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::gr::CTR</title> 51 </head> 52 <body> 53<h1><CODE><a href="../../../nn/Overview.html">nn</a>::<a href="../../../nn/gr/Overview.html">gr</a>::CTR</CODE> Namespace</h1> 54<h2>Description</h2> 55 <div class="section"> 56<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> 57 <a name="class" id="class"> 58<h2>Classes</h2> 59 <div class="section"> 60 <table class="members"> 61 <tr> 62 <th> 63<a href="../../../nn/gr/CTR/BindSymbol/Overview.html"><CODE>nn::gr::CTR::BindSymbol</CODE></a> 64 </th> 65<td>Class for getting/setting information about symbols.</td> 66 </tr> 67 <tr> 68 <th> 69<a href="../../../nn/gr/CTR/BindSymbolVSInput/Overview.html"><CODE>nn::gr::CTR::BindSymbolVSInput</CODE></a> 70 </th> 71<td>Class for getting/setting information about input register symbols of the vertex shader.</td> 72 </tr> 73 <tr> 74 <th> 75<a href="../../../nn/gr/CTR/BindSymbolVSFloat/Overview.html"><CODE>nn::gr::CTR::BindSymbolVSFloat</CODE></a> 76 </th> 77<td>Class for getting/setting information about floating point register symbols of the vertex shader.</td> 78 </tr> 79 <tr> 80 <th> 81<a href="../../../nn/gr/CTR/BindSymbolVSInteger/Overview.html"><CODE>nn::gr::CTR::BindSymbolVSInteger</CODE></a> 82 </th> 83<td>Class for getting/setting information about integer register symbols.</td> 84 </tr> 85 <tr> 86 <th> 87<a href="../../../nn/gr/CTR/BindSymbolVSBool/Overview.html"><CODE>nn::gr::CTR::BindSymbolVSBool</CODE></a> 88 </th> 89<td>Class for getting or setting information about Boolean register symbols.</td> 90 </tr> 91 <tr> 92 <th> 93<a href="../../../nn/gr/CTR/BindSymbolGSFloat/Overview.html"><CODE>nn::gr::CTR::BindSymbolGSFloat</CODE></a> 94 </th> 95<td>Class for getting/setting information about floating point register symbols of the geometry shader.</td> 96 </tr> 97 <tr> 98 <th> 99<a href="../../../nn/gr/CTR/BindSymbolGSBool/Overview.html"><CODE>nn::gr::CTR::BindSymbolGSBool</CODE></a> 100 </th> 101<td>Class for getting or setting information about Boolean register symbols.</td> 102 </tr> 103 <tr> 104 <th> 105<a href="../../../nn/gr/CTR/Combiner/Overview.html"><CODE>nn::gr::CTR::Combiner</CODE></a> 106 </th> 107<td>Class for configuring combiner settings.</td> 108 </tr> 109 <tr> 110 <th> 111<a href="../../../nn/gr/CTR/Fog/Overview.html"><CODE>nn::gr::CTR::Fog</CODE></a> 112 </th> 113<td>Class for generating fog-related commands.</td> 114 </tr> 115 <tr> 116 <th> 117<a href="../../../nn/gr/CTR/FragmentLight/Overview.html"><CODE>nn::gr::CTR::FragmentLight</CODE></a> 118 </th> 119<td>Class for configuring fragment lighting settings.</td> 120 </tr> 121 <tr> 122 <th> 123<a href="../../../nn/gr/CTR/FrameBuffer/Overview.html"><CODE>nn::gr::CTR::FrameBuffer</CODE></a> 124 </th> 125<td>Class for configuring framebuffer settings.</td> 126 </tr> 127 <tr> 128 <th> 129<a href="../../../nn/gr/CTR/LookUpTable/Overview.html"><CODE>nn::gr::CTR::LookUpTable</CODE></a> 130 </th> 131<td>Class for loading lookup tables.</td> 132 </tr> 133 <tr> 134 <th> 135<a href="../../../nn/gr/CTR/ProcedureTexture/Overview.html"><CODE>nn::gr::CTR::ProcedureTexture</CODE></a> 136 </th> 137<td>Class for generating procedural texture commands.</td> 138 </tr> 139 <tr> 140 <th> 141<a href="../../../nn/gr/CTR/RenderState/Overview.html"><CODE>nn::gr::CTR::RenderState</CODE></a> 142 </th> 143<td>Class for setting the render state.</td> 144 </tr> 145 <tr> 146 <th> 147<a href="../../../nn/gr/CTR/Scissor/Overview.html"><CODE>nn::gr::CTR::Scissor</CODE></a> 148 </th> 149<td>Class for generating scissor-related commands. Unlike <CODE>glScissor</CODE>, the color buffer size of the target drawing must be given.</td> 150 </tr> 151 <tr> 152 <th> 153<a href="../../../nn/gr/CTR/Shader/Overview.html"><CODE>nn::gr::CTR::Shader</CODE></a> 154 </th> 155<td>Class for setting the shader binary.</td> 156 </tr> 157 <tr> 158 <th> 159<a href="../../../nn/gr/CTR/ShaderLite/Overview.html">nn::gr::CTR::ShaderLite</a> 160 </th> 161<td>Class for setting the shader binary. This can reduce memory consumption, compared to the regular <CODE>Shader</CODE> class.</td> 162 </tr> 163 <tr> 164 <th> 165<a href="../../../nn/gr/CTR/Texture/Overview.html"><CODE>nn::gr::CTR::Texture</CODE></a> 166 </th> 167<td>Class for setting textures.</td> 168 </tr> 169 <tr> 170 <th> 171<a href="../../../nn/gr/CTR/CommandBufferJumpHelper/Overview.html"><CODE>nn::gr::CTR::CommandBufferJumpHelper</CODE></a> 172 </th> 173<td>This class aids in the generation of a series of commands to jump to a different command buffer and then return to the original command buffer.</td> 174 </tr> 175 <tr> 176 <th> 177<a href="../../../nn/gr/CTR/Vertex/Overview.html"><CODE>nn::gr::CTR::Vertex</CODE></a> 178 </th> 179<td>Class for making vertex buffer object-related settings.</td> 180 </tr> 181 <tr> 182 <th> 183<a href="../../../nn/gr/CTR/Viewport/Overview.html"><CODE>nn::gr::CTR::Viewport</CODE></a> 184 </th> 185<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> 186 </tr> </table> 187 </div> 188 </a> <a name="enum" id="enum"> 189<h2>Enumerated Types</h2> 190 <div class="section"> 191 <table class="members"> 192 <tr> 193 <td width="100"> </td> 194 <th> 195<a href="../../../nn/gr/CTR/CommandBufferChannel.html"><CODE>CommandBufferChannel</CODE></a> 196 </th> 197<td>Indicates the channel used to execute the command buffer.</td> 198 </tr> 199 <tr> 200 <td width="100"> </td> 201 <th> 202<a href="../../../nn/gr/CTR/PostVertexCacheEntryType.html"><CODE>PostVertexCacheEntryType</CODE></a> 203 </th> 204<td>Patterns for the number of post-vertex cache entries.</td> 205 </tr> </table> 206 </div> 207 </a> <a name="typedef" id="typedef"> 208<h2><CODE>typedef</CODE> Definitions</h2> 209 <div class="section"> 210 <table class="members"> 211 <tr> 212 <td width="100" /> 213 <th> 214<a href="../../../nn/gr/CTR/PicaDataVertexArrayType.html"><CODE>PicaDataVertexArrayType</CODE></a> 215 </th> 216<td>Vertex stream data type. Type is <a href="../../../nn_gx_CTR_Pica/PicaDataVertexAttrType.html"><CODE>PicaDataVertexAttrType</CODE></a>.</td> 217 </tr> 218 <tr> 219 <td width="100" /> 220 <th> 221<a href="../../../nn/gr/CTR/PicaDataLookUpTableType.html"><CODE>PicaDataLookUpTableType</CODE></a> 222 </th> 223<td>Lookup table type. Type is <a href="../../../nn_gx_CTR_Pica/PicaDataFragLightSampler.html"><CODE>PicaDataFragLightSampler</CODE></a>.</td> 224 </tr> 225 <tr> 226 <td width="100" /> 227 <th> 228<a href="../../../nn/gr/CTR/PicaDataFragLightTexture.html"><CODE>PicaDataFragLightTexture</CODE></a> 229 </th> 230<td>Type of fragment light texture. Type is <a href="../../../nn_gx_CTR_Pica/PicaDataFragLightEnvTexture.html"><CODE>PicaDataFragLightEnvTexture</CODE></a>.</td> 231 </tr> 232 <tr> 233 <td width="100" /> 234 <th> 235<a href="../../../nn/gr/CTR/PicaDataFragLightLayerConfig.html"><CODE>PicaDataFragLightLayerConfig</CODE></a> 236 </th> 237<td>Fragment light layer config type. Type is <a href="../../../nn_gx_CTR_Pica/PicaDataFragLightEnvLayerConfig.html"><CODE>PicaDataFragLightEnvLayerConfig</CODE></a>.</td> 238 </tr> 239 <tr> 240 <td width="100" /> 241 <th> 242<a href="../../../nn/gr/CTR/PicaDataFragLightBump.html"><CODE>PicaDataFragLightBump</CODE></a> 243 </th> 244<td>Fragment light bump map type. Type is <a href="../../../nn_gx_CTR_Pica/PicaDataFragLightEnvBump.html"><CODE>PicaDataFragLightEnvBump</CODE></a>.</td> 245 </tr> 246 <tr> 247 <td width="100" /> 248 <th> 249<a href="../../../nn/gr/CTR/PicaDataLutInput.html"><CODE>PicaDataLutInput</CODE></a> 250 </th> 251<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> 252 </tr> 253 <tr> 254 <td width="100" /> 255 <th> 256<a href="../../../nn/gr/CTR/PicaDataLutScale.html"><CODE>PicaDataLutScale</CODE></a> 257 </th> 258<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> 259 </tr> </table> 260 </div> 261 </a> <a name="function" id="function"> 262<h2>Functions</h2> 263 <div class="section"> 264 <table class="members"> 265 <tr> 266 <td width="100"> </td> 267 <th> 268<a href="../../../nn/gr/CTR/AddDummyDataForCommandBuffer.html"><CODE>AddDummyDataForCommandBuffer</CODE></a> 269 </th> 270<td>When you add a command of the specified size, the buffer size is adjusted to a multiple of 16.</td> 271 </tr> 272 <tr> 273 <td width="100"> </td> 274 <th> 275<a href="../../../nn/gr/CTR/CopyMtx34WithHeader.html"><CODE>CopyMtx34WithHeader</CODE></a> 276 </th> 277<td>Inverts the <CODE>wHzyx</CODE> order of a 3x4 matrix and makes a copy. (including header)</td> 278 </tr> 279 <tr> 280 <td width="100"> </td> 281 <th> 282<a href="../../../nn/gr/CTR/CopyMtx44WithHeader.html"><CODE>CopyMtx44WithHeader</CODE></a> 283 </th> 284<td>Inverts the <CODE>wHzyx</CODE> order of a 4x4 matrix and makes a copy. (including header)</td> 285 </tr> 286 <tr> 287 <td width="100"> </td> 288 <th> 289<a href="../../../nn/gr/CTR/MakeUniformCommandVS.html"><CODE>MakeUniformCommandVS</CODE></a> 290 </th> 291<td>Generates a command for setting a 3x4 matrix in a vertex shader uniform.</td> 292 </tr> 293 <tr> 294 <td width="100"> </td> 295 <th> 296<a href="../../../nn/gr/CTR/MakeUniformCommandGS.html"><CODE>MakeUniformCommandGS</CODE></a> 297 </th> 298<td>Generates a command for setting a 3x4 matrix in a geometry shader uniform.</td> 299 </tr> 300 <tr> 301 <td width="100"> </td> 302 <th> 303<a href="../../../nn/gr/CTR/FloatToUnsignedByte.html"><CODE>FloatToUnsignedByte</CODE></a> 304 </th> 305<td>Converts <CODE>float32</CODE> to <CODE>u8</CODE>.</td> 306 </tr> 307 <tr> 308 <td width="100"> </td> 309 <th> 310<a href="../../../nn/gr/CTR/FloatToUnsignedByteNoClamp.html"><CODE>FloatToUnsignedByteNoClamp</CODE></a> 311 </th> 312<td>Converts <CODE>float32</CODE> to <CODE>u8</CODE> without clamping.</td> 313 </tr> 314 <tr> 315 <td width="100"> </td> 316 <th> 317<a href="../../../nn/gr/CTR/Float32ToFloat16.html"><CODE>Float32ToFloat16</CODE></a> 318 </th> 319<td>Converts <CODE>float32</CODE> to <CODE>float16</CODE>.</td> 320 </tr> 321 <tr> 322 <td width="100"> </td> 323 <th> 324<a href="../../../nn/gr/CTR/Float32ToFloat24.html"><CODE>Float32ToFloat24</CODE></a> 325 </th> 326<td>Converts <CODE>float32</CODE> to <CODE>float24</CODE>.</td> 327 </tr> 328 <tr> 329 <td width="100"> </td> 330 <th> 331<a href="../../../nn/gr/CTR/Float32ToFloat20.html"><CODE>Float32ToFloat20</CODE></a> 332 </th> 333<td>Converts <CODE>float32</CODE> to <CODE>float20</CODE>.</td> 334 </tr> 335 <tr> 336 <td width="100"> </td> 337 <th> 338<a href="../../../nn/gr/CTR/Float32ToFloat31.html"><CODE>Float32ToFloat31</CODE></a> 339 </th> 340<td>Converts <CODE>float32</CODE> to <CODE>float31</CODE>.</td> 341 </tr> 342 <tr> 343 <td width="100"> </td> 344 <th> 345<a href="../../../nn/gr/CTR/Float32ToUnsignedFix24.html"><CODE>Float32ToUnsignedFix24</CODE></a> 346 </th> 347<td>Converts <CODE>float32</CODE> to unsigned <CODE>fixed24</CODE>.</td> 348 </tr> 349 <tr> 350 <td width="100"> </td> 351 <th> 352<a href="../../../nn/gr/CTR/Float32ToUnsignedFix16.html"><CODE>Float32ToUnsignedFix16</CODE></a> 353 </th> 354<td>Converts <CODE>float32</CODE> to unsigned <CODE>fixed16</CODE>.</td> 355 </tr> 356 <tr> 357 <td width="100"> </td> 358 <th> 359<a href="../../../nn/gr/CTR/Float32ToFix16.html"><CODE>Float32ToFix16</CODE></a> 360 </th> 361<td>Converts <CODE>float32</CODE> to signed <CODE>fixed16</CODE>.</td> 362 </tr> 363 <tr> 364 <td width="100"> </td> 365 <th> 366<a href="../../../nn/gr/CTR/Float32ToUnsignedFix12.html"><CODE>Float32ToUnsignedFix12</CODE></a> 367 </th> 368<td>Converts <CODE>float32</CODE> to unsigned <CODE>fixed12</CODE>.</td> 369 </tr> 370 <tr> 371 <td width="100"> </td> 372 <th> 373<a href="../../../nn/gr/CTR/Float32ToFix12.html"><CODE>Float32ToFix12</CODE></a> 374 </th> 375<td>Converts <CODE>float32</CODE> to signed <CODE>fixed12</CODE>.</td> 376 </tr> 377 <tr> 378 <td width="100"> </td> 379 <th> 380<a href="../../../nn/gr/CTR/Float32ToFix12Fraction11.html"><CODE>Float32ToFix12Fraction11</CODE></a> 381 </th> 382<td>Converts <CODE>float32</CODE> to <CODE>fixed12</CODE> (11 fractional bits).</td> 383 </tr> 384 <tr> 385 <td width="100"> </td> 386 <th> 387<a href="../../../nn/gr/CTR/Float32ToFix13Fraction8.html"><CODE>Float32ToFix13Fraction8</CODE></a> 388 </th> 389<td>Converts <CODE>float32</CODE> to <CODE>fixed13</CODE> (8 fractional bits).</td> 390 </tr> 391 <tr> 392 <td width="100"> </td> 393 <th> 394<a href="../../../nn/gr/CTR/Float32ToFix13Fraction11.html"><CODE>Float32ToFix13Fraction11</CODE></a> 395 </th> 396<td>Converts <CODE>float32</CODE> to <CODE>fixed11</CODE> (8 fractional bits).</td> 397 </tr> 398 <tr> 399 <td width="100"> </td> 400 <th> 401<a href="../../../nn/gr/CTR/Float32ToUnsignedFix11.html"><CODE>Float32ToUnsignedFix11</CODE></a> 402 </th> 403<td>Converts <CODE>float32</CODE> to unsigned <CODE>fixed11</CODE>.</td> 404 </tr> 405 <tr> 406 <td width="100"> </td> 407 <th> 408<a href="../../../nn/gr/CTR/Float32ToFix8Fraction7.html"><CODE>Float32ToFix8Fraction7</CODE></a> 409 </th> 410<td>Converts <CODE>float32</CODE> to <CODE>fixed8</CODE> (7 fractional bits).</td> 411 </tr> 412 <tr> 413 <td width="100"> </td> 414 <th> 415<a href="../../../nn/gr/CTR/PicaDataVertexAttrTypeToByteSize.html"><CODE>PicaDataVertexAttrTypeToByteSize</CODE></a> 416 </th> 417<td>Finds the size in bytes based on the vertex array type.</td> 418 </tr> 419 <tr> 420 <td width="100"> </td> 421 <th> 422<a href="../../../nn/gr/CTR/MakeDisableAllCommand.html"><CODE>MakeDisableAllCommand</CODE></a> 423 </th> 424<td>Generates commands to disable graphics features. Disables <CODE><a href="../../../nn/gr/CTR/Shader/Overview.html">Shader</a></CODE>, <CODE><a href="../../../nn/gr/CTR/Vertex/Overview.html">Vertex</a></CODE>, fog/gas, <CODE><a href="../../../nn/gr/CTR/FragmentLight/Overview.html">FragmentLight</a></CODE>, <CODE><a href="../../../nn/gr/CTR/Texture/Overview.html">Texture</a></CODE>, early depth test, clipping plane, <CODE><a href="../../../nn/gr/CTR/RenderState/Overview.html">RenderState</a></CODE>, and <CODE>RenderBlockMode</CODE>.</td> 425 </tr> 426 <tr> 427 <td width="100"> </td> 428 <th> 429<a href="../../../nn/gr/CTR/MakeChannelKickCommand.html"><CODE>MakeChannelKickCommand</CODE></a> 430 </th> 431<td>Adds a kick command to the specified channel.</td> 432 </tr> 433 <tr> 434 <td width="100"> </td> 435 <th> 436<a href="../../../nn/gr/CTR/MakeChannel0SubroutineCommand.html"><CODE>MakeChannel0SubroutineCommand</CODE></a> 437 </th> 438<td>Adds a command set for jumping to a different command buffer (executed on Channel 0) and then returning control to the original command buffer.</td> 439 </tr> 440 <tr> 441 <td width="100"> </td> 442 <th> 443<a href="../../../nn/gr/CTR/MakeChannel1SubroutineCommand.html"><CODE>MakeChannel1SubroutineCommand</CODE></a> 444 </th> 445<td>Adds a command set for jumping to a different command buffer (executed on Channel 1) and then returning control to the original command buffer.</td> 446 </tr> 447 <tr> 448 <td width="100"> </td> 449 <th> 450<a href="../../../nn/gr/CTR/MakeChannel0JumpCommand.html"><CODE>MakeChannel0JumpCommand</CODE></a> 451 </th> 452<td>Adds a command set for jumping to another command buffer (executed on Channel 0).</td> 453 </tr> 454 <tr> 455 <td width="100"> </td> 456 <th> 457<a href="../../../nn/gr/CTR/MakeChannel1JumpCommand.html"><CODE>MakeChannel1JumpCommand</CODE></a> 458 </th> 459<td>Adds a command set for jumping to another command buffer (executed on Channel 1).</td> 460 </tr> 461 <tr> 462 <td width="100"> </td> 463 <th> 464<a href="../../../nn/gr/CTR/MakePostVertexCacheEntryTypeCommand.html"><CODE>MakePostVertexCacheEntryTypeCommand</CODE></a> 465 </th> 466<td>Changes the post-vertex cache to the specified number of entries.</td> 467 </tr> </table> 468 </div> 469 </a> 470<h2>Revision History</h2> 471 <div class="section"> 472 <dl class="history"> 473 <dt>2010/09/15</dt> 474<dd>Initial version.<br /> 475 </dd> 476 </dl> 477 </div> 478 <hr><p>CONFIDENTIAL</p></body> 479</html>