Stubbed doxigen documentation comments.

This commit is contained in:
bkaradzic 2012-11-26 22:11:24 -08:00
parent dbaa7cfc12
commit 667c99bfd9
1 changed files with 46 additions and 46 deletions

View File

@ -429,13 +429,13 @@ namespace bgfx
/// Returns renderer backend API type.
RendererType::Enum getRendererType();
///
/// Initialize bgfx library.
void init(FatalFn _fatal = NULL, ReallocFn _realloc = NULL, FreeFn _free = NULL, CacheFn _cache = NULL);
///
/// Shutdown bgfx library.
void shutdown();
///
/// Reset graphic settings.
void reset(uint32_t _width, uint32_t _height, uint32_t _flags = BGFX_RESET_NONE);
/// Advance to next frame. When using multithreaded renderer, this call
@ -474,40 +474,40 @@ namespace bgfx
/// Print into internal debug text buffer.
void dbgTextPrintf(uint16_t _x, uint16_t _y, uint8_t _attr, const char* _format, ...);
///
/// Create static index buffer.
IndexBufferHandle createIndexBuffer(const Memory* _mem);
///
/// Destroy static index buffer.
void destroyIndexBuffer(IndexBufferHandle _handle);
///
/// Create static vertex buffer.
VertexBufferHandle createVertexBuffer(const Memory* _mem, const VertexDecl& _decl);
///
/// Destroy static vertex buffer.
void destroyVertexBuffer(VertexBufferHandle _handle);
///
/// Create empty dynamic index buffer.
DynamicIndexBufferHandle createDynamicIndexBuffer(uint16_t _num);
///
/// Create dynamic index buffer and initialized it.
DynamicIndexBufferHandle createDynamicIndexBuffer(const Memory* _mem);
///
/// Update dynamic index buffer.
void updateDynamicIndexBuffer(DynamicIndexBufferHandle _handle, const Memory* _mem);
///
/// Destroy dynamic index buffer.
void destroyDynamicIndexBuffer(DynamicIndexBufferHandle _handle);
///
/// Create empty dynamic vertex buffer.
DynamicVertexBufferHandle createDynamicVertexBuffer(uint16_t _num, const VertexDecl& _decl);
///
/// Create dynamic vertex buffer and initialize it.
DynamicVertexBufferHandle createDynamicVertexBuffer(const Memory* _mem, const VertexDecl& _decl);
///
/// Update dynamic vertex buffer.
void updateDynamicVertexBuffer(DynamicVertexBufferHandle _handle, const Memory* _mem);
///
/// Destory dynamic vertex buffer.
void destroyDynamicVertexBuffer(DynamicVertexBufferHandle _handle);
/// Returns true if internal transient index buffer has enough space.
@ -531,7 +531,7 @@ namespace bgfx
/// @param _decl vertex declaration.
void allocTransientVertexBuffer(TransientVertexBuffer* _tvb, uint16_t _num, const VertexDecl& _decl);
///
/// Allocate instance data buffer.
const InstanceDataBuffer* allocInstanceDataBuffer(uint16_t _num, uint16_t _stride);
/// Create vertex shader from memory buffer.
@ -562,43 +562,43 @@ namespace bgfx
/// Create texture from memory buffer.
TextureHandle createTexture(const Memory* _mem, uint32_t _flags = BGFX_TEXTURE_NONE, TextureInfo* _info = NULL);
///
/// Create 2D texture.
TextureHandle createTexture2D(uint16_t _width, uint16_t _height, uint8_t _numMips, TextureFormat::Enum _format, uint32_t _flags = BGFX_TEXTURE_NONE, const Memory* _mem = NULL);
///
/// Create 3D texture.
TextureHandle createTexture3D(uint16_t _width, uint16_t _height, uint16_t _depth, uint8_t _numMips, TextureFormat::Enum _format, uint32_t _flags = BGFX_TEXTURE_NONE, const Memory* _mem = NULL);
///
/// Create Cube texture.
TextureHandle createTextureCube(uint16_t _sides, uint16_t _width, uint8_t _numMips, TextureFormat::Enum _format, uint32_t _flags = BGFX_TEXTURE_NONE, const Memory* _mem = NULL);
///
/// Update 2D texture.
void updateTexture2D(TextureHandle _handle, uint8_t _mip, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height, const Memory* _mem);
///
/// Update 3D texture.
void updateTexture3D(TextureHandle _handle, uint8_t _mip, uint16_t _x, uint16_t _y, uint16_t _z, uint16_t _width, uint16_t _height, uint16_t _depth, const Memory* _mem);
///
/// Update Cube texture.
void updateTextureCube(TextureHandle _handle, uint8_t _side, uint8_t _mip, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height, const Memory* _mem);
///
/// Destroy texture.
void destroyTexture(TextureHandle _handle);
///
/// Create render target.
RenderTargetHandle createRenderTarget(uint16_t _width, uint16_t _height, uint32_t _flags = BGFX_RENDER_TARGET_COLOR_RGBA, uint32_t _textureFlags = BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP);
///
/// Destroy render target.
void destroyRenderTarget(RenderTargetHandle _handle);
///
/// Create shader uniform parameter.
UniformHandle createUniform(const char* _name, UniformType::Enum _type, uint16_t _num = 1);
///
/// Destroy shader uniform parameter.
void destroyUniform(UniformHandle _handle);
/// Set view rectangle. Draw primitive outside view will be clipped.
void setViewRect(uint8_t _id, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height);
///
/// Set view rectangle for multiple views .
void setViewRectMask(uint32_t _viewMask, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height);
/// Set view clear flags.
@ -612,28 +612,28 @@ namespace bgfx
/// @param _stencil stencil clear value.
void setViewClear(uint8_t _id, uint8_t _flags, uint32_t _rgba = 0x000000ff, float _depth = 1.0f, uint8_t _stencil = 0);
///
/// Set view clear flags for multiple views.
void setViewClearMask(uint32_t _viewMask, uint8_t _flags, uint32_t _rgba = 0x000000ff, float _depth = 1.0f, uint8_t _stencil = 0);
/// Set view into sequential mode. Draw calls will be sorted in the same
/// order in which submit calls were called.
void setViewSeq(uint8_t _id, bool _enabled);
///
/// Set mulitple views into sequential mode.
void setViewSeqMask(uint32_t _viewMask, bool _enabled);
/// Set view render target. View without render target draws primitives
/// into default backbuffer.
void setViewRenderTarget(uint8_t _id, RenderTargetHandle _handle);
///
/// Set view render target for multiple views.
void setViewRenderTargetMask(uint32_t _viewMask, RenderTargetHandle _handle);
/// Set view view and projection matrices, all draw primitives in this
/// view will use these matrices.
void setViewTransform(uint8_t _id, const void* _view, const void* _proj, uint8_t _other = 0xff);
///
/// Set view view and projection matrices for multiple views.
void setViewTransformMask(uint32_t _viewMask, const void* _view, const void* _proj, uint8_t _other = 0xff);
/// Set render states for draw primitive.
@ -662,43 +662,43 @@ namespace bgfx
/// @param _num number of matrices from cache.
void setTransform(uint32_t _cache, uint16_t _num = 1);
///
/// Set shader uniform parameter for draw primitive.
void setUniform(UniformHandle _handle, const void* _value, uint16_t _num = 1);
///
/// Set index buffer for draw primitive.
void setIndexBuffer(IndexBufferHandle _handle, uint32_t _firstIndex, uint32_t _numIndices);
///
/// Set index buffer for draw primitive.
void setIndexBuffer(IndexBufferHandle _handle);
///
/// Set index buffer for draw primitive.
void setIndexBuffer(DynamicIndexBufferHandle _handle, uint32_t _firstIndex, uint32_t _numIndices);
///
/// Set index buffer for draw primitive.
void setIndexBuffer(DynamicIndexBufferHandle _handle);
///
/// Set index buffer for draw primitive.
void setIndexBuffer(const TransientIndexBuffer* _tib, uint32_t _numIndices = UINT32_MAX);
///
/// Set vertex buffer for draw primitive.
void setVertexBuffer(VertexBufferHandle _handle, uint32_t _numVertices = UINT32_MAX);
///
/// Set vertex buffer for draw primitive.
void setVertexBuffer(DynamicVertexBufferHandle _handle, uint32_t _numVertices = UINT32_MAX);
///
/// Set vertex buffer for draw primitive.
void setVertexBuffer(const TransientVertexBuffer* _tvb, uint32_t _numVertices = UINT32_MAX);
///
/// Set instance data buffer for draw primitive.
void setInstanceDataBuffer(const InstanceDataBuffer* _idb, uint16_t _num = UINT16_MAX);
///
/// Set program for draw primitive.
void setProgram(ProgramHandle _handle);
///
/// Set texture stage for draw primitive.
void setTexture(uint8_t _stage, UniformHandle _sampler, TextureHandle _handle);
///
/// Set texture stage for draw primitive.
void setTexture(uint8_t _stage, UniformHandle _sampler, RenderTargetHandle _handle, bool _depth = false);
/// Submit primitive for rendering into single view.
@ -713,7 +713,7 @@ namespace bgfx
/// @param _depth depth for sorting.
void submitMask(uint32_t _viewMask, int32_t _depth = 0);
///
/// Request screen shot.
void saveScreenShot(const char* _filePath);
} // namespace bgfx