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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>