mirror of https://github.com/bkaradzic/bgfx
Updated IDL.
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@ -2202,6 +2202,7 @@ func.setState
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--- - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type.
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.rgba "uint32_t" --- Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and
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--- `BGFX_STATE_BLEND_INV_FACTOR` blend modes.
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{ default = 0 }
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--- Set condition for rendering.
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func.setCondition
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@ -2215,6 +2216,7 @@ func.setStencil
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.fstencil "uint32_t" --- Front stencil state.
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.bstencil "uint32_t" --- Back stencil state. If back is set to `BGFX_STENCIL_NONE`
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--- _fstencil is applied to both front and back facing primitives.
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{ default = "BGFX_STENCIL_NONE" }
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--- Set scissor for draw primitive.
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---
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@ -2236,6 +2238,7 @@ func.setScissor
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func.setScissor { cname = "set_scissor_cached" }
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"void"
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.cache "uint16_t" --- Index in scissor cache.
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{ default = UINT16_MAX }
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--- Set model matrix for draw primitive. If it is not called,
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--- the model will be rendered with an identity model matrix.
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@ -2250,6 +2253,7 @@ func.setTransform { cname = "set_transform_cached" }
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"void"
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.cache "uint32_t" --- Index in matrix cache.
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.num "uint16_t" --- Number of matrices from cache.
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{ default = 1 }
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--- Reserve matrices in internal matrix cache.
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---
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@ -2267,6 +2271,7 @@ func.setUniform
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.value "const void*" --- Pointer to uniform data.
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.num "uint16_t" --- Number of elements. Passing `UINT16_MAX` will
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--- use the _num passed on uniform creation.
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{ default = 1 }
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--- Set index buffer for draw primitive.
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func.setIndexBuffer { cpponly }
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@ -2407,7 +2412,7 @@ func.setTexture
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.sampler "UniformHandle" --- Program sampler.
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.handle "TextureHandle" --- Texture handle.
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.flags "uint32_t" --- Texture sampling mode. Default value UINT32_MAX uses
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--- texture sampling settings from the texture.
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{ default = UINT32_MAX } --- texture sampling settings from the texture.
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--- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
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--- mode.
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--- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
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@ -2429,7 +2434,9 @@ func.submit
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.id "ViewId" --- View id.
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.program "ProgramHandle" --- Program.
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.depth "uint32_t" --- Depth for sorting.
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{ default = 0 }
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.preserveState "bool" --- Preserve internal draw state for next draw call submit.
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{ default = false }
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--- Submit primitive with occlusion query for rendering.
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func.submit { cname = "submit_occlusion_query" }
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@ -2438,7 +2445,9 @@ func.submit { cname = "submit_occlusion_query" }
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.program "ProgramHandle" --- Program.
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.occlusionQuery "OcclusionQueryHandle" --- Occlusion query.
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.depth "uint32_t" --- Depth for sorting.
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{ default = 0 }
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.preserveState "bool" --- Preserve internal draw state for next draw call submit.
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{ default = false }
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--- Submit primitive for rendering with index and instance data info from
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--- indirect buffer.
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@ -2448,9 +2457,13 @@ func.submit { cname = "submit_indirect" }
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.program "ProgramHandle" --- Program.
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.indirectHandle "IndirectBufferHandle" --- Indirect buffer.
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.start "uint16_t" --- First element in indirect buffer.
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{ default = 0 }
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.num "uint16_t" --- Number of dispatches.
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{ default = 1 }
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.depth "uint32_t" --- Depth for sorting.
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{ default = 0 }
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.preserveState "bool" --- Preserve internal draw state for next draw call submit.
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{ default = false }
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--- Set compute index buffer.
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func.setBuffer { cname = "set_compute_index_buffer" }
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@ -2494,7 +2507,8 @@ func.setImage
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.handle "TextureHandle" --- Texture handle.
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.mip "uint8_t" --- Mip level.
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.access "Access::Enum" --- Image access. See `Access::Enum`.
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.format "TextureFormat::Enum" { default = "TextureFormat::Count" } --- Texture format. See: `TextureFormat::Enum`.
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.format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
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{ default = "TextureFormat::Count" }
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--- Dispatch compute.
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func.dispatch
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@ -2502,8 +2516,11 @@ func.dispatch
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.id "ViewId" --- View id.
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.program "ProgramHandle" --- Compute program.
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.numX "uint32_t" --- Number of groups X.
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{ deafult = 1 }
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.numY "uint32_t" --- Number of groups Y.
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{ deafult = 1 }
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.numZ "uint32_t" --- Number of groups Z.
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{ deafult = 1 }
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--- Dispatch compute indirect.
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func.dispatch { cname = "dispatch_indirect" }
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@ -2512,7 +2529,9 @@ func.dispatch { cname = "dispatch_indirect" }
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.program "ProgramHandle" --- Compute program.
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.indirectHandle "IndirectBufferHandle" --- Indirect buffer.
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.start "uint16_t" --- First element in indirect buffer.
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{ deafult = 0 }
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.num "uint16_t" --- Number of dispatches.
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{ deafult = 1 }
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--- Discard all previously set state for draw or compute call.
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func.discard
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