Updated docs.

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Branimir Karadžić 2017-11-16 20:16:06 -08:00
parent fe9a25b672
commit 6dff3d94fe
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bgfx.html

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@ -113,6 +113,7 @@
<li class="toctree-l1"><a class="reference internal" href="examples.html">Examples</a></li>
<li class="toctree-l1"><a class="reference internal" href="bgfx.html">API Reference</a></li>
<li class="toctree-l1"><a class="reference internal" href="tools.html">Tools</a></li>
<li class="toctree-l1"><a class="reference internal" href="internals.html">Internals</a></li>
<li class="toctree-l1"><a class="reference internal" href="license.html">License</a></li>
</ul>

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@ -133,6 +133,7 @@
</li>
<li class="toctree-l1"><a class="reference internal" href="bgfx.html">API Reference</a></li>
<li class="toctree-l1"><a class="reference internal" href="tools.html">Tools</a></li>
<li class="toctree-l1"><a class="reference internal" href="internals.html">Internals</a></li>
<li class="toctree-l1"><a class="reference internal" href="license.html">License</a></li>
</ul>

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@ -89,6 +89,7 @@
<li class="toctree-l1"><a class="reference internal" href="examples.html">Examples</a></li>
<li class="toctree-l1"><a class="reference internal" href="bgfx.html">API Reference</a></li>
<li class="toctree-l1"><a class="reference internal" href="tools.html">Tools</a></li>
<li class="toctree-l1"><a class="reference internal" href="internals.html">Internals</a></li>
<li class="toctree-l1"><a class="reference internal" href="license.html">License</a></li>
</ul>
@ -399,6 +400,10 @@
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx4Caps6Limits11maxEncodersE">bgfx::Caps::Limits::maxEncoders (C++ member)</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx4Caps6Limits16maxFBAttachmentsE">bgfx::Caps::Limits::maxFBAttachments (C++ member)</a>
</dt>
@ -563,6 +568,86 @@
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx7EncoderE">bgfx::Encoder (C++ class)</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder14allocTransformEP9Transform8uint16_t">bgfx::Encoder::allocTransform (C++ function)</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder4blitE7uint8_t13TextureHandle7uint8_t8uint16_t8uint16_t8uint16_t13TextureHandle7uint8_t8uint16_t8uint16_t8uint16_t8uint16_t8uint16_t8uint16_t">bgfx::Encoder::blit (C++ function)</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder4blitE7uint8_t13TextureHandle8uint16_t8uint16_t13TextureHandle8uint16_t8uint16_t8uint16_t8uint16_t">[1]</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder7discardEv">bgfx::Encoder::discard (C++ function)</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder8dispatchE7uint8_t13ProgramHandle20IndirectBufferHandle8uint16_t8uint16_t7uint8_t">bgfx::Encoder::dispatch (C++ function)</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder8dispatchE7uint8_t13ProgramHandle8uint32_t8uint32_t8uint32_t7uint8_t">[1]</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder9setBufferE7uint8_t17IndexBufferHandleN6Access4EnumE">bgfx::Encoder::setBuffer (C++ function)</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder9setBufferE7uint8_t18VertexBufferHandleN6Access4EnumE">[1]</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder9setBufferE7uint8_t20IndirectBufferHandleN6Access4EnumE">[2]</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder9setBufferE7uint8_t24DynamicIndexBufferHandleN6Access4EnumE">[3]</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder9setBufferE7uint8_t25DynamicVertexBufferHandleN6Access4EnumE">[4]</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder12setConditionE20OcclusionQueryHandleb">bgfx::Encoder::setCondition (C++ function)</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder8setImageE7uint8_t13UniformHandle13TextureHandle7uint8_tN6Access4EnumEN13TextureFormat4EnumE">bgfx::Encoder::setImage (C++ function)</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder14setIndexBufferE17IndexBufferHandle">bgfx::Encoder::setIndexBuffer (C++ function)</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder14setIndexBufferE17IndexBufferHandle8uint32_t8uint32_t">[1]</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder14setIndexBufferE24DynamicIndexBufferHandle">[2]</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder14setIndexBufferE24DynamicIndexBufferHandle8uint32_t8uint32_t">[3]</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder14setIndexBufferEPK20TransientIndexBuffer">[4]</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder14setIndexBufferEPK20TransientIndexBuffer8uint32_t8uint32_t">[5]</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder21setInstanceDataBufferE18VertexBufferHandle8uint32_t8uint32_t">bgfx::Encoder::setInstanceDataBuffer (C++ function)</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder21setInstanceDataBufferE25DynamicVertexBufferHandle8uint32_t8uint32_t">[1]</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder21setInstanceDataBufferEPK18InstanceDataBuffer8uint32_t">[2]</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder9setMarkerEPKc">bgfx::Encoder::setMarker (C++ function)</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder10setScissorE8uint16_t">bgfx::Encoder::setScissor (C++ function)</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder10setScissorE8uint16_t8uint16_t8uint16_t8uint16_t">[1]</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder8setStateE8uint64_t8uint32_t">bgfx::Encoder::setState (C++ function)</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder10setStencilE8uint32_t8uint32_t">bgfx::Encoder::setStencil (C++ function)</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder10setTextureE7uint8_t13UniformHandle13TextureHandle8uint32_t">bgfx::Encoder::setTexture (C++ function)</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder12setTransformE8uint32_t8uint16_t">bgfx::Encoder::setTransform (C++ function)</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder12setTransformEPKv8uint16_t">[1]</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder10setUniformE13UniformHandlePKv8uint16_t">bgfx::Encoder::setUniform (C++ function)</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder15setVertexBufferE7uint8_t18VertexBufferHandle">bgfx::Encoder::setVertexBuffer (C++ function)</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder15setVertexBufferE7uint8_t18VertexBufferHandle8uint32_t8uint32_t">[1]</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder15setVertexBufferE7uint8_t25DynamicVertexBufferHandle">[2]</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder15setVertexBufferE7uint8_t25DynamicVertexBufferHandle8uint32_t8uint32_t">[3]</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder15setVertexBufferE7uint8_tPK21TransientVertexBuffer">[4]</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder15setVertexBufferE7uint8_tPK21TransientVertexBuffer8uint32_t8uint32_t">[5]</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder6submitE7uint8_t13ProgramHandle20IndirectBufferHandle8uint16_t8uint16_t7int32_tb">bgfx::Encoder::submit (C++ function)</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder6submitE7uint8_t13ProgramHandle20OcclusionQueryHandle7int32_tb">[1]</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder6submitE7uint8_t13ProgramHandle7int32_tb">[2]</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder5touchE7uint8_t">bgfx::Encoder::touch (C++ function)</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx5frameEb">bgfx::frame (C++ function)</a>
</dt>
@ -930,6 +1015,8 @@
<dt><a href="bgfx.html#_CPPv2N4bgfx5StatsE">bgfx::Stats (C++ class)</a>
</dt>
</dl></td>
<td style="width: 33%" valign="top"><dl>
<dt><a href="bgfx.html#_CPPv2N4bgfx5Stats12cpuTimeBeginE">bgfx::Stats::cpuTimeBegin (C++ member)</a>
</dt>
@ -947,6 +1034,10 @@
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx5Stats12encoderStatsE">bgfx::Stats::encoderStats (C++ member)</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx5Stats12gpuMemoryMaxE">bgfx::Stats::gpuMemoryMax (C++ member)</a>
</dt>
@ -970,8 +1061,6 @@
<dt><a href="bgfx.html#_CPPv2N4bgfx5Stats6heightE">bgfx::Stats::height (C++ member)</a>
</dt>
</dl></td>
<td style="width: 33%" valign="top"><dl>
<dt><a href="bgfx.html#_CPPv2N4bgfx5Stats13maxGpuLatencyE">bgfx::Stats::maxGpuLatency (C++ member)</a>
</dt>
@ -985,6 +1074,10 @@
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx5Stats11numEncodersE">bgfx::Stats::numEncoders (C++ member)</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx5Stats8numViewsE">bgfx::Stats::numViews (C++ member)</a>
</dt>

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@ -89,6 +89,7 @@
<li class="toctree-l1"><a class="reference internal" href="examples.html">Examples</a></li>
<li class="toctree-l1"><a class="reference internal" href="bgfx.html">API Reference</a></li>
<li class="toctree-l1"><a class="reference internal" href="tools.html">Tools</a></li>
<li class="toctree-l1"><a class="reference internal" href="internals.html">Internals</a></li>
<li class="toctree-l1"><a class="reference internal" href="license.html">License</a></li>
</ul>
@ -158,8 +159,6 @@ licensed under permissive BSD-2 clause open source license.</p>
<li class="toctree-l3"><a class="reference internal" href="overview.html#contact">Contact</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="overview.html#internals">Internals</a></li>
<li class="toctree-l2"><a class="reference internal" href="overview.html#customization">Customization</a></li>
<li class="toctree-l2"><a class="reference internal" href="overview.html#debugging-and-profiling">Debugging and Profiling</a><ul>
<li class="toctree-l3"><a class="reference internal" href="overview.html#renderdoc">RenderDoc</a></li>
<li class="toctree-l3"><a class="reference internal" href="overview.html#intelgpa">IntelGPA</a></li>
@ -167,7 +166,6 @@ licensed under permissive BSD-2 clause open source license.</p>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="overview.html#sdl-glfw-etc">SDL, GLFW, etc.</a></li>
<li class="toctree-l2"><a class="reference internal" href="overview.html#todo">Todo</a></li>
<li class="toctree-l2"><a class="reference internal" href="overview.html#getting-involved">Getting Involved</a><ul>
<li class="toctree-l3"><a class="reference internal" href="overview.html#contributors">Contributors</a></li>
<li class="toctree-l3"><a class="reference internal" href="overview.html#repository-visualization">Repository visualization</a></li>
@ -254,26 +252,19 @@ licensed under permissive BSD-2 clause open source license.</p>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="bgfx.html#views">Views</a></li>
<li class="toctree-l2"><a class="reference internal" href="bgfx.html#draw">Draw</a><ul>
<li class="toctree-l3"><a class="reference internal" href="bgfx.html#state">State</a></li>
<li class="toctree-l3"><a class="reference internal" href="bgfx.html#buffers">Buffers</a></li>
<li class="toctree-l3"><a class="reference internal" href="bgfx.html#textures">Textures</a></li>
<li class="toctree-l3"><a class="reference internal" href="bgfx.html#submit">Submit</a></li>
<li class="toctree-l2"><a class="reference internal" href="bgfx.html#encoder">Encoder</a><ul>
<li class="toctree-l3"><a class="reference internal" href="bgfx.html#id1">Encoder</a></li>
<li class="toctree-l3"><a class="reference internal" href="bgfx.html#draw">Draw</a></li>
<li class="toctree-l3"><a class="reference internal" href="bgfx.html#compute">Compute</a></li>
<li class="toctree-l3"><a class="reference internal" href="bgfx.html#blit">Blit</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="bgfx.html#compute">Compute</a><ul>
<li class="toctree-l3"><a class="reference internal" href="bgfx.html#id3">Buffers</a></li>
<li class="toctree-l3"><a class="reference internal" href="bgfx.html#images">Images</a></li>
<li class="toctree-l3"><a class="reference internal" href="bgfx.html#dispatch">Dispatch</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="bgfx.html#blit">Blit</a></li>
<li class="toctree-l2"><a class="reference internal" href="bgfx.html#resources">Resources</a><ul>
<li class="toctree-l3"><a class="reference internal" href="bgfx.html#shaders-and-programs">Shaders and Programs</a></li>
<li class="toctree-l3"><a class="reference internal" href="bgfx.html#uniforms">Uniforms</a></li>
<li class="toctree-l3"><a class="reference internal" href="bgfx.html#vertex-buffers">Vertex Buffers</a></li>
<li class="toctree-l3"><a class="reference internal" href="bgfx.html#index-buffers">Index Buffers</a></li>
<li class="toctree-l3"><a class="reference internal" href="bgfx.html#id4">Textures</a></li>
<li class="toctree-l3"><a class="reference internal" href="bgfx.html#textures">Textures</a></li>
<li class="toctree-l3"><a class="reference internal" href="bgfx.html#frame-buffers">Frame Buffers</a></li>
<li class="toctree-l3"><a class="reference internal" href="bgfx.html#instance-buffer">Instance Buffer</a></li>
<li class="toctree-l3"><a class="reference internal" href="bgfx.html#indirect-buffer">Indirect Buffer</a></li>
@ -292,6 +283,18 @@ licensed under permissive BSD-2 clause open source license.</p>
<li class="toctree-l2"><a class="reference internal" href="tools.html#texture-viewer-texturev">Texture Viewer (texturev)</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="internals.html">Internals</a><ul>
<li class="toctree-l2"><a class="reference internal" href="internals.html#sort-based-draw-call-bucketing">Sort based draw call bucketing</a></li>
<li class="toctree-l2"><a class="reference internal" href="internals.html#api-and-render-thread">API and render thread</a></li>
<li class="toctree-l2"><a class="reference internal" href="internals.html#resource-api">Resource API</a></li>
<li class="toctree-l2"><a class="reference internal" href="internals.html#view-api">View API</a></li>
<li class="toctree-l2"><a class="reference internal" href="internals.html#encoder-api">Encoder API</a></li>
<li class="toctree-l2"><a class="reference internal" href="internals.html#customization">Customization</a><ul>
<li class="toctree-l3"><a class="reference internal" href="internals.html#options">Options</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="license.html">License</a><ul>
<li class="toctree-l2"><a class="reference internal" href="license.html#license-bsd-2-clause">License (BSD 2-clause)</a></li>
<li class="toctree-l2"><a class="reference internal" href="license.html#rd-party-libraries">3rd Party Libraries</a><ul>

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@ -34,7 +34,7 @@
href="genindex.html"/>
<link rel="search" title="Search" href="search.html"/>
<link rel="top" title="bgfx 1.0 documentation" href="index.html"/>
<link rel="prev" title="Tools" href="tools.html"/>
<link rel="prev" title="Internals" href="internals.html"/>
<script src="_static/js/modernizr.min.js"></script>
@ -89,6 +89,7 @@
<li class="toctree-l1"><a class="reference internal" href="examples.html">Examples</a></li>
<li class="toctree-l1"><a class="reference internal" href="bgfx.html">API Reference</a></li>
<li class="toctree-l1"><a class="reference internal" href="tools.html">Tools</a></li>
<li class="toctree-l1"><a class="reference internal" href="internals.html">Internals</a></li>
<li class="toctree-l1 current"><a class="current reference internal" href="#">License</a><ul>
<li class="toctree-l2"><a class="reference internal" href="#license-bsd-2-clause">License (BSD 2-clause)</a></li>
<li class="toctree-l2"><a class="reference internal" href="#rd-party-libraries">3rd Party Libraries</a><ul>
@ -407,7 +408,7 @@ contour texturing.</p>
<div class="rst-footer-buttons" role="navigation" aria-label="footer navigation">
<a href="tools.html" class="btn btn-neutral" title="Tools" accesskey="p"><span class="fa fa-arrow-circle-left"></span> Previous</a>
<a href="internals.html" class="btn btn-neutral" title="Internals" accesskey="p"><span class="fa fa-arrow-circle-left"></span> Previous</a>
</div>

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@ -96,8 +96,6 @@
<li class="toctree-l3"><a class="reference internal" href="#contact">Contact</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="#internals">Internals</a></li>
<li class="toctree-l2"><a class="reference internal" href="#customization">Customization</a></li>
<li class="toctree-l2"><a class="reference internal" href="#debugging-and-profiling">Debugging and Profiling</a><ul>
<li class="toctree-l3"><a class="reference internal" href="#renderdoc">RenderDoc</a></li>
<li class="toctree-l3"><a class="reference internal" href="#intelgpa">IntelGPA</a></li>
@ -105,7 +103,6 @@
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="#sdl-glfw-etc">SDL, GLFW, etc.</a></li>
<li class="toctree-l2"><a class="reference internal" href="#todo">Todo</a></li>
<li class="toctree-l2"><a class="reference internal" href="#getting-involved">Getting Involved</a><ul>
<li class="toctree-l3"><a class="reference internal" href="#contributors">Contributors</a></li>
<li class="toctree-l3"><a class="reference internal" href="#repository-visualization">Repository visualization</a></li>
@ -117,6 +114,7 @@
<li class="toctree-l1"><a class="reference internal" href="examples.html">Examples</a></li>
<li class="toctree-l1"><a class="reference internal" href="bgfx.html">API Reference</a></li>
<li class="toctree-l1"><a class="reference internal" href="tools.html">Tools</a></li>
<li class="toctree-l1"><a class="reference internal" href="internals.html">Internals</a></li>
<li class="toctree-l1"><a class="reference internal" href="license.html">License</a></li>
</ul>
@ -247,47 +245,6 @@ licensed under permissive BSD-2 clause open source license.</p>
</div></blockquote>
</div>
</div>
<div class="section" id="internals">
<h2>Internals<a class="headerlink" href="#internals" title="Permalink to this headline"></a></h2>
<p>bgfx is using sort-based draw call bucketing. This means that submission
order doesn&#8217;t necessarily match the rendering order, but on the
low-level they will be sorted and ordered correctly. On the high level
this allows more optimal way of submitting draw calls for all passes at
one place, and on the low-level this allows better optimization of
rendering order. This sometimes creates undesired results usually for
GUI rendering, where draw order should usually match submit order. bgfx
provides way to enable sequential rendering for these cases (see
<code class="docutils literal"><span class="pre">bgfx::setViewMode</span></code>).</p>
<p>Internally all low-level rendering draw calls are issued inside single
function <code class="docutils literal"><span class="pre">RendererContextI::submit</span></code>. This function exist inside each
renderer backend implementation.</p>
<blockquote>
<div><ul class="simple">
<li>More detailed description of sort-based draw call bucketing can be found at: <a class="reference external" href="http://realtimecollisiondetection.net/blog/?p=86">Order your graphics draw calls around!</a></li>
<li>High level overview of bgfx, presented at EclipseCon 2016: <a class="reference external" href="https://www.eclipsecon.org/na2016/session/dark-side-moon-gpu-programming-bgfx-and-eclipse">From the Dark Side of the Moon: GPU Programming with BGFX and Eclipse, Tony McCrary [l33t labs]</a>, Slides: [<a class="reference external" href="https://www.eclipsecon.org/na2016/sites/default/files/slides/FromTheDarkSideOfTheMoon_BGFX.pdf">PDF</a>]</li>
</ul>
</div></blockquote>
</div>
<div class="section" id="customization">
<h2>Customization<a class="headerlink" href="#customization" title="Permalink to this headline"></a></h2>
<p>By default each platform has sane default values. For example on Windows
default renderer is DirectX9, and on Linux it is OpenGL 2.1. On Windows
platform all rendering backends are available. For OpenGL ES on desktop
you can find more information at:- <a class="reference external" href="http://www.g-truc.net/post-0457.html">OpenGL ES 2.0 and EGL on
desktop</a></p>
<p>If you&#8217;re targeting specific mobile hardware, you can find GLES support
in their official SDKs: <a class="reference external" href="http://developer.qualcomm.com/mobile-development/mobile-technologies/gaming-graphics-optimization-adreno/tools-and-resources">Adreno
SDK</a>,
<a class="reference external" href="http://www.malideveloper.com/">Mali SDK</a>, <a class="reference external" href="http://www.imgtec.com/powervr/insider/sdkdownloads/">PowerVR
SDK</a>.</p>
<p>All configuration settings are located inside
<a class="reference external" href="https://github.com/bkaradzic/bgfx/blob/master/src/config.h">src/config.h</a>.</p>
<p>Every <code class="docutils literal"><span class="pre">BGFX_CONFIG_*</span></code> setting can be changed by passing defines thru
compiler switches. For example setting preprocessor define
<code class="docutils literal"><span class="pre">BGFX_CONFIG_RENDERER_OPENGL=1</span></code> will change backend renderer to OpenGL
2.1. on Windows. Since rendering APIs are platform specific, this
obviously won&#8217;t work nor make sense in all cases.</p>
</div>
<div class="section" id="debugging-and-profiling">
<h2>Debugging and Profiling<a class="headerlink" href="#debugging-and-profiling" title="Permalink to this headline"></a></h2>
<div class="section" id="renderdoc">
@ -476,18 +433,6 @@ with context/device. To disable multithreaded render use <code class="docutils l
preprocessor define.</p>
</div>
</div>
<div class="section" id="todo">
<h2>Todo<a class="headerlink" href="#todo" title="Permalink to this headline"></a></h2>
<ul class="simple">
<li>Fullscreen mode.</li>
<li>ETC2, PVRTC1/2 decoding fallback for targets that don&#8217;t support it
natively.</li>
<li>shaderc as library for runtime shader building.</li>
<li>Multiple vertex streams support.</li>
<li>Animated mesh example.</li>
<li>Vulkan renderer backend.</li>
</ul>
</div>
<div class="section" id="getting-involved">
<h2>Getting Involved<a class="headerlink" href="#getting-involved" title="Permalink to this headline"></a></h2>
<p>Everyone is welcome to contribute to bgfx by submitting bug reports, testing on different

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@ -88,6 +88,7 @@
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@ -34,7 +34,7 @@
href="genindex.html"/>
<link rel="search" title="Search" href="search.html"/>
<link rel="top" title="bgfx 1.0 documentation" href="index.html"/>
<link rel="next" title="License" href="license.html"/>
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@ -99,6 +99,7 @@
<li class="toctree-l2"><a class="reference internal" href="#texture-viewer-texturev">Texture Viewer (texturev)</a></li>
</ul>
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<li class="toctree-l1"><a class="reference internal" href="internals.html">Internals</a></li>
<li class="toctree-l1"><a class="reference internal" href="license.html">License</a></li>
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@ -193,7 +194,7 @@ shaders is provided in examples. D3D9 and D3D11 shaders can be only compiled on
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