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| gSP1Quadrangle | Draws a single rectangle face |
| gSP1Triangle | Draws a single triangle face |
| gSP2Triangles | Draws two triangle faces |
| gSPBgRect1Cyc | Loads the texture data from DRAM to TMEM, and then draws; unlike gSPBgRectCopy, this macro supports BG scaling
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| gSPBgRectCopy | Loads the texture data from DRAM to TMEM as necessary, and then draws in the copy mode; it has the fastest drawing speed. |
| gSPBranchLessZ | Executes LOD processing for model |
| gSPBranchLessZrg | Executes LOD processing for model when the range has been changed |
| gSPBranchList | Jumps to the display list branch without pushing it onto the calling stack, so you can use it to link long lists together |
| gSPClearGeometryMode | Clears the geometry pipeline modes |
| gSPClipRatio | Specifies the relative size for clipping or scissoring a rectangle |
| gSPCullDisplayList | Determines whether a bounding volume intersects the viewing volume. If the bounding volume is entirely outside of the viewing volume, the remainder of the current display list is not executed |
| gSPDisplayList | Attaches a display list branch onto the current display list |
| gSPEndDisplayList | Ends a graphics display list by instructing the RSP to pop the display list stack until the stack is empty |
| gSPFogPosition | Specifies fog thickness as objects fade into the background |
| gSPForceMatrix | Loads a new matrix into the top of the RSP's matrix stacks bypassing any matrix multiplication and replacing the concatenated MODELVIEW and PROJECTION matrix with a single matrix that is used for the entire transformation |
| gSPGeometryMode | Describes the two geometry pipeline mode macros |
| gSPInsertMatrix | Modifies elements of a matrix without multiplications. It replaces two elements of the concatenated MODELVIEW and PROJECTION matrix with two new numbers |
| gSPLight | Loads a single light structure into the numbered position in the light buffer |
| gSPLightColor | Changes the colors of a specified light in the RSP quickly without using DMA, so no extra memory is required |
| gSPLine3D | Generates one line, using the vertices v0, v1 in the internal vertex buffer loaded by the gSPVertex macro |
| gSPLineW3D | Generates one line, using the vertices v0, v1 in the internal vertex buffer loaded by the gSPVertex macro and allows you to specify the line width in half-pixel units |
| gSPLoadUcode | Loads the microcode by physical address of the text and data selections |
| gSPLoadUcodeL | Loads the microcode by name |
| gSPLookAt | Loads a LookAt structure into the RSP for specular highlighting or reflection mapping |
| gSPLookAtX | Works inside the gSPLookAt macro to load a LookAt structure into the RSP for specular highlighting or reflection mapping. It is not exposed to the programmer |
| gSPLookAtY | Works inside the gSPLookAt macro to load a LookAt structure into the RSP for specular highlighting or reflection mapping. It is not exposed to the programmer |
| gSPMatrix | Inserts a matrix operation into the display list; you can select which matrix stack to use (projection or model view), where to load or concatenate, and whether or not to push the matrix stack |
| gSPModifyVertex | Modifies a vertex after it is loaded into the RSP |
| gSPNearClip | REMOVED - This macro no longer exists - it used to be used to turn near clipping on or off. This is now accomplished by selecting non-near-clipping microcode |
| gSPNumLights | Specifies the number of light structures to be used in lighting calculations in the RSP |
| gSPObjLoadTxRect | Performs the texture load operation and then draws a non-rotating sprite without using the 2D matrix |
| gSPObjLoadTxRectR | Performs the texture load operation and then draws a non-rotating sprite by using the data stored in the 2D matrix |
| gSPObjLoadTxSprite | Performs the texture load operation and then draws a rotating sprite by using the data stored in the 2D matrix |
| gSPObjLoadTxtr | Is an S2DEX microcode macro that loads the texture data into the uObjTxtr data structure by referring to the texture loading parameters held by three data structures |
| gSPObjMatrix | is an S2DEX microcode macro that loads the 2D matrix data that exists in the uObjMtx data structure to the 2D matrix area in the RSP |
| gSPObjRectangle | Draws non-rotating sprites as one of three sprite-drawing macros that are part of the S2DEX microcode without using the 2D matrix |
| gSPObjRectangleR | Draws non-rotating sprites as one of three sprite-drawing macros that are part of the S2DEX microcode; it changes drawing screen coordinates by referring to the data stored in the 2D matrix |
| gSPObjRenderMode | Is an S2DEX microcode macro that sets or changes the object render mode of the RSP |
| gSPObjSprite | Using the data in the 2D matrix, it draws rotating sprites as one of three sprite-drawing macros that are part of the S2DEX microcode |
| gSPObjSubMatrix | Is an S2DEX microcode macro that changes the 2D matrix elements {X, Y, BaseScaleX, BaseScaleY} that correspond to the variable members of uObjSubMtx structure |
| gSPPerspNormalize | Normalizes the perspective |
| gSPPopMatrix | Pops one of the matrix stacks |
| gSPScisTextureRectangle | Draws a textured 2D rectangle in screen coordinates (sprites) that can include negative coordinates |
| gSPSegment | Sets the segment registers with the base address |
| gSPSelectBranchDL | Is an S2DEX microcode macro that examines Status[sid] using the same method used for texture load decision making, and depending on the True/False result branches out to other display lists |
| gSPSelectDL | Is an S2DEX microcode macro that inspects Status[sid] using the same method used for texture load decision making, and depending on the True/False result, it calls other display lists |
| gSPSetGeometryMode | Sets the geometry pipeline modes |
| gSPSetLights | Loads light structures into the RSP |
| gSPSetOtherMode | Sets or clears the RDP 'othermode' but it is not exposed to the programmer and should not be used |
| gSPSetStatus | Is an S2DEX microcode macro that assigns a specified value to a specified status area (Status[sid]); the status value can then be referenced for texture loading and making conditional branching decisions |
| gSPSprite2DBase | Sends the sprite microcode to the initialized sprite structure to start actual processing. It initialize the common sprite parameters but does not perform actual screen drawing |
| gSPSprite2DDraw | Specifies the screen coordinates where the sprite is to be drawn, and starts actual screen drawing using the parameters specified by gSPSprite2DBase and gSPSprite2DScaleFlip |
| gSPSprite2DScaleFlip | Specifies the X/Y scaling and/or flipping parameters for a sprite but does not perform actual screen drawing |
| gSPTexture | Sets the parameters in the RSP for texturing |
| gSPTextureRectangle | Draws a textured 2D rectangle in screen coordinates (sprites) that cannot include negative coordinates |
| gSPTextureRectangleFlip | Flips the rectangle's texture so that the s coordinate changes in the y direction and the t coordinate changes in the x direction |
| gSPVertex | Loads an internal vertex buffer in the RSP with points that are used by gSP1Triangle macros to generate polygons |
| gSPViewport | Sets up the viewport region of the graphics pipeline and loads the viewport projection parameter |
| gSPZGetMtx | Is a Z-Sort microcode macro that reads a matrix |
| gSPZGetUMem | Is a Z-Sort microcode macro that reads data in the user area |
| gSPZLight | Is a Z-Sort microcode macro that performs light calculations |
| gSPZLightMaterial | Is a Z-Sort microcode macro that performs light calculations taking matrix into consideration |
| gSPZLinkSubDL | Is a Z-Sort microcode macro that processes unprocessed Sub DL |
| gSPZMixS16 | Is a Z-Sort microcode macro that performs s16 numeric interpolation |
| gSPZMixS8 | Is a Z-Sort microcode macro that performs s8 numeric interpolation |
| gSPZMixU8 | Is a Z-Sort microcode macro that performs u8 numeric interpolation |
| gSPZMtxCat | Is a Z-Sort microcode macro that multiplies matrices |
| gSPZMtxTrnsp3x3 | Is a Z-Sort microcode macro that transposes 3x3 elements of a matrix |
| gSPZMultMPMtx | Is a Z-Sort microcode macro that transforms model coordinate values to screen coordinate values |
| gSPZPerspNormalize | Is a Z-Sort microcode macro that sets a perspective correction value |
| gSPZRdpCmd | Is a Z-Sort microcode macro that processes the specified Z-Sort microcode RDP command string. The RDP commands that can be called, however, are limited |
| gSPZSegment | Is a Z-Sort microcode macro that sets a segment |
| gSPZSendMessage | Is a Z-Sort microcode macro that sends a message to the CPU |
| gSPZSetAmbient | Is a Z-Sort microcode macro that writes ambient light (environment light) |
| gSPZSetDefuse | Is a Z-Sort microcode macro that writes defuse light (diffused light) |
| gSPZSetLookAt | Is a Z-Sort microcode macro that writes LookAt structure data |
| gSPZSetMtx | Is a Z-Sort microcode macro that writes a matrix |
| gSPZSetSubDL | Is a Z-Sort microcode macro that registers or starts Sub DL |
| gSPZSetUMem | Is a Z-Sort microcode macro that writes data to the user area |
| gSPZViewPort | Is a Z-Sort microcode macro that sets the viewport
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| gSPZWaitSignal | Is a Z-Sort microcode macro that waits for a signal from the CPU |
| gSPZXfmLights | Is a Z-Sort microcode macro that performs light parameter pre-processing |