mirror of https://github.com/bkaradzic/bgfx
Updated docs.
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<li class="toctree-l1"><a class="reference internal" href="examples.html">Examples</a></li>
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<li class="toctree-l1"><a class="reference internal" href="bgfx.html">API Reference</a></li>
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<li class="toctree-l1"><a class="reference internal" href="tools.html">Tools</a></li>
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<li class="toctree-l1"><a class="reference internal" href="internals.html">Internals</a></li>
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<li class="toctree-l1"><a class="reference internal" href="license.html">License</a></li>
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</ul>
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@ -133,6 +133,7 @@
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</li>
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<li class="toctree-l1"><a class="reference internal" href="bgfx.html">API Reference</a></li>
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<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>
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||||
<li class="toctree-l1"><a class="reference internal" href="license.html">License</a></li>
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</ul>
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@ -89,6 +89,7 @@
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<li class="toctree-l1"><a class="reference internal" href="examples.html">Examples</a></li>
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<li class="toctree-l1"><a class="reference internal" href="bgfx.html">API Reference</a></li>
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<li class="toctree-l1"><a class="reference internal" href="tools.html">Tools</a></li>
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||||
<li class="toctree-l1"><a class="reference internal" href="internals.html">Internals</a></li>
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<li class="toctree-l1"><a class="reference internal" href="license.html">License</a></li>
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</ul>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx4Caps6Limits11maxEncodersE">bgfx::Caps::Limits::maxEncoders (C++ member)</a>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx4Caps6Limits16maxFBAttachmentsE">bgfx::Caps::Limits::maxFBAttachments (C++ member)</a>
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</dt>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx7EncoderE">bgfx::Encoder (C++ class)</a>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder14allocTransformEP9Transform8uint16_t">bgfx::Encoder::allocTransform (C++ function)</a>
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</dt>
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<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>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder7discardEv">bgfx::Encoder::discard (C++ function)</a>
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</dt>
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<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>
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</dt>
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<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>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder12setConditionE20OcclusionQueryHandleb">bgfx::Encoder::setCondition (C++ function)</a>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder8setImageE7uint8_t13UniformHandle13TextureHandle7uint8_tN6Access4EnumEN13TextureFormat4EnumE">bgfx::Encoder::setImage (C++ function)</a>
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</dt>
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<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>
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</dt>
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<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>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder9setMarkerEPKc">bgfx::Encoder::setMarker (C++ function)</a>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder10setScissorE8uint16_t">bgfx::Encoder::setScissor (C++ function)</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder10setScissorE8uint16_t8uint16_t8uint16_t8uint16_t">[1]</a>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder8setStateE8uint64_t8uint32_t">bgfx::Encoder::setState (C++ function)</a>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder10setStencilE8uint32_t8uint32_t">bgfx::Encoder::setStencil (C++ function)</a>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder10setTextureE7uint8_t13UniformHandle13TextureHandle8uint32_t">bgfx::Encoder::setTexture (C++ function)</a>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder12setTransformE8uint32_t8uint16_t">bgfx::Encoder::setTransform (C++ function)</a>, <a href="bgfx.html#_CPPv2N4bgfx7Encoder12setTransformEPKv8uint16_t">[1]</a>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder10setUniformE13UniformHandlePKv8uint16_t">bgfx::Encoder::setUniform (C++ function)</a>
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</dt>
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<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>
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</dt>
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<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>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx7Encoder5touchE7uint8_t">bgfx::Encoder::touch (C++ function)</a>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx5frameEb">bgfx::frame (C++ function)</a>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx5StatsE">bgfx::Stats (C++ class)</a>
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</dt>
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</dl></td>
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<td style="width: 33%" valign="top"><dl>
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<dt><a href="bgfx.html#_CPPv2N4bgfx5Stats12cpuTimeBeginE">bgfx::Stats::cpuTimeBegin (C++ member)</a>
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</dt>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx5Stats12encoderStatsE">bgfx::Stats::encoderStats (C++ member)</a>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx5Stats12gpuMemoryMaxE">bgfx::Stats::gpuMemoryMax (C++ member)</a>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx5Stats6heightE">bgfx::Stats::height (C++ member)</a>
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</dt>
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</dl></td>
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<td style="width: 33%" valign="top"><dl>
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<dt><a href="bgfx.html#_CPPv2N4bgfx5Stats13maxGpuLatencyE">bgfx::Stats::maxGpuLatency (C++ member)</a>
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</dt>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx5Stats11numEncodersE">bgfx::Stats::numEncoders (C++ member)</a>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx5Stats8numViewsE">bgfx::Stats::numViews (C++ member)</a>
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</dt>
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35
index.html
35
index.html
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@ -89,6 +89,7 @@
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<li class="toctree-l1"><a class="reference internal" href="examples.html">Examples</a></li>
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<li class="toctree-l1"><a class="reference internal" href="bgfx.html">API Reference</a></li>
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<li class="toctree-l1"><a class="reference internal" href="tools.html">Tools</a></li>
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<li class="toctree-l1"><a class="reference internal" href="internals.html">Internals</a></li>
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<li class="toctree-l1"><a class="reference internal" href="license.html">License</a></li>
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</ul>
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@ -158,8 +159,6 @@ licensed under permissive BSD-2 clause open source license.</p>
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<li class="toctree-l3"><a class="reference internal" href="overview.html#contact">Contact</a></li>
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</ul>
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</li>
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<li class="toctree-l2"><a class="reference internal" href="overview.html#internals">Internals</a></li>
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<li class="toctree-l2"><a class="reference internal" href="overview.html#customization">Customization</a></li>
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<li class="toctree-l2"><a class="reference internal" href="overview.html#debugging-and-profiling">Debugging and Profiling</a><ul>
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<li class="toctree-l3"><a class="reference internal" href="overview.html#renderdoc">RenderDoc</a></li>
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<li class="toctree-l3"><a class="reference internal" href="overview.html#intelgpa">IntelGPA</a></li>
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@ -167,7 +166,6 @@ licensed under permissive BSD-2 clause open source license.</p>
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</ul>
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</li>
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<li class="toctree-l2"><a class="reference internal" href="overview.html#sdl-glfw-etc">SDL, GLFW, etc.</a></li>
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<li class="toctree-l2"><a class="reference internal" href="overview.html#todo">Todo</a></li>
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<li class="toctree-l2"><a class="reference internal" href="overview.html#getting-involved">Getting Involved</a><ul>
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<li class="toctree-l3"><a class="reference internal" href="overview.html#contributors">Contributors</a></li>
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<li class="toctree-l3"><a class="reference internal" href="overview.html#repository-visualization">Repository visualization</a></li>
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</ul>
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</li>
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<li class="toctree-l2"><a class="reference internal" href="bgfx.html#views">Views</a></li>
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<li class="toctree-l2"><a class="reference internal" href="bgfx.html#draw">Draw</a><ul>
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<li class="toctree-l3"><a class="reference internal" href="bgfx.html#state">State</a></li>
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<li class="toctree-l3"><a class="reference internal" href="bgfx.html#buffers">Buffers</a></li>
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<li class="toctree-l3"><a class="reference internal" href="bgfx.html#textures">Textures</a></li>
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<li class="toctree-l3"><a class="reference internal" href="bgfx.html#submit">Submit</a></li>
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<li class="toctree-l2"><a class="reference internal" href="bgfx.html#encoder">Encoder</a><ul>
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<li class="toctree-l3"><a class="reference internal" href="bgfx.html#id1">Encoder</a></li>
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<li class="toctree-l3"><a class="reference internal" href="bgfx.html#draw">Draw</a></li>
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<li class="toctree-l3"><a class="reference internal" href="bgfx.html#compute">Compute</a></li>
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<li class="toctree-l3"><a class="reference internal" href="bgfx.html#blit">Blit</a></li>
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</ul>
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</li>
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<li class="toctree-l2"><a class="reference internal" href="bgfx.html#compute">Compute</a><ul>
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<li class="toctree-l3"><a class="reference internal" href="bgfx.html#id3">Buffers</a></li>
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<li class="toctree-l3"><a class="reference internal" href="bgfx.html#images">Images</a></li>
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<li class="toctree-l3"><a class="reference internal" href="bgfx.html#dispatch">Dispatch</a></li>
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</ul>
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</li>
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<li class="toctree-l2"><a class="reference internal" href="bgfx.html#blit">Blit</a></li>
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<li class="toctree-l2"><a class="reference internal" href="bgfx.html#resources">Resources</a><ul>
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<li class="toctree-l3"><a class="reference internal" href="bgfx.html#shaders-and-programs">Shaders and Programs</a></li>
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<li class="toctree-l3"><a class="reference internal" href="bgfx.html#uniforms">Uniforms</a></li>
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<li class="toctree-l3"><a class="reference internal" href="bgfx.html#vertex-buffers">Vertex Buffers</a></li>
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<li class="toctree-l3"><a class="reference internal" href="bgfx.html#index-buffers">Index Buffers</a></li>
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<li class="toctree-l3"><a class="reference internal" href="bgfx.html#id4">Textures</a></li>
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<li class="toctree-l3"><a class="reference internal" href="bgfx.html#textures">Textures</a></li>
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<li class="toctree-l3"><a class="reference internal" href="bgfx.html#frame-buffers">Frame Buffers</a></li>
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<li class="toctree-l3"><a class="reference internal" href="bgfx.html#instance-buffer">Instance Buffer</a></li>
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<li class="toctree-l3"><a class="reference internal" href="bgfx.html#indirect-buffer">Indirect Buffer</a></li>
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@ -292,6 +283,18 @@ licensed under permissive BSD-2 clause open source license.</p>
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<li class="toctree-l2"><a class="reference internal" href="tools.html#texture-viewer-texturev">Texture Viewer (texturev)</a></li>
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</ul>
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</li>
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<li class="toctree-l1"><a class="reference internal" href="internals.html">Internals</a><ul>
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<li class="toctree-l2"><a class="reference internal" href="internals.html#sort-based-draw-call-bucketing">Sort based draw call bucketing</a></li>
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<li class="toctree-l2"><a class="reference internal" href="internals.html#api-and-render-thread">API and render thread</a></li>
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<li class="toctree-l2"><a class="reference internal" href="internals.html#resource-api">Resource API</a></li>
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<li class="toctree-l2"><a class="reference internal" href="internals.html#view-api">View API</a></li>
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<li class="toctree-l2"><a class="reference internal" href="internals.html#encoder-api">Encoder API</a></li>
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<li class="toctree-l2"><a class="reference internal" href="internals.html#customization">Customization</a><ul>
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<li class="toctree-l3"><a class="reference internal" href="internals.html#options">Options</a></li>
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</ul>
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</li>
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||||
</ul>
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||||
</li>
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<li class="toctree-l1"><a class="reference internal" href="license.html">License</a><ul>
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<li class="toctree-l2"><a class="reference internal" href="license.html#license-bsd-2-clause">License (BSD 2-clause)</a></li>
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<li class="toctree-l2"><a class="reference internal" href="license.html#rd-party-libraries">3rd Party Libraries</a><ul>
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href="genindex.html"/>
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<link rel="search" title="Search" href="search.html"/>
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<link rel="top" title="bgfx 1.0 documentation" href="index.html"/>
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<link rel="prev" title="Tools" href="tools.html"/>
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<script src="_static/js/modernizr.min.js"></script>
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<li class="toctree-l1"><a class="reference internal" href="examples.html">Examples</a></li>
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<li class="toctree-l1"><a class="reference internal" href="bgfx.html">API Reference</a></li>
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<li class="toctree-l1"><a class="reference internal" href="tools.html">Tools</a></li>
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<li class="toctree-l1"><a class="reference internal" href="internals.html">Internals</a></li>
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<li class="toctree-l1 current"><a class="current reference internal" href="#">License</a><ul>
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<li class="toctree-l2"><a class="reference internal" href="#license-bsd-2-clause">License (BSD 2-clause)</a></li>
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<li class="toctree-l2"><a class="reference internal" href="#rd-party-libraries">3rd Party Libraries</a><ul>
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@ -407,7 +408,7 @@ contour texturing.</p>
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<div class="rst-footer-buttons" role="navigation" aria-label="footer navigation">
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|||
<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’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’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’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’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
|
||||
|
|
|
@ -88,6 +88,7 @@
|
|||
<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>
|
||||
|
||||
|
|
File diff suppressed because one or more lines are too long
|
@ -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"/>
|
||||
<link rel="next" title="Internals" href="internals.html"/>
|
||||
<link rel="prev" title="API Reference" href="bgfx.html"/>
|
||||
|
||||
|
||||
|
@ -99,6 +99,7 @@
|
|||
<li class="toctree-l2"><a class="reference internal" href="#texture-viewer-texturev">Texture Viewer (texturev)</a></li>
|
||||
</ul>
|
||||
</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>
|
||||
|
||||
|
@ -193,7 +194,7 @@ shaders is provided in examples. D3D9 and D3D11 shaders can be only compiled on
|
|||
|
||||
<div class="rst-footer-buttons" role="navigation" aria-label="footer navigation">
|
||||
|
||||
<a href="license.html" class="btn btn-neutral float-right" title="License" accesskey="n">Next <span class="fa fa-arrow-circle-right"></span></a>
|
||||
<a href="internals.html" class="btn btn-neutral float-right" title="Internals" accesskey="n">Next <span class="fa fa-arrow-circle-right"></span></a>
|
||||
|
||||
|
||||
<a href="bgfx.html" class="btn btn-neutral" title="API Reference" accesskey="p"><span class="fa fa-arrow-circle-left"></span> Previous</a>
|
||||
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