Fixed docs.

This commit is contained in:
Бранимир Караџић 2021-05-25 20:13:59 -07:00
parent 6baa370801
commit 08e3d51a9e
9 changed files with 108 additions and 51 deletions

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@ -2309,6 +2309,8 @@ public static class bgfx
/// Start VertexLayout.
/// </summary>
///
/// <param name="_rendererType">Renderer backend type. See: `bgfx::RendererType`</param>
///
[LinkName("bgfx_vertex_layout_begin")]
public static extern VertexLayout* vertex_layout_begin(VertexLayout* _this, RendererType _rendererType);
@ -2340,7 +2342,7 @@ public static class bgfx
public static extern void vertex_layout_decode(VertexLayout* _this, Attrib _attrib, uint8 * _num, AttribType* _type, bool* _normalized, bool* _asInt);
/// <summary>
/// Returns true if VertexLayout contains attribute.
/// Returns `true` if VertexLayout contains attribute.
/// </summary>
///
/// <param name="_attrib">Attribute semantics. See: `bgfx::Attrib`</param>
@ -2352,6 +2354,8 @@ public static class bgfx
/// Skip `_num` bytes in vertex stream.
/// </summary>
///
/// <param name="_num">Number of bytes to skip.</param>
///
[LinkName("bgfx_vertex_layout_skip")]
public static extern VertexLayout* vertex_layout_skip(VertexLayout* _this, uint8 _num);
@ -4399,7 +4403,7 @@ public static class bgfx
/// <param name="_id">View id.</param>
/// <param name="_program">Program.</param>
/// <param name="_depth">Depth for sorting.</param>
/// <param name="_flags">Which states to discard for next draw. See BGFX_DISCARD_</param>
/// <param name="_flags">Which states to discard for next draw. See `BGFX_DISCARD_*`.</param>
///
[LinkName("bgfx_submit")]
public static extern void submit(ViewId _id, ProgramHandle _program, uint32 _depth, uint8 _flags);
@ -4412,7 +4416,7 @@ public static class bgfx
/// <param name="_program">Program.</param>
/// <param name="_occlusionQuery">Occlusion query.</param>
/// <param name="_depth">Depth for sorting.</param>
/// <param name="_flags">Which states to discard for next draw. See BGFX_DISCARD_</param>
/// <param name="_flags">Which states to discard for next draw. See `BGFX_DISCARD_*`.</param>
///
[LinkName("bgfx_submit_occlusion_query")]
public static extern void submit_occlusion_query(ViewId _id, ProgramHandle _program, OcclusionQueryHandle _occlusionQuery, uint32 _depth, uint8 _flags);
@ -4428,7 +4432,7 @@ public static class bgfx
/// <param name="_start">First element in indirect buffer.</param>
/// <param name="_num">Number of dispatches.</param>
/// <param name="_depth">Depth for sorting.</param>
/// <param name="_flags">Which states to discard for next draw. See BGFX_DISCARD_</param>
/// <param name="_flags">Which states to discard for next draw. See `BGFX_DISCARD_*`.</param>
///
[LinkName("bgfx_submit_indirect")]
public static extern void submit_indirect(ViewId _id, ProgramHandle _program, IndirectBufferHandle _indirectHandle, uint16 _start, uint16 _num, uint32 _depth, uint8 _flags);

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@ -2261,6 +2261,8 @@ public static partial class bgfx
/// Start VertexLayout.
/// </summary>
///
/// <param name="_rendererType">Renderer backend type. See: `bgfx::RendererType`</param>
///
[DllImport(DllName, EntryPoint="bgfx_vertex_layout_begin", CallingConvention = CallingConvention.Cdecl)]
public static extern unsafe VertexLayout* vertex_layout_begin(VertexLayout* _this, RendererType _rendererType);
@ -2292,7 +2294,7 @@ public static partial class bgfx
public static extern unsafe void vertex_layout_decode(VertexLayout* _this, Attrib _attrib, byte * _num, AttribType* _type, bool* _normalized, bool* _asInt);
/// <summary>
/// Returns true if VertexLayout contains attribute.
/// Returns `true` if VertexLayout contains attribute.
/// </summary>
///
/// <param name="_attrib">Attribute semantics. See: `bgfx::Attrib`</param>
@ -2305,6 +2307,8 @@ public static partial class bgfx
/// Skip `_num` bytes in vertex stream.
/// </summary>
///
/// <param name="_num">Number of bytes to skip.</param>
///
[DllImport(DllName, EntryPoint="bgfx_vertex_layout_skip", CallingConvention = CallingConvention.Cdecl)]
public static extern unsafe VertexLayout* vertex_layout_skip(VertexLayout* _this, byte _num);
@ -4356,7 +4360,7 @@ public static partial class bgfx
/// <param name="_id">View id.</param>
/// <param name="_program">Program.</param>
/// <param name="_depth">Depth for sorting.</param>
/// <param name="_flags">Which states to discard for next draw. See BGFX_DISCARD_</param>
/// <param name="_flags">Which states to discard for next draw. See `BGFX_DISCARD_*`.</param>
///
[DllImport(DllName, EntryPoint="bgfx_submit", CallingConvention = CallingConvention.Cdecl)]
public static extern unsafe void submit(ushort _id, ProgramHandle _program, uint _depth, byte _flags);
@ -4369,7 +4373,7 @@ public static partial class bgfx
/// <param name="_program">Program.</param>
/// <param name="_occlusionQuery">Occlusion query.</param>
/// <param name="_depth">Depth for sorting.</param>
/// <param name="_flags">Which states to discard for next draw. See BGFX_DISCARD_</param>
/// <param name="_flags">Which states to discard for next draw. See `BGFX_DISCARD_*`.</param>
///
[DllImport(DllName, EntryPoint="bgfx_submit_occlusion_query", CallingConvention = CallingConvention.Cdecl)]
public static extern unsafe void submit_occlusion_query(ushort _id, ProgramHandle _program, OcclusionQueryHandle _occlusionQuery, uint _depth, byte _flags);
@ -4385,7 +4389,7 @@ public static partial class bgfx
/// <param name="_start">First element in indirect buffer.</param>
/// <param name="_num">Number of dispatches.</param>
/// <param name="_depth">Depth for sorting.</param>
/// <param name="_flags">Which states to discard for next draw. See BGFX_DISCARD_</param>
/// <param name="_flags">Which states to discard for next draw. See `BGFX_DISCARD_*`.</param>
///
[DllImport(DllName, EntryPoint="bgfx_submit_indirect", CallingConvention = CallingConvention.Cdecl)]
public static extern unsafe void submit_indirect(ushort _id, ProgramHandle _program, IndirectBufferHandle _indirectHandle, ushort _start, ushort _num, uint _depth, byte _flags);

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@ -26,6 +26,8 @@ version(BindBgfx_Static)
/**
* Start VertexLayout.
* Params:
* _rendererType = Renderer backend type. See: `bgfx::RendererType`
*/
bgfx_vertex_layout_t* bgfx_vertex_layout_begin(bgfx_vertex_layout_t* _this, bgfx_renderer_type_t _rendererType);
@ -58,7 +60,7 @@ version(BindBgfx_Static)
void bgfx_vertex_layout_decode(const(bgfx_vertex_layout_t)* _this, bgfx_attrib_t _attrib, byte* _num, bgfx_attrib_type_t* _type, bool* _normalized, bool* _asInt);
/**
* Returns true if VertexLayout contains attribute.
* Returns `true` if VertexLayout contains attribute.
* Params:
* _attrib = Attribute semantics. See: `bgfx::Attrib`
*/
@ -66,6 +68,8 @@ version(BindBgfx_Static)
/**
* Skip `_num` bytes in vertex stream.
* Params:
* _num = Number of bytes to skip.
*/
bgfx_vertex_layout_t* bgfx_vertex_layout_skip(bgfx_vertex_layout_t* _this, byte _num);
@ -2004,7 +2008,7 @@ version(BindBgfx_Static)
* _id = View id.
* _program = Program.
* _depth = Depth for sorting.
* _flags = Which states to discard for next draw. See BGFX_DISCARD_
* _flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
*/
void bgfx_submit(bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _depth, byte _flags);
@ -2015,7 +2019,7 @@ version(BindBgfx_Static)
* _program = Program.
* _occlusionQuery = Occlusion query.
* _depth = Depth for sorting.
* _flags = Which states to discard for next draw. See BGFX_DISCARD_
* _flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
*/
void bgfx_submit_occlusion_query(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_occlusion_query_handle_t _occlusionQuery, uint _depth, byte _flags);
@ -2029,7 +2033,7 @@ version(BindBgfx_Static)
* _start = First element in indirect buffer.
* _num = Number of dispatches.
* _depth = Depth for sorting.
* _flags = Which states to discard for next draw. See BGFX_DISCARD_
* _flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
*/
void bgfx_submit_indirect(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, uint _depth, byte _flags);
@ -2167,6 +2171,8 @@ else
/**
* Start VertexLayout.
* Params:
* _rendererType = Renderer backend type. See: `bgfx::RendererType`
*/
alias da_bgfx_vertex_layout_begin = bgfx_vertex_layout_t* function(bgfx_vertex_layout_t* _this, bgfx_renderer_type_t _rendererType);
da_bgfx_vertex_layout_begin bgfx_vertex_layout_begin;
@ -2202,7 +2208,7 @@ else
da_bgfx_vertex_layout_decode bgfx_vertex_layout_decode;
/**
* Returns true if VertexLayout contains attribute.
* Returns `true` if VertexLayout contains attribute.
* Params:
* _attrib = Attribute semantics. See: `bgfx::Attrib`
*/
@ -2211,6 +2217,8 @@ else
/**
* Skip `_num` bytes in vertex stream.
* Params:
* _num = Number of bytes to skip.
*/
alias da_bgfx_vertex_layout_skip = bgfx_vertex_layout_t* function(bgfx_vertex_layout_t* _this, byte _num);
da_bgfx_vertex_layout_skip bgfx_vertex_layout_skip;
@ -4323,7 +4331,7 @@ else
* _id = View id.
* _program = Program.
* _depth = Depth for sorting.
* _flags = Which states to discard for next draw. See BGFX_DISCARD_
* _flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
*/
alias da_bgfx_submit = void function(bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _depth, byte _flags);
da_bgfx_submit bgfx_submit;
@ -4335,7 +4343,7 @@ else
* _program = Program.
* _occlusionQuery = Occlusion query.
* _depth = Depth for sorting.
* _flags = Which states to discard for next draw. See BGFX_DISCARD_
* _flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
*/
alias da_bgfx_submit_occlusion_query = void function(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_occlusion_query_handle_t _occlusionQuery, uint _depth, byte _flags);
da_bgfx_submit_occlusion_query bgfx_submit_occlusion_query;
@ -4350,7 +4358,7 @@ else
* _start = First element in indirect buffer.
* _num = Number of dispatches.
* _depth = Depth for sorting.
* _flags = Which states to discard for next draw. See BGFX_DISCARD_
* _flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
*/
alias da_bgfx_submit_indirect = void function(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, uint _depth, byte _flags);
da_bgfx_submit_indirect bgfx_submit_indirect;

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@ -736,7 +736,7 @@ struct bgfx_caps_t
/**
* Supported functionality.
* @attention See BGFX_CAPS_* flags at https://bkaradzic.github.io/bgfx/bgfx.html#available-caps
* @attention See `BGFX_CAPS_*` flags at https://bkaradzic.github.io/bgfx/bgfx.html#available-caps
*/
ulong supported;
ushort vendorId; /// Selected GPU vendor PCI id.

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@ -687,7 +687,7 @@ namespace bgfx
uint32_t transientIbSize; //!< Maximum transient index buffer size.
};
Limits limits; // Configurable runtime limits.
Limits limits; //!< Configurable runtime limits.
/// Provide application specific callback interface.
/// See: `bgfx::CallbackI`
@ -733,7 +733,7 @@ namespace bgfx
/// Supported functionality.
///
/// @attention See BGFX_CAPS_* flags at https://bkaradzic.github.io/bgfx/bgfx.html#available-caps
/// @attention See `BGFX_CAPS_*` flags at https://bkaradzic.github.io/bgfx/bgfx.html#available-caps
///
uint64_t supported;
@ -926,7 +926,7 @@ namespace bgfx
uint16_t num; //!< Number of matrices.
};
///
/// View id.
typedef uint16_t ViewId;
/// View stats.
@ -1707,6 +1707,9 @@ namespace bgfx
/// Start VertexLayout.
///
/// @param[in] _renderer Renderer backend type. See: `bgfx::RendererType`
/// @returns Returns itself.
///
/// @attention C99 equivalent is `bgfx_vertex_layout_begin`.
///
VertexLayout& begin(RendererType::Enum _renderer = RendererType::Noop);
@ -1729,6 +1732,7 @@ namespace bgfx
/// @param[in] _asInt Packaging rule for vertexPack, vertexUnpack, and
/// vertexConvert for AttribType::Uint8 and AttribType::Int16.
/// Unpacking code must be implemented inside vertex shader.
/// @returns Returns itself.
///
/// @remarks
/// Must be called between begin/end.
@ -1745,6 +1749,8 @@ namespace bgfx
/// Skip _num bytes in vertex stream.
///
/// @returns Returns itself.
///
/// @attention C99 equivalent is `bgfx_vertex_layout_skip`.
///
VertexLayout& skip(uint8_t _num);
@ -1761,25 +1767,39 @@ namespace bgfx
, bool& _asInt
) const;
/// Returns true if VertexLayout contains attribute.
/// Returns `true` if VertexLayout contains attribute.
///
/// @param[in] _attrib Attribute semantics. See: `bgfx::Attrib`
/// @returns True if VertexLayout contains attribute.
///
/// @attention C99 equivalent is `bgfx_vertex_layout_has`.
///
bool has(Attrib::Enum _attrib) const { return UINT16_MAX != m_attributes[_attrib]; }
/// Returns relative attribute offset from the vertex.
///
/// @param[in] _attrib Attribute semantics. See: `bgfx::Attrib`
/// @returns Relative attribute offset from the vertex.
///
uint16_t getOffset(Attrib::Enum _attrib) const { return m_offset[_attrib]; }
/// Returns vertex stride.
///
/// @returns Vertex stride.
///
uint16_t getStride() const { return m_stride; }
/// Returns size of vertex buffer for number of vertices.
///
/// @param[in] _num Number of vertices.
/// @returns Size of vertex buffer for number of vertices.
///
uint32_t getSize(uint32_t _num) const { return _num*m_stride; }
uint32_t m_hash;
uint16_t m_stride;
uint16_t m_offset[Attrib::Count];
uint16_t m_attributes[Attrib::Count];
uint32_t m_hash; //!< Hash.
uint16_t m_stride; //!< Stride.
uint16_t m_offset[Attrib::Count]; //!< Attribute offsets.
uint16_t m_attributes[Attrib::Count]; //!< Used attributes.
};
/// Pack vertex attribute into vertex stream format.
@ -2484,11 +2504,11 @@ namespace bgfx
/// for the duration of frame, and it can be reused for multiple draw
/// calls.
/// @param[in] _layout Vertex layout.
/// @param[in] _num Number of vertices to allocate.
/// @param[in] _numVertices Number of vertices to allocate.
/// @param[out] _tib TransientIndexBuffer structure is filled and is valid
/// for the duration of frame, and it can be reused for multiple draw
/// calls.
/// @param[in] _num Number of indices to allocate.
/// @param[in] _numIndices Number of indices to allocate.
/// @param[in] _index32 Set to `true` if input indices will be 32-bit.
///
/// @attention C99 equivalent is `bgfx_alloc_transient_buffers`.
@ -2537,6 +2557,8 @@ namespace bgfx
/// Create shader from memory buffer.
///
/// @returns Shader handle.
///
/// @attention C99 equivalent is `bgfx_create_shader`.
///
ShaderHandle createShader(const Memory* _mem);

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@ -530,7 +530,7 @@ typedef struct bgfx_caps_s
/**
* Supported functionality.
* @attention See BGFX_CAPS_* flags at https://bkaradzic.github.io/bgfx/bgfx.html#available-caps
* @attention See `BGFX_CAPS_*` flags at https://bkaradzic.github.io/bgfx/bgfx.html#available-caps
*/
uint64_t supported;
uint16_t vendorId; /** Selected GPU vendor PCI id. */
@ -917,7 +917,9 @@ BGFX_C_API void bgfx_attachment_init(bgfx_attachment_t* _this, bgfx_texture_hand
/**
* Start VertexLayout.
*
* @param[in] _rendererType
* @param[in] _rendererType Renderer backend type. See: `bgfx::RendererType`
*
* @returns Returns itself.
*
*/
BGFX_C_API bgfx_vertex_layout_t* bgfx_vertex_layout_begin(bgfx_vertex_layout_t* _this, bgfx_renderer_type_t _rendererType);
@ -937,6 +939,8 @@ BGFX_C_API bgfx_vertex_layout_t* bgfx_vertex_layout_begin(bgfx_vertex_layout_t*
* vertexConvert for AttribType::Uint8 and AttribType::Int16.
* Unpacking code must be implemented inside vertex shader.
*
* @returns Returns itself.
*
*/
BGFX_C_API bgfx_vertex_layout_t* bgfx_vertex_layout_add(bgfx_vertex_layout_t* _this, bgfx_attrib_t _attrib, uint8_t _num, bgfx_attrib_type_t _type, bool _normalized, bool _asInt);
@ -953,17 +957,21 @@ BGFX_C_API bgfx_vertex_layout_t* bgfx_vertex_layout_add(bgfx_vertex_layout_t* _t
BGFX_C_API void bgfx_vertex_layout_decode(const bgfx_vertex_layout_t* _this, bgfx_attrib_t _attrib, uint8_t * _num, bgfx_attrib_type_t * _type, bool * _normalized, bool * _asInt);
/**
* Returns true if VertexLayout contains attribute.
* Returns `true` if VertexLayout contains attribute.
*
* @param[in] _attrib Attribute semantics. See: `bgfx::Attrib`
*
* @returns True if VertexLayout contains attribute.
*
*/
BGFX_C_API bool bgfx_vertex_layout_has(const bgfx_vertex_layout_t* _this, bgfx_attrib_t _attrib);
/**
* Skip `_num` bytes in vertex stream.
*
* @param[in] _num
* @param[in] _num Number of bytes to skip.
*
* @returns Returns itself.
*
*/
BGFX_C_API bgfx_vertex_layout_t* bgfx_vertex_layout_skip(bgfx_vertex_layout_t* _this, uint8_t _num);
@ -3188,7 +3196,7 @@ BGFX_C_API void bgfx_touch(bgfx_view_id_t _id);
* @param[in] _id View id.
* @param[in] _program Program.
* @param[in] _depth Depth for sorting.
* @param[in] _flags Which states to discard for next draw. See BGFX_DISCARD_
* @param[in] _flags Which states to discard for next draw. See `BGFX_DISCARD_*`.
*
*/
BGFX_C_API void bgfx_submit(bgfx_view_id_t _id, bgfx_program_handle_t _program, uint32_t _depth, uint8_t _flags);
@ -3200,7 +3208,7 @@ BGFX_C_API void bgfx_submit(bgfx_view_id_t _id, bgfx_program_handle_t _program,
* @param[in] _program Program.
* @param[in] _occlusionQuery Occlusion query.
* @param[in] _depth Depth for sorting.
* @param[in] _flags Which states to discard for next draw. See BGFX_DISCARD_
* @param[in] _flags Which states to discard for next draw. See `BGFX_DISCARD_*`.
*
*/
BGFX_C_API void bgfx_submit_occlusion_query(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_occlusion_query_handle_t _occlusionQuery, uint32_t _depth, uint8_t _flags);
@ -3215,7 +3223,7 @@ BGFX_C_API void bgfx_submit_occlusion_query(bgfx_view_id_t _id, bgfx_program_han
* @param[in] _start First element in indirect buffer.
* @param[in] _num Number of dispatches.
* @param[in] _depth Depth for sorting.
* @param[in] _flags Which states to discard for next draw. See BGFX_DISCARD_
* @param[in] _flags Which states to discard for next draw. See `BGFX_DISCARD_*`.
*
*/
BGFX_C_API void bgfx_submit_indirect(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, uint16_t _start, uint16_t _num, uint32_t _depth, uint8_t _flags);

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@ -143,7 +143,18 @@ namespace bgfx
Data data[RendererType::Count];
};
ShaderHandle createEmbeddedShader(const bgfx::EmbeddedShader* _es, RendererType::Enum _type, const char* _name);
/// Create shader from embedded shader data.
///
/// @param[in] _es Pointer to `BGFX_EMBEDDED_SHADER` data.
/// @param[in] _type Renderer backend type. See: `bgfx::RendererType`
/// @param[in] _name Shader name.
/// @returns Shader handle.
///
ShaderHandle createEmbeddedShader(
const bgfx::EmbeddedShader* _es
, RendererType::Enum _type
, const char* _name
);
} // namespace bgfx

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@ -709,7 +709,7 @@ struct.Limits { namespace = "Caps" }
struct.Caps
.rendererType "RendererType::Enum" --- Renderer backend type. See: `bgfx::RendererType`
.supported "uint64_t" --- Supported functionality.
--- @attention See BGFX_CAPS_* flags at https://bkaradzic.github.io/bgfx/bgfx.html#available-caps
--- @attention See `BGFX_CAPS_*` flags at https://bkaradzic.github.io/bgfx/bgfx.html#available-caps
.vendorId "uint16_t" --- Selected GPU vendor PCI id.
.deviceId "uint16_t" --- Selected GPU device id.
.homogeneousDepth "bool" --- True when NDC depth is in [-1, 1] range, otherwise its [0, 1].
@ -978,8 +978,8 @@ handle "VertexLayoutHandle"
--- Start VertexLayout.
func.VertexLayout.begin
"VertexLayout&"
.rendererType "RendererType::Enum"
"VertexLayout&" --- Returns itself.
.rendererType "RendererType::Enum" --- Renderer backend type. See: `bgfx::RendererType`
{ default = "RendererType::Noop" }
--- Add attribute to VertexLayout.
@ -987,7 +987,7 @@ func.VertexLayout.begin
--- @remarks Must be called between begin/end.
---
func.VertexLayout.add
"VertexLayout&"
"VertexLayout&" --- Returns itself.
.attrib "Attrib::Enum" --- Attribute semantics. See: `bgfx::Attrib`
.num "uint8_t" --- Number of elements 1, 2, 3 or 4.
.type "AttribType::Enum" --- Element type.
@ -1008,15 +1008,15 @@ func.VertexLayout.decode { const }
.normalized "bool &" { out } --- Attribute is normalized.
.asInt "bool &" { out } --- Attribute is packed as int.
--- Returns true if VertexLayout contains attribute.
--- Returns `true` if VertexLayout contains attribute.
func.VertexLayout.has { const }
"bool"
"bool" --- True if VertexLayout contains attribute.
.attrib "Attrib::Enum" --- Attribute semantics. See: `bgfx::Attrib`
--- Skip `_num` bytes in vertex stream.
func.VertexLayout.skip
"VertexLayout&"
.num "uint8_t"
"VertexLayout&" --- Returns itself.
.num "uint8_t" --- Number of bytes to skip.
-- Notice: `end` is a keyword in lua.
--- End VertexLayout.
@ -1025,17 +1025,17 @@ func.VertexLayout["end"]
--- Returns relative attribute offset from the vertex.
func.VertexLayout.getOffset { const , cpponly }
"uint16_t"
"uint16_t" --- Relative attribute offset from the vertex.
.attrib "Attrib::Enum" --- Attribute semantics. See: `bgfx::Attrib`
--- Returns vertex stride.
func.VertexLayout.getStride { const , cpponly }
"uint16_t"
"uint16_t" --- Vertex stride.
--- Returns size of vertex buffer for number of vertices.
func.VertexLayout.getSize { const, cpponly }
"uint32_t"
.num "uint32_t"
"uint32_t" --- Size of vertex buffer for number of vertices.
.num "uint32_t" --- Number of vertices.
--- Pack vertex attribute into vertex stream format.
func.vertexPack
@ -2963,7 +2963,7 @@ func.submit
.program "ProgramHandle" --- Program.
.depth "uint32_t" --- Depth for sorting.
{ default = 0 }
.flags "uint8_t" --- Which states to discard for next draw. See BGFX_DISCARD_
.flags "uint8_t" --- Which states to discard for next draw. See `BGFX_DISCARD_*`.
{ default = "BGFX_DISCARD_ALL" }
--- Submit primitive with occlusion query for rendering.
@ -2974,7 +2974,7 @@ func.submit { cname = "submit_occlusion_query" }
.occlusionQuery "OcclusionQueryHandle" --- Occlusion query.
.depth "uint32_t" --- Depth for sorting.
{ default = 0 }
.flags "uint8_t" --- Which states to discard for next draw. See BGFX_DISCARD_
.flags "uint8_t" --- Which states to discard for next draw. See `BGFX_DISCARD_*`.
{ default = "BGFX_DISCARD_ALL" }
--- Submit primitive for rendering with index and instance data info from
@ -2990,7 +2990,7 @@ func.submit { cname = "submit_indirect" }
{ default = 1 }
.depth "uint32_t" --- Depth for sorting.
{ default = 0 }
.flags "uint8_t" --- Which states to discard for next draw. See BGFX_DISCARD_
.flags "uint8_t" --- Which states to discard for next draw. See `BGFX_DISCARD_*`.
{ default = "BGFX_DISCARD_ALL" }
--- Set compute index buffer.

View File

@ -449,7 +449,7 @@ local function codetemp(func)
if func.class then
-- It's a member function
cargs[1] = func.this .. " _this"
cargs[1] = func.this .. " _this"
conversion[1] = func.this_conversion
cppfunc = "This->" .. func.name
callargs[1] = "_this"