaDataLutScale.html"><CODE>PicaDataLutScale</CODE></a> 224 </th> 225<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> 226 </tr> </table> 227 </div> 228 </a> <a name="function" id="function"> 229<h2>Functions</h2> 230 <div class="section"> 231 <table class="members"> 232 <tr> 233 <td width="100"> </td> 234 <th> 235<a href="../../../nn/gr/CTR/CopyMtx34WithHeader.html"><CODE>CopyMtx34WithHeader</CODE></a> 236 </th> 237<td>Inverts the <CODE>wHzyx</CODE> order of a 3x4 matrix and makes a copy. (including header)</td> 238 </tr> 239 <tr> 240 <td width="100"> </td> 241 <th> 242<a href="../../../nn/gr/CTR/CopyMtx44WithHeader.html"><CODE>CopyMtx44WithHeader</CODE></a> 243 </th> 244<td>Inverts the <CODE>wHzyx</CODE> order of a 4x4 matrix and makes a copy. (including header)</td> 245 </tr> 246 <tr> 247 <td width="100"> </td> 248 <th> 249<a href="../../../nn/gr/CTR/MakeUniformCommandVS.html"><CODE>MakeUniformCommandVS</CODE></a> 250 </th> 251<td>Generates a command for setting a 3x4 matrix in a vertex shader uniform.</td> 252 </tr> 253 <tr> 254 <td width="100"> </td> 255 <th> 256<a href="../../../nn/gr/CTR/MakeUniformCommandGS.html"><CODE>MakeUniformCommandGS</CODE></a> 257 </th> 258<td>Generates a command for setting a 3x4 matrix in a geometry shader uniform.</td> 259 </tr> 260 <tr> 261 <td width="100"> </td> 262 <th> 263<a href="../../../nn/gr/CTR/FloatToUnsignedByte.html"><CODE>FloatToUnsignedByte</CODE></a> 264 </th> 265<td>Converts <CODE>float32</CODE> to <CODE>u8</CODE>.</td> 266 </tr> 267 <tr> 268 <td width="100"> </td> 269 <th> 270<a href="../../../nn/gr/CTR/FloatToUnsignedByteNoClamp.html"><CODE>FloatToUnsignedByteNoClamp</CODE></a> 271 </th> 272<td>Converts <CODE>float32</CODE> to <CODE>u8</CODE> without clamping.</td> 273 </tr> 274 <tr> 275 <td width="100"> </td> 276 <th> 277<a href="../../../nn/gr/CTR/Float32ToFloat16.html"><CODE>Float32ToFloat16</CODE></a> 278 </th> 279<td>Converts <CODE>float32</CODE> to <CODE>float16</CODE>.</td> 280 </tr> 281 <tr> 282 <td width="100"> </td> 283 <th> 284<a href="../../../nn/gr/CTR/Float32ToFloat24.html"><CODE>Float32ToFloat24</CODE></a> 285 </th> 286<td>Converts <CODE>float32</CODE> to <CODE>float24</CODE>.</td> 287 </tr> 288 <tr> 289 <td width="100"> </td> 290 <th> 291<a href="../../../nn/gr/CTR/Float32ToFloat20.html"><CODE>Float32ToFloat20</CODE></a> 292 </th> 293<td>Converts <CODE>float32</CODE> to <CODE>float20</CODE>.</td> 294 </tr> 295 <tr> 296 <td width="100"> </td> 297 <th> 298<a href="../../../nn/gr/CTR/Float32ToFloat31.html"><CODE>Float32ToFloat31</CODE></a> 299 </th> 300<td>Converts <CODE>float32</CODE> to <CODE>float31</CODE>.</td> 301 </tr> 302 <tr> 303 <td width="100"> </td> 304 <th> 305<a href="../../../nn/gr/CTR/Float32ToUnsignedFix24.html"><CODE>Float32ToUnsignedFix24</CODE></a> 306 </th> 307<td>Converts <CODE>float32</CODE> to unsigned <CODE>fixed24</CODE>.</td> 308 </tr> 309 <tr> 310 <td width="100"> </td> 311 <th> 312<a href="../../../nn/gr/CTR/Float32ToUnsignedFix16.html"><CODE>Float32ToUnsignedFix16</CODE></a> 313 </th> 314<td>Converts <CODE>float32</CODE> to unsigned <CODE>fixed16</CODE>.</td> 315 </tr> 316 <tr> 317 <td width="100"> </td> 318 <th> 319<a href="../../../nn/gr/CTR/Float32ToFix16.html"><CODE>Float32ToFix16</CODE></a> 320 </th> 321<td>Converts <CODE>float32</CODE> to signed <CODE>fixed16</CODE>.</td> 322 </tr> 323 <tr> 324 <td width="100"> </td> 325 <th> 326<a href="../../../nn/gr/CTR/Float32ToUnsignedFix12.html"><CODE>Float32ToUnsignedFix12</CODE></a> 327 </th> 328<td>Converts <CODE>float32</CODE> to unsigned <CODE>fixed12</CODE>.</td> 329 </tr> 330 <tr> 331 <td width="100"> </td> 332 <th> 333<a href="../../../nn/gr/CTR/Float32ToFix12.html"><CODE>Float32ToFix12</CODE></a> 334 </th> 335<td>Converts <CODE>float32</CODE> to signed <CODE>fixed12</CODE>.</td> 336 </tr> 337 <tr> 338 <td width="100"> </td> 339 <th> 340<a href="../../../nn/gr/CTR/Float32ToFix12Fraction11.html"><CODE>Float32ToFix12Fraction11</CODE></a> 341 </th> 342<td>Converts <CODE>float32</CODE> to <CODE>fixed12</CODE> (11 fractional bits).</td> 343 </tr> 344 <tr> 345 <td width="100"> </td> 346 <th> 347<a href="../../../nn/gr/CTR/Float32ToFix13Fraction8.html"><CODE>Float32ToFix13Fraction8</CODE></a> 348 </th> 349<td>Converts <CODE>float32</CODE> to <CODE>fixed13</CODE> (8 fractional bits).</td> 350 </tr> 351 <tr> 352 <td width="100"> </td> 353 <th> 354<a href="../../../nn/gr/CTR/Float32ToFix13Fraction11.html"><CODE>Float32ToFix13Fraction11</CODE></a> 355 </th> 356<td>Converts <CODE>float32</CODE> to <CODE>fixed11</CODE> (8 fractional bits).</td> 357 </tr> 358 <tr> 359 <td width="100"> </td> 360 <th> 361<a href="../../../nn/gr/CTR/Float32ToUnsignedFix11.html"><CODE>Float32ToUnsignedFix11</CODE></a> 362 </th> 363<td>Converts <CODE>float32</CODE> to unsigned <CODE>fixed11</CODE>.</td> 364 </tr> 365 <tr> 366 <td width="100"> </td> 367 <th> 368<a href="../../../nn/gr/CTR/Float32ToFix8Fraction7.html"><CODE>Float32ToFix8Fraction7</CODE></a> 369 </th> 370<td>Converts <CODE>float32</CODE> to <CODE>fixed8</CODE> (7 fractional bits).</td> 371 </tr> 372 <tr> 373 <td width="100"> </td> 374 <th> 375<a href="../../../nn/gr/CTR/PicaDataVertexAttrTypeToByteSize.html"><CODE>PicaDataVertexAttrTypeToByteSize</CODE></a> 376 </th> 377<td>Finds the size in bytes based on the vertex array type.</td> 378 </tr> 379 <tr> 380 <td width="100"> </td> 381 <th> 382<a href="../../../nn/gr/CTR/MakeDisableAllCommand.html"><CODE>MakeDisableAllCommand</CODE></a> 383 </th> 384<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> 385 </tr> </table> 386 </div> 387 </a> 388<h2>Revision History</h2> 389 <div class="section"> 390 <dl class="history"> 391 <dt>2010/09/15</dt> 392<dd>Initial version.<br /> 393 </dd> 394 </dl> 395 </div> 396 <hr><p>CONFIDENTIAL</p></body> 397</html> 398