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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