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::gd::CTR::Resource</title> 51 </head> 52 <body> 53<h1><CODE><a href="../../../../nn/Overview.html">nn</a>::<a href="../../../../nn/gd/Overview.html">gd</a>::<a href="../../../../nn/gd/CTR/Overview.html">CTR</a>::Resource</CODE> Class</h1> 54<h2>Syntax</h2> 55 <div class="section"> 56 <pre class="definition">class Resource</pre> 57 </div> 58<h2>Description</h2> 59 <div class="section"> 60<p>The class of resource functions.</p><p><anchor id="classnn_1_1gd_1_1_c_t_r_1_1_resource_1Resource" /></p><p>The term resource refers to two-dimensional regions like pixels (Texture2DResource), as well as regions like vertex buffers and index buffers (VertexBufferResource). When a resource is created, memory is allocated to the resource. Resources are created using the <CODE>ResourceCreateTexture2DResource</CODE> function or the <CODE>ResourceCreateVertexBufferResource</CODE> function. When a resource is released, the allocated memory is also released. <br /><br /><br /><B>Note: </B><B>Relation between resources and the NNGX command request queue</B><br /><br /> You need to be careful when releasing <SPAN class="argument">initialData</SPAN> passed to the <CODE><a href="../../../../nn/gd/CTR/Resource/CreateTexture2DResource.html">Resource::CreateTexture2DResource</a></CODE> function or the <CODE>ResourceCreateVertexBufferResource</CODE> function. If <CODE><a href="../../../../nn/gd/CTR/Texture2DResourceDescription/Overview.html">Texture2DResourceDescription.m_MemLocation</a></CODE> has been set to <CODE>MemoryVRAMA</CODE> or <CODE>MemoryVRAMB</CODE>, problems can occur if <CODE>initialData</CODE> is released immediately after the resource has been created. If <CODE>Texture2DResourceDescription.m_MemLocation</CODE> is set to a VRAM location, then DMA transfer requests for the <CODE>initialData</CODE> data will accumulate in the command buffer. It is a copy of the actual data that is used when commands execute. For this reason, the user application must retain <SPAN class="argument">initialData</SPAN> until the commands have finished executing. <br /> Remark: If <SPAN class="argument">initialData</SPAN> is created in FCRAM, then the data are transferred using the <CODE>memcpy</CODE> function, so it is all right to release <SPAN class="argument">initialData</SPAN> immediately after creating the resource. <br /><br /><br /><B>For Texture2DResource resources</B><br /><br /> <CODE>Texture2DResource</CODE> resources cannot be bound directly to pipeline stages, so they must be created using <CODE>Texture2DResource</CODE> from inside the following objects:</p><p><itemizedlist><listitem><para><CODE>Texture2</CODE> is created using the <CODE>TextureStageCreateTexture2D</CODE> function.<br /></para></listitem><listitem><para><CODE>TextureCube</CODE> is created using the <CODE>TextureStageCreateTextureCube</CODE> function.<br /></para></listitem><listitem><para><CODE>RenderTarget</CODE> is created using the <CODE>OutputStageCreateRenderTarget</CODE> function. Create <CODE>DepthStencilTarget</CODE> using the <CODE>OutputStageCreateDepthStencilTarget</CODE> function. <br /></para></listitem></itemizedlist><br /> This mechanism allows you to use a single resource in a number of different ways in the user application. For example, after you have bound some <CODE>Texture2DResource</CODE> resource to a <CODE>RenderTarget</CODE> and completed the render task, you could use the result as a 2D texture. <br />Below is a list of functions that can be bound to pipeline stages and utilize <CODE>Texture2DResource</CODE> resources:</p><p><itemizedlist><listitem><para><a href="../../../../nn/gd/CTR/TextureStage/SetTexture.html"><CODE>TextureStage::SetTexture(TextureUnitId, Texture2D &texture2D)</CODE></a><br /></para></listitem><listitem><para><a href="../../../../nn/gd/CTR/TextureStage/SetTextureUnit0.html"><CODE>TextureStage::SetTextureUnit0(TextureCube &textureCube)</CODE></a><br /></para></listitem><listitem><para><a href="../../../../nn/gd/CTR/OutputStage/SetRenderTarget.html"><CODE>OutputStage::SetRenderTarget(const RenderTarget *renderTarget)</CODE></a><br /></para></listitem><listitem><para><a href="../../../../nn/gd/CTR/OutputStage/SetDepthStencilTarget.html"><CODE>OutputStage::SetDepthStencilTarget(const DepthStencilTarget *depthStencil)</CODE></a><br /></para></listitem></itemizedlist><br /><br /><B>For vertex resources</B><br /><br /> Since there is only one way to use each buffer, you can directly bind vertex resources to <CODE>VertexInputStage</CODE>. <br />Below is a list of functions that can be bound to pipeline stages and utilize vertex resources:</p><p><itemizedlist><listitem><para><a href="../../../../nn/gd/CTR/VertexInputStage/SetIndexBuffer.html"><CODE>VertexInputStage::SetIndexBuffer(VertexBufferResource *indexBuffer, IndexFormat format, u32 offset)</CODE></a><br /></para></listitem><listitem><para><a href="../../../../nn/gd/CTR/VertexInputStage/SetVertexBuffers.html"><CODE>VertexInputStage::SetVertexBuffers(u32 startSlot, u32 numBuffers, VertexBufferResource **vertexBuffers, u32 *offsets)</CODE></a></para></listitem></itemizedlist></p><!-- write here --></div> 61 <a name="class" id="class"> 62<h2>Classes</h2> 63 <div class="section"> 64 <table class="members"> 65 <tr> 66 <th> 67<a href="../../../../nn/gd/CTR/Resource/Helper/Overview.html">nn::gd::CTR::Resource::Helper</a> 68 </th> 69<td>Utility function for converting the format of texture resources.</td> 70 </tr> </table> 71 </div> 72 </a> <a name="enum" id="enum"> 73<h2>Enumerated Types</h2> 74 <div class="section"> 75 <table class="members"> 76 <tr> 77 <td width="100"> </td> 78 <th> 79<a href="../../../../nn/gd/CTR/Resource/NativeFormat.html">NativeFormat</a> 80 </th> 81<td>The enum values for native format texture resources.</td> 82 </tr> 83 <tr> 84 <td width="100"> </td> 85 <th> 86<a href="../../../../nn/gd/CTR/Resource/Format.html">Format</a> 87 </th> 88<td>The enum values for texture resource formats. </td> 89 </tr> 90 <tr> 91 <td width="100"> </td> 92 <th> 93<a href="../../../../nn/gd/CTR/Resource/CompressedFormat.html">CompressedFormat</a> 94 </th> 95<td>The enum values for compressed texture resource formats.</td> 96 </tr> 97 <tr> 98 <td width="100"> </td> 99 <th> 100<a href="../../../../nn/gd/CTR/Resource/MapUsage.html">MapUsage</a> 101 </th> 102<td>The method for mapping the resource,</td> 103 </tr> </table> 104 </div> 105 </a> <a name="function" id="function"> 106<h2>Member Functions</h2> 107 <div class="section"> 108 <table class="members"> 109 <tr> 110<th class="category" colspan="3">Texture resources:</th> 111 </tr> 112 <tr> 113 <td width="100"> 114<span class="static_style" title="static">S</span> </td> 115 <th> 116<a href="../../../../nn/gd/CTR/Resource/CreateTexture2DResource.html">CreateTexture2DResource</a> 117 </th> 118<td>Creates a 2D texture resource.</td> 119 </tr> 120 <tr> 121 <td width="100"> 122<span class="static_style" title="static">S</span> </td> 123 <th> 124<a href="../../../../nn/gd/CTR/Resource/CreateTexture2DResourceCastFrom.html">CreateTexture2DResourceCastFrom</a> 125 </th> 126<td>Casts an existing <CODE>Texture2DResource</CODE> resource in a different format.</td> 127 </tr> 128 <tr> 129 <td width="100"> 130<span class="static_style" title="static">S</span> </td> 131 <th> 132<a href="../../../../nn/gd/CTR/Resource/GetTexture2DResourceProperties.html">GetTexture2DResourceProperties</a> 133 </th> 134<td>Gets detailed information about a 2D texture resource. </td> 135 </tr> 136 <tr> 137 <td width="100"> 138<span class="static_style" title="static">S</span> </td> 139 <th> 140<a href="../../../../nn/gd/CTR/Resource/ReleaseTexture2DResource.html">ReleaseTexture2DResource</a> 141 </th> 142<td>Releases a 2D texture resource.</td> 143 </tr> 144 <tr> 145 <td width="100"> 146<span class="static_style" title="static">S</span> </td> 147 <th> 148<a href="../../../../nn/gd/CTR/Resource/MapTexture2DResource.html">MapTexture2DResource</a> 149 </th> 150<td>Obtains a data pointer to the specified resource.</td> 151 </tr> 152 <tr> 153 <td width="100"> 154<span class="static_style" title="static">S</span> </td> 155 <th> 156<a href="../../../../nn/gd/CTR/Resource/UnmapTexture2DResource.html">UnmapTexture2DResource</a> 157 </th> 158<td>Releases the data pointer to a resource.</td> 159 </tr> 160 <tr> 161<th class="category" colspan="3">Vertex buffer resources:</th> 162 </tr> 163 <tr> 164 <td width="100"> 165<span class="static_style" title="static">S</span> </td> 166 <th> 167<a href="../../../../nn/gd/CTR/Resource/CreateVertexBufferResource.html">CreateVertexBufferResource</a> 168 </th> 169<td>Creates a vertex buffer resource. </td> 170 </tr> 171 <tr> 172 <td width="100"> 173<span class="static_style" title="static">S</span> </td> 174 <th> 175<a href="../../../../nn/gd/CTR/Resource/GetVertexBufferResourceProperties.html">GetVertexBufferResourceProperties</a> 176 </th> 177<td>Gets detailed information for a vertex buffer resource.</td> 178 </tr> 179 <tr> 180 <td width="100"> 181<span class="static_style" title="static">S</span> </td> 182 <th> 183<a href="../../../../nn/gd/CTR/Resource/MapVertexBufferResource.html">MapVertexBufferResource</a> 184 </th> 185<td>Obtains a data pointer to the specified resource.</td> 186 </tr> 187 <tr> 188 <td width="100"> 189<span class="static_style" title="static">S</span> </td> 190 <th> 191<a href="../../../../nn/gd/CTR/Resource/UnmapVertexBufferResource.html">UnmapVertexBufferResource</a> 192 </th> 193<td>Releases the data pointer to a resource.</td> 194 </tr> 195 <tr> 196 <td width="100"> 197<span class="static_style" title="static">S</span> </td> 198 <th> 199<a href="../../../../nn/gd/CTR/Resource/ReleaseVertexBufferResource.html">ReleaseVertexBufferResource</a> 200 </th> 201<td>Releases a vertex buffer resource. </td> 202 </tr> </table> 203 </div> 204 </a> 205<h2>Revision History</h2> 206 <div class="section"> 207 <dl class="history"> 208 <dt>2011/02/15</dt> 209<dd>Initial version.<br /> 210 </dd> 211 </dl> 212 </div> 213 <hr><p>CONFIDENTIAL</p></body> 214</html>