diff --git a/README.md b/README.md index 7ff159b0b..d77a38ee6 100644 --- a/README.md +++ b/README.md @@ -72,7 +72,7 @@ Languages: * [C/C++ API documentation](https://bkaradzic.github.io/bgfx/bgfx.html) * [Beef API bindings](https://github.com/bkaradzic/bgfx/tree/master/bindings/bf) * [C# language API bindings #1](https://github.com/bkaradzic/bgfx/tree/master/bindings/cs) - * [D language API bindings](https://github.com/GoaLitiuM/bindbc-bgfx) + * [D language API bindings](https://github.com/BindBC/bindbc-bgfx) * [Go language API bindings](https://github.com/james4k/go-bgfx) * [Haskell language API bindings](https://github.com/haskell-game/bgfx) * [Lightweight Java Game Library 3 bindings](https://github.com/LWJGL/lwjgl3) diff --git a/bindings/d/fakeenum.d b/bindings/d/fakeenum.d new file mode 100644 index 000000000..4fdc61354 --- /dev/null +++ b/bindings/d/fakeenum.d @@ -0,0 +1,79 @@ +/+ ++ ┌==============================┐ ++ │ AUTO GENERATED! DO NOT EDIT! │ ++ └==============================┘ ++/ +module bgfx.fakeenum; + +//NOTE: Do NOT use this module! Use the enums with the same names in `bgfx/package.d` instead. +package: +extern(C++, "bgfx") package final abstract class Fatal{ + enum Enum{ + debugCheck,invalidShader,unableToInitialize,unableToCreateTexture,deviceLost,count + } +} +extern(C++, "bgfx") package final abstract class RendererType{ + enum Enum{ + noop,agc,direct3D9,direct3D11,direct3D12,gnm,metal,nvn,openGLES,openGL,vulkan,webGPU,count + } +} +extern(C++, "bgfx") package final abstract class Access{ + enum Enum{ + read,write,readWrite,count + } +} +extern(C++, "bgfx") package final abstract class Attrib{ + enum Enum{ + position,normal,tangent,bitangent,color0,color1,color2,color3,indices,weight,texCoord0,texCoord1,texCoord2,texCoord3,texCoord4,texCoord5,texCoord6,texCoord7,count + } +} +extern(C++, "bgfx") package final abstract class AttribType{ + enum Enum{ + uint8,uint10,int16,half,float_,count + } +} +extern(C++, "bgfx") package final abstract class TextureFormat{ + enum Enum{ + bc1,bc2,bc3,bc4,bc5,bc6h,bc7,etc1,etc2,etc2a,etc2a1,ptc12,ptc14,ptc12a,ptc14a,ptc22,ptc24,atc,atce,atci,astc4x4,astc5x4,astc5x5,astc6x5,astc6x6,astc8x5,astc8x6,astc8x8,astc10x5,astc10x6,astc10x8,astc10x10,astc12x10,astc12x12,unknown,r1,a8,r8,r8i,r8u,r8s,r16,r16i,r16u,r16f,r16s,r32i,r32u,r32f,rg8,rg8i,rg8u,rg8s,rg16,rg16i,rg16u,rg16f,rg16s,rg32i,rg32u,rg32f,rgb8,rgb8i,rgb8u,rgb8s,rgb9e5f,bgra8,rgba8,rgba8i,rgba8u,rgba8s,rgba16,rgba16i,rgba16u,rgba16f,rgba16s,rgba32i,rgba32u,rgba32f,b5g6r5,r5g6b5,bgra4,rgba4,bgr5a1,rgb5a1,rgb10a2,rg11b10f,unknownDepth,d16,d24,d24s8,d32,d16f,d24f,d32f,d0s8,count + } +} +extern(C++, "bgfx") package final abstract class UniformType{ + enum Enum{ + sampler,end,vec4,mat3,mat4,count + } +} +extern(C++, "bgfx") package final abstract class BackbufferRatio{ + enum Enum{ + equal,half,quarter,eighth,sixteenth,double_,count + } +} +extern(C++, "bgfx") package final abstract class OcclusionQueryResult{ + enum Enum{ + invisible,visible,noResult,count + } +} +extern(C++, "bgfx") package final abstract class Topology{ + enum Enum{ + triList,triStrip,lineList,lineStrip,pointList,count + } +} +extern(C++, "bgfx") package final abstract class TopologyConvert{ + enum Enum{ + triListFlipWinding,triStripFlipWinding,triListToLineList,triStripToTriList,lineStripToLineList,count + } +} +extern(C++, "bgfx") package final abstract class TopologySort{ + enum Enum{ + directionFrontToBackMin,directionFrontToBackAvg,directionFrontToBackMax,directionBackToFrontMin,directionBackToFrontAvg,directionBackToFrontMax,distanceFrontToBackMin,distanceFrontToBackAvg,distanceFrontToBackMax,distanceBackToFrontMin,distanceBackToFrontAvg,distanceBackToFrontMax,count + } +} +extern(C++, "bgfx") package final abstract class ViewMode{ + enum Enum{ + default_,sequential,depthAscending,depthDescending,count + } +} +extern(C++, "bgfx") package final abstract class RenderFrame{ + enum Enum{ + noContext,render,timeout,exiting,count + } +} diff --git a/bindings/d/funcs.d b/bindings/d/funcs.d deleted file mode 100644 index 624414700..000000000 --- a/bindings/d/funcs.d +++ /dev/null @@ -1,4565 +0,0 @@ -/* - * - * AUTO GENERATED! DO NOT EDIT! - * - */ - -module bindbc.bgfx.funcs; - -private import bindbc.bgfx.types; - -extern(C) @nogc nothrow: - -version(BindBgfx_Static) -{ - /** - * Init attachment. - * Params: - * _handle = Render target texture handle. - * _access = Access. See `Access::Enum`. - * _layer = Cubemap side or depth layer/slice to use. - * _numLayers = Number of texture layer/slice(s) in array to use. - * _mip = Mip level. - * _resolve = Resolve flags. See: `BGFX_RESOLVE_*` - */ - void bgfx_attachment_init(bgfx_attachment_t* _this, bgfx_texture_handle_t _handle, bgfx_access_t _access, ushort _layer, ushort _numLayers, ushort _mip, ubyte _resolve); - - /** - * 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); - - /** - * Add attribute to VertexLayout. - * Remarks: Must be called between begin/end. - * Params: - * _attrib = Attribute semantics. See: `bgfx::Attrib` - * _num = Number of elements 1, 2, 3 or 4. - * _type = Element type. - * _normalized = When using fixed point AttribType (f.e. Uint8) - * value will be normalized for vertex shader usage. When normalized - * is set to true, AttribType::Uint8 value in range 0-255 will be - * in range 0.0-1.0 in vertex shader. - * _asInt = Packaging rule for vertexPack, vertexUnpack, and - * vertexConvert for AttribType::Uint8 and AttribType::Int16. - * Unpacking code must be implemented inside vertex shader. - */ - bgfx_vertex_layout_t* bgfx_vertex_layout_add(bgfx_vertex_layout_t* _this, bgfx_attrib_t _attrib, ubyte _num, bgfx_attrib_type_t _type, bool _normalized, bool _asInt); - - /** - * Decode attribute. - * Params: - * _attrib = Attribute semantics. See: `bgfx::Attrib` - * _num = Number of elements. - * _type = Element type. - * _normalized = Attribute is normalized. - * _asInt = Attribute is packed as int. - */ - void bgfx_vertex_layout_decode(const(bgfx_vertex_layout_t)* _this, bgfx_attrib_t _attrib, ubyte* _num, bgfx_attrib_type_t* _type, bool* _normalized, bool* _asInt); - - /** - * Returns `true` if VertexLayout contains attribute. - * Params: - * _attrib = Attribute semantics. See: `bgfx::Attrib` - */ - bool bgfx_vertex_layout_has(const(bgfx_vertex_layout_t)* _this, bgfx_attrib_t _attrib); - - /** - * 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, ubyte _num); - - /** - * End VertexLayout. - */ - void bgfx_vertex_layout_end(bgfx_vertex_layout_t* _this); - - /** - * Pack vertex attribute into vertex stream format. - * Params: - * _input = Value to be packed into vertex stream. - * _inputNormalized = `true` if input value is already normalized. - * _attr = Attribute to pack. - * _layout = Vertex stream layout. - * _data = Destination vertex stream where data will be packed. - * _index = Vertex index that will be modified. - */ - void bgfx_vertex_pack(const float[4] _input, bool _inputNormalized, bgfx_attrib_t _attr, const(bgfx_vertex_layout_t)* _layout, void* _data, uint _index); - - /** - * Unpack vertex attribute from vertex stream format. - * Params: - * _output = Result of unpacking. - * _attr = Attribute to unpack. - * _layout = Vertex stream layout. - * _data = Source vertex stream from where data will be unpacked. - * _index = Vertex index that will be unpacked. - */ - void bgfx_vertex_unpack(float[4] _output, bgfx_attrib_t _attr, const(bgfx_vertex_layout_t)* _layout, const(void)* _data, uint _index); - - /** - * Converts vertex stream data from one vertex stream format to another. - * Params: - * _dstLayout = Destination vertex stream layout. - * _dstData = Destination vertex stream. - * _srcLayout = Source vertex stream layout. - * _srcData = Source vertex stream data. - * _num = Number of vertices to convert from source to destination. - */ - void bgfx_vertex_convert(const(bgfx_vertex_layout_t)* _dstLayout, void* _dstData, const(bgfx_vertex_layout_t)* _srcLayout, const(void)* _srcData, uint _num); - - /** - * Weld vertices. - * Params: - * _output = Welded vertices remapping table. The size of buffer - * must be the same as number of vertices. - * _layout = Vertex stream layout. - * _data = Vertex stream. - * _num = Number of vertices in vertex stream. - * _index32 = Set to `true` if input indices are 32-bit. - * _epsilon = Error tolerance for vertex position comparison. - */ - uint bgfx_weld_vertices(void* _output, const(bgfx_vertex_layout_t)* _layout, const(void)* _data, uint _num, bool _index32, float _epsilon); - - /** - * Convert index buffer for use with different primitive topologies. - * Params: - * _conversion = Conversion type, see `TopologyConvert::Enum`. - * _dst = Destination index buffer. If this argument is NULL - * function will return number of indices after conversion. - * _dstSize = Destination index buffer in bytes. It must be - * large enough to contain output indices. If destination size is - * insufficient index buffer will be truncated. - * _indices = Source indices. - * _numIndices = Number of input indices. - * _index32 = Set to `true` if input indices are 32-bit. - */ - uint bgfx_topology_convert(bgfx_topology_convert_t _conversion, void* _dst, uint _dstSize, const(void)* _indices, uint _numIndices, bool _index32); - - /** - * Sort indices. - * Params: - * _sort = Sort order, see `TopologySort::Enum`. - * _dst = Destination index buffer. - * _dstSize = Destination index buffer in bytes. It must be - * large enough to contain output indices. If destination size is - * insufficient index buffer will be truncated. - * _dir = Direction (vector must be normalized). - * _pos = Position. - * _vertices = Pointer to first vertex represented as - * float x, y, z. Must contain at least number of vertices - * referencende by index buffer. - * _stride = Vertex stride. - * _indices = Source indices. - * _numIndices = Number of input indices. - * _index32 = Set to `true` if input indices are 32-bit. - */ - void bgfx_topology_sort_tri_list(bgfx_topology_sort_t _sort, void* _dst, uint _dstSize, const float[3] _dir, const float[3] _pos, const(void)* _vertices, uint _stride, const(void)* _indices, uint _numIndices, bool _index32); - - /** - * Returns supported backend API renderers. - * Params: - * _max = Maximum number of elements in _enum array. - * _enum = Array where supported renderers will be written. - */ - ubyte bgfx_get_supported_renderers(ubyte _max, bgfx_renderer_type_t* _enum); - - /** - * Returns name of renderer. - * Params: - * _type = Renderer backend type. See: `bgfx::RendererType` - */ - const(char)* bgfx_get_renderer_name(bgfx_renderer_type_t _type); - - void bgfx_init_ctor(bgfx_init_t* _init); - - /** - * Initialize the bgfx library. - * Params: - * _init = Initialization parameters. See: `bgfx::Init` for more info. - */ - bool bgfx_init(const(bgfx_init_t)* _init); - - /** - * Shutdown bgfx library. - */ - void bgfx_shutdown(); - - /** - * Reset graphic settings and back-buffer size. - * Attention: This call doesn’t change the window size, it just resizes - * the back-buffer. Your windowing code controls the window size. - * Params: - * _width = Back-buffer width. - * _height = Back-buffer height. - * _flags = See: `BGFX_RESET_*` for more info. - * - `BGFX_RESET_NONE` - No reset flags. - * - `BGFX_RESET_FULLSCREEN` - Not supported yet. - * - `BGFX_RESET_MSAA_X[2/4/8/16]` - Enable 2, 4, 8 or 16 x MSAA. - * - `BGFX_RESET_VSYNC` - Enable V-Sync. - * - `BGFX_RESET_MAXANISOTROPY` - Turn on/off max anisotropy. - * - `BGFX_RESET_CAPTURE` - Begin screen capture. - * - `BGFX_RESET_FLUSH_AFTER_RENDER` - Flush rendering after submitting to GPU. - * - `BGFX_RESET_FLIP_AFTER_RENDER` - This flag specifies where flip - * occurs. Default behaviour is that flip occurs before rendering new - * frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`. - * - `BGFX_RESET_SRGB_BACKBUFFER` - Enable sRGB back-buffer. - * _format = Texture format. See: `TextureFormat::Enum`. - */ - void bgfx_reset(uint _width, uint _height, uint _flags, bgfx_texture_format_t _format); - - /** - * Advance to next frame. When using multithreaded renderer, this call - * just swaps internal buffers, kicks render thread, and returns. In - * singlethreaded renderer this call does frame rendering. - * Params: - * _capture = Capture frame with graphics debugger. - */ - uint bgfx_frame(bool _capture); - - /** - * Returns current renderer backend API type. - * Remarks: - * Library must be initialized. - */ - bgfx_renderer_type_t bgfx_get_renderer_type(); - - /** - * Returns renderer capabilities. - * Remarks: - * Library must be initialized. - */ - const(bgfx_caps_t)* bgfx_get_caps(); - - /** - * Returns performance counters. - * Attention: Pointer returned is valid until `bgfx::frame` is called. - */ - const(bgfx_stats_t)* bgfx_get_stats(); - - /** - * Allocate buffer to pass to bgfx calls. Data will be freed inside bgfx. - * Params: - * _size = Size to allocate. - */ - const(bgfx_memory_t)* bgfx_alloc(uint _size); - - /** - * Allocate buffer and copy data into it. Data will be freed inside bgfx. - * Params: - * _data = Pointer to data to be copied. - * _size = Size of data to be copied. - */ - const(bgfx_memory_t)* bgfx_copy(const(void)* _data, uint _size); - - /** - * Make reference to data to pass to bgfx. Unlike `bgfx::alloc`, this call - * doesn't allocate memory for data. It just copies the _data pointer. You - * can pass `ReleaseFn` function pointer to release this memory after it's - * consumed, otherwise you must make sure _data is available for at least 2 - * `bgfx::frame` calls. `ReleaseFn` function must be able to be called - * from any thread. - * Attention: Data passed must be available for at least 2 `bgfx::frame` calls. - * Params: - * _data = Pointer to data. - * _size = Size of data. - */ - const(bgfx_memory_t)* bgfx_make_ref(const(void)* _data, uint _size); - - /** - * Make reference to data to pass to bgfx. Unlike `bgfx::alloc`, this call - * doesn't allocate memory for data. It just copies the _data pointer. You - * can pass `ReleaseFn` function pointer to release this memory after it's - * consumed, otherwise you must make sure _data is available for at least 2 - * `bgfx::frame` calls. `ReleaseFn` function must be able to be called - * from any thread. - * Attention: Data passed must be available for at least 2 `bgfx::frame` calls. - * Params: - * _data = Pointer to data. - * _size = Size of data. - * _releaseFn = Callback function to release memory after use. - * _userData = User data to be passed to callback function. - */ - const(bgfx_memory_t)* bgfx_make_ref_release(const(void)* _data, uint _size, void* _releaseFn, void* _userData); - - /** - * Set debug flags. - * Params: - * _debug = Available flags: - * - `BGFX_DEBUG_IFH` - Infinitely fast hardware. When this flag is set - * all rendering calls will be skipped. This is useful when profiling - * to quickly assess potential bottlenecks between CPU and GPU. - * - `BGFX_DEBUG_PROFILER` - Enable profiler. - * - `BGFX_DEBUG_STATS` - Display internal statistics. - * - `BGFX_DEBUG_TEXT` - Display debug text. - * - `BGFX_DEBUG_WIREFRAME` - Wireframe rendering. All rendering - * primitives will be rendered as lines. - */ - void bgfx_set_debug(uint _debug); - - /** - * Clear internal debug text buffer. - * Params: - * _attr = Background color. - * _small = Default 8x16 or 8x8 font. - */ - void bgfx_dbg_text_clear(ubyte _attr, bool _small); - - /** - * Print formatted data to internal debug text character-buffer (VGA-compatible text mode). - * Params: - * _x = Position x from the left corner of the window. - * _y = Position y from the top corner of the window. - * _attr = Color palette. Where top 4-bits represent index of background, and bottom - * 4-bits represent foreground color from standard VGA text palette (ANSI escape codes). - * _format = `printf` style format. - */ - void bgfx_dbg_text_printf(ushort _x, ushort _y, ubyte _attr, const(char)* _format, ... ); - - /** - * Print formatted data from variable argument list to internal debug text character-buffer (VGA-compatible text mode). - * Params: - * _x = Position x from the left corner of the window. - * _y = Position y from the top corner of the window. - * _attr = Color palette. Where top 4-bits represent index of background, and bottom - * 4-bits represent foreground color from standard VGA text palette (ANSI escape codes). - * _format = `printf` style format. - * _argList = Variable arguments list for format string. - */ - void bgfx_dbg_text_vprintf(ushort _x, ushort _y, ubyte _attr, const(char)* _format, va_list _argList); - - /** - * Draw image into internal debug text buffer. - * Params: - * _x = Position x from the left corner of the window. - * _y = Position y from the top corner of the window. - * _width = Image width. - * _height = Image height. - * _data = Raw image data (character/attribute raw encoding). - * _pitch = Image pitch in bytes. - */ - void bgfx_dbg_text_image(ushort _x, ushort _y, ushort _width, ushort _height, const(void)* _data, ushort _pitch); - - /** - * Create static index buffer. - * Params: - * _mem = Index buffer data. - * _flags = Buffer creation flags. - * - `BGFX_BUFFER_NONE` - No flags. - * - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. - * - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer - * is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. - * - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. - * - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of - * data is passed. If this flag is not specified, and more data is passed on update, the buffer - * will be trimmed to fit the existing buffer size. This flag has effect only on dynamic - * buffers. - * - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on - * index buffers. - */ - bgfx_index_buffer_handle_t bgfx_create_index_buffer(const(bgfx_memory_t)* _mem, ushort _flags); - - /** - * Set static index buffer debug name. - * Params: - * _handle = Static index buffer handle. - * _name = Static index buffer name. - * _len = Static index buffer name length (if length is INT32_MAX, it's expected - * that _name is zero terminated string. - */ - void bgfx_set_index_buffer_name(bgfx_index_buffer_handle_t _handle, const(char)* _name, int _len); - - /** - * Destroy static index buffer. - * Params: - * _handle = Static index buffer handle. - */ - void bgfx_destroy_index_buffer(bgfx_index_buffer_handle_t _handle); - - /** - * Create vertex layout. - * Params: - * _layout = Vertex layout. - */ - bgfx_vertex_layout_handle_t bgfx_create_vertex_layout(const(bgfx_vertex_layout_t)* _layout); - - /** - * Destroy vertex layout. - * Params: - * _layoutHandle = Vertex layout handle. - */ - void bgfx_destroy_vertex_layout(bgfx_vertex_layout_handle_t _layoutHandle); - - /** - * Create static vertex buffer. - * Params: - * _mem = Vertex buffer data. - * _layout = Vertex layout. - * _flags = Buffer creation flags. - * - `BGFX_BUFFER_NONE` - No flags. - * - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. - * - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer - * is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. - * - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. - * - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of - * data is passed. If this flag is not specified, and more data is passed on update, the buffer - * will be trimmed to fit the existing buffer size. This flag has effect only on dynamic buffers. - * - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on index buffers. - */ - bgfx_vertex_buffer_handle_t bgfx_create_vertex_buffer(const(bgfx_memory_t)* _mem, const(bgfx_vertex_layout_t)* _layout, ushort _flags); - - /** - * Set static vertex buffer debug name. - * Params: - * _handle = Static vertex buffer handle. - * _name = Static vertex buffer name. - * _len = Static vertex buffer name length (if length is INT32_MAX, it's expected - * that _name is zero terminated string. - */ - void bgfx_set_vertex_buffer_name(bgfx_vertex_buffer_handle_t _handle, const(char)* _name, int _len); - - /** - * Destroy static vertex buffer. - * Params: - * _handle = Static vertex buffer handle. - */ - void bgfx_destroy_vertex_buffer(bgfx_vertex_buffer_handle_t _handle); - - /** - * Create empty dynamic index buffer. - * Params: - * _num = Number of indices. - * _flags = Buffer creation flags. - * - `BGFX_BUFFER_NONE` - No flags. - * - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. - * - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer - * is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. - * - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. - * - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of - * data is passed. If this flag is not specified, and more data is passed on update, the buffer - * will be trimmed to fit the existing buffer size. This flag has effect only on dynamic - * buffers. - * - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on - * index buffers. - */ - bgfx_dynamic_index_buffer_handle_t bgfx_create_dynamic_index_buffer(uint _num, ushort _flags); - - /** - * Create a dynamic index buffer and initialize it. - * Params: - * _mem = Index buffer data. - * _flags = Buffer creation flags. - * - `BGFX_BUFFER_NONE` - No flags. - * - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. - * - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer - * is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. - * - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. - * - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of - * data is passed. If this flag is not specified, and more data is passed on update, the buffer - * will be trimmed to fit the existing buffer size. This flag has effect only on dynamic - * buffers. - * - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on - * index buffers. - */ - bgfx_dynamic_index_buffer_handle_t bgfx_create_dynamic_index_buffer_mem(const(bgfx_memory_t)* _mem, ushort _flags); - - /** - * Update dynamic index buffer. - * Params: - * _handle = Dynamic index buffer handle. - * _startIndex = Start index. - * _mem = Index buffer data. - */ - void bgfx_update_dynamic_index_buffer(bgfx_dynamic_index_buffer_handle_t _handle, uint _startIndex, const(bgfx_memory_t)* _mem); - - /** - * Destroy dynamic index buffer. - * Params: - * _handle = Dynamic index buffer handle. - */ - void bgfx_destroy_dynamic_index_buffer(bgfx_dynamic_index_buffer_handle_t _handle); - - /** - * Create empty dynamic vertex buffer. - * Params: - * _num = Number of vertices. - * _layout = Vertex layout. - * _flags = Buffer creation flags. - * - `BGFX_BUFFER_NONE` - No flags. - * - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. - * - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer - * is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. - * - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. - * - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of - * data is passed. If this flag is not specified, and more data is passed on update, the buffer - * will be trimmed to fit the existing buffer size. This flag has effect only on dynamic - * buffers. - * - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on - * index buffers. - */ - bgfx_dynamic_vertex_buffer_handle_t bgfx_create_dynamic_vertex_buffer(uint _num, const(bgfx_vertex_layout_t)* _layout, ushort _flags); - - /** - * Create dynamic vertex buffer and initialize it. - * Params: - * _mem = Vertex buffer data. - * _layout = Vertex layout. - * _flags = Buffer creation flags. - * - `BGFX_BUFFER_NONE` - No flags. - * - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. - * - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer - * is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. - * - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. - * - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of - * data is passed. If this flag is not specified, and more data is passed on update, the buffer - * will be trimmed to fit the existing buffer size. This flag has effect only on dynamic - * buffers. - * - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on - * index buffers. - */ - bgfx_dynamic_vertex_buffer_handle_t bgfx_create_dynamic_vertex_buffer_mem(const(bgfx_memory_t)* _mem, const(bgfx_vertex_layout_t)* _layout, ushort _flags); - - /** - * Update dynamic vertex buffer. - * Params: - * _handle = Dynamic vertex buffer handle. - * _startVertex = Start vertex. - * _mem = Vertex buffer data. - */ - void bgfx_update_dynamic_vertex_buffer(bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, const(bgfx_memory_t)* _mem); - - /** - * Destroy dynamic vertex buffer. - * Params: - * _handle = Dynamic vertex buffer handle. - */ - void bgfx_destroy_dynamic_vertex_buffer(bgfx_dynamic_vertex_buffer_handle_t _handle); - - /** - * Returns number of requested or maximum available indices. - * Params: - * _num = Number of required indices. - * _index32 = Set to `true` if input indices will be 32-bit. - */ - uint bgfx_get_avail_transient_index_buffer(uint _num, bool _index32); - - /** - * Returns number of requested or maximum available vertices. - * Params: - * _num = Number of required vertices. - * _layout = Vertex layout. - */ - uint bgfx_get_avail_transient_vertex_buffer(uint _num, const(bgfx_vertex_layout_t)* _layout); - - /** - * Returns number of requested or maximum available instance buffer slots. - * Params: - * _num = Number of required instances. - * _stride = Stride per instance. - */ - uint bgfx_get_avail_instance_data_buffer(uint _num, ushort _stride); - - /** - * Allocate transient index buffer. - * Params: - * _tib = TransientIndexBuffer structure will be filled, and will be valid - * for the duration of frame, and can be reused for multiple draw - * calls. - * _num = Number of indices to allocate. - * _index32 = Set to `true` if input indices will be 32-bit. - */ - void bgfx_alloc_transient_index_buffer(bgfx_transient_index_buffer_t* _tib, uint _num, bool _index32); - - /** - * Allocate transient vertex buffer. - * Params: - * _tvb = TransientVertexBuffer structure will be filled, and will be valid - * for the duration of frame, and can be reused for multiple draw - * calls. - * _num = Number of vertices to allocate. - * _layout = Vertex layout. - */ - void bgfx_alloc_transient_vertex_buffer(bgfx_transient_vertex_buffer_t* _tvb, uint _num, const(bgfx_vertex_layout_t)* _layout); - - /** - * Check for required space and allocate transient vertex and index - * buffers. If both space requirements are satisfied function returns - * true. - * Params: - * _tvb = TransientVertexBuffer structure will be filled, and will be valid - * for the duration of frame, and can be reused for multiple draw - * calls. - * _layout = Vertex layout. - * _numVertices = Number of vertices to allocate. - * _tib = TransientIndexBuffer structure will be filled, and will be valid - * for the duration of frame, and can be reused for multiple draw - * calls. - * _numIndices = Number of indices to allocate. - * _index32 = Set to `true` if input indices will be 32-bit. - */ - bool bgfx_alloc_transient_buffers(bgfx_transient_vertex_buffer_t* _tvb, const(bgfx_vertex_layout_t)* _layout, uint _numVertices, bgfx_transient_index_buffer_t* _tib, uint _numIndices, bool _index32); - - /** - * Allocate instance data buffer. - * Params: - * _idb = InstanceDataBuffer structure will be filled, and will be valid - * for duration of frame, and can be reused for multiple draw - * calls. - * _num = Number of instances. - * _stride = Instance stride. Must be multiple of 16. - */ - void bgfx_alloc_instance_data_buffer(bgfx_instance_data_buffer_t* _idb, uint _num, ushort _stride); - - /** - * Create draw indirect buffer. - * Params: - * _num = Number of indirect calls. - */ - bgfx_indirect_buffer_handle_t bgfx_create_indirect_buffer(uint _num); - - /** - * Destroy draw indirect buffer. - * Params: - * _handle = Indirect buffer handle. - */ - void bgfx_destroy_indirect_buffer(bgfx_indirect_buffer_handle_t _handle); - - /** - * Create shader from memory buffer. - * Params: - * _mem = Shader binary. - */ - bgfx_shader_handle_t bgfx_create_shader(const(bgfx_memory_t)* _mem); - - /** - * Returns the number of uniforms and uniform handles used inside a shader. - * Remarks: - * Only non-predefined uniforms are returned. - * Params: - * _handle = Shader handle. - * _uniforms = UniformHandle array where data will be stored. - * _max = Maximum capacity of array. - */ - ushort bgfx_get_shader_uniforms(bgfx_shader_handle_t _handle, bgfx_uniform_handle_t* _uniforms, ushort _max); - - /** - * Set shader debug name. - * Params: - * _handle = Shader handle. - * _name = Shader name. - * _len = Shader name length (if length is INT32_MAX, it's expected - * that _name is zero terminated string). - */ - void bgfx_set_shader_name(bgfx_shader_handle_t _handle, const(char)* _name, int _len); - - /** - * Destroy shader. - * Remarks: Once a shader program is created with _handle, - * it is safe to destroy that shader. - * Params: - * _handle = Shader handle. - */ - void bgfx_destroy_shader(bgfx_shader_handle_t _handle); - - /** - * Create program with vertex and fragment shaders. - * Params: - * _vsh = Vertex shader. - * _fsh = Fragment shader. - * _destroyShaders = If true, shaders will be destroyed when program is destroyed. - */ - bgfx_program_handle_t bgfx_create_program(bgfx_shader_handle_t _vsh, bgfx_shader_handle_t _fsh, bool _destroyShaders); - - /** - * Create program with compute shader. - * Params: - * _csh = Compute shader. - * _destroyShaders = If true, shaders will be destroyed when program is destroyed. - */ - bgfx_program_handle_t bgfx_create_compute_program(bgfx_shader_handle_t _csh, bool _destroyShaders); - - /** - * Destroy program. - * Params: - * _handle = Program handle. - */ - void bgfx_destroy_program(bgfx_program_handle_t _handle); - - /** - * Validate texture parameters. - * Params: - * _depth = Depth dimension of volume texture. - * _cubeMap = Indicates that texture contains cubemap. - * _numLayers = Number of layers in texture array. - * _format = Texture format. See: `TextureFormat::Enum`. - * _flags = Texture flags. See `BGFX_TEXTURE_*`. - */ - bool bgfx_is_texture_valid(ushort _depth, bool _cubeMap, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags); - - /** - * Validate frame buffer parameters. - * Params: - * _num = Number of attachments. - * _attachment = Attachment texture info. See: `bgfx::Attachment`. - */ - bool bgfx_is_frame_buffer_valid(ubyte _num, const(bgfx_attachment_t)* _attachment); - - /** - * Calculate amount of memory required for texture. - * Params: - * _info = Resulting texture info structure. See: `TextureInfo`. - * _width = Width. - * _height = Height. - * _depth = Depth dimension of volume texture. - * _cubeMap = Indicates that texture contains cubemap. - * _hasMips = Indicates that texture contains full mip-map chain. - * _numLayers = Number of layers in texture array. - * _format = Texture format. See: `TextureFormat::Enum`. - */ - void bgfx_calc_texture_size(bgfx_texture_info_t* _info, ushort _width, ushort _height, ushort _depth, bool _cubeMap, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format); - - /** - * Create texture from memory buffer. - * Params: - * _mem = DDS, KTX or PVR texture binary data. - * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) - * flags. Default texture sampling mode is linear, and wrap mode is repeat. - * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap - * mode. - * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic - * sampling. - * _skip = Skip top level mips when parsing texture. - * _info = When non-`NULL` is specified it returns parsed texture information. - */ - bgfx_texture_handle_t bgfx_create_texture(const(bgfx_memory_t)* _mem, ulong _flags, ubyte _skip, bgfx_texture_info_t* _info); - - /** - * Create 2D texture. - * Params: - * _width = Width. - * _height = Height. - * _hasMips = Indicates that texture contains full mip-map chain. - * _numLayers = Number of layers in texture array. Must be 1 if caps - * `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set. - * _format = Texture format. See: `TextureFormat::Enum`. - * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) - * flags. Default texture sampling mode is linear, and wrap mode is repeat. - * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap - * mode. - * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic - * sampling. - * _mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If - * `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than - * 1, expected memory layout is texture and all mips together for each array element. - */ - bgfx_texture_handle_t bgfx_create_texture_2d(ushort _width, ushort _height, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags, const(bgfx_memory_t)* _mem); - - /** - * Create texture with size based on back-buffer ratio. Texture will maintain ratio - * if back buffer resolution changes. - * Params: - * _ratio = Texture size in respect to back-buffer size. See: `BackbufferRatio::Enum`. - * _hasMips = Indicates that texture contains full mip-map chain. - * _numLayers = Number of layers in texture array. Must be 1 if caps - * `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set. - * _format = Texture format. See: `TextureFormat::Enum`. - * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) - * flags. Default texture sampling mode is linear, and wrap mode is repeat. - * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap - * mode. - * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic - * sampling. - */ - bgfx_texture_handle_t bgfx_create_texture_2d_scaled(bgfx_backbuffer_ratio_t _ratio, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags); - - /** - * Create 3D texture. - * Params: - * _width = Width. - * _height = Height. - * _depth = Depth. - * _hasMips = Indicates that texture contains full mip-map chain. - * _format = Texture format. See: `TextureFormat::Enum`. - * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) - * flags. Default texture sampling mode is linear, and wrap mode is repeat. - * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap - * mode. - * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic - * sampling. - * _mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If - * `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than - * 1, expected memory layout is texture and all mips together for each array element. - */ - bgfx_texture_handle_t bgfx_create_texture_3d(ushort _width, ushort _height, ushort _depth, bool _hasMips, bgfx_texture_format_t _format, ulong _flags, const(bgfx_memory_t)* _mem); - - /** - * Create Cube texture. - * Params: - * _size = Cube side size. - * _hasMips = Indicates that texture contains full mip-map chain. - * _numLayers = Number of layers in texture array. Must be 1 if caps - * `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set. - * _format = Texture format. See: `TextureFormat::Enum`. - * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) - * flags. Default texture sampling mode is linear, and wrap mode is repeat. - * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap - * mode. - * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic - * sampling. - * _mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If - * `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than - * 1, expected memory layout is texture and all mips together for each array element. - */ - bgfx_texture_handle_t bgfx_create_texture_cube(ushort _size, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags, const(bgfx_memory_t)* _mem); - - /** - * Update 2D texture. - * Attention: It's valid to update only mutable texture. See `bgfx::createTexture2D` for more info. - * Params: - * _handle = Texture handle. - * _layer = Layer in texture array. - * _mip = Mip level. - * _x = X offset in texture. - * _y = Y offset in texture. - * _width = Width of texture block. - * _height = Height of texture block. - * _mem = Texture update data. - * _pitch = Pitch of input image (bytes). When _pitch is set to - * UINT16_MAX, it will be calculated internally based on _width. - */ - void bgfx_update_texture_2d(bgfx_texture_handle_t _handle, ushort _layer, ubyte _mip, ushort _x, ushort _y, ushort _width, ushort _height, const(bgfx_memory_t)* _mem, ushort _pitch); - - /** - * Update 3D texture. - * Attention: It's valid to update only mutable texture. See `bgfx::createTexture3D` for more info. - * Params: - * _handle = Texture handle. - * _mip = Mip level. - * _x = X offset in texture. - * _y = Y offset in texture. - * _z = Z offset in texture. - * _width = Width of texture block. - * _height = Height of texture block. - * _depth = Depth of texture block. - * _mem = Texture update data. - */ - void bgfx_update_texture_3d(bgfx_texture_handle_t _handle, ubyte _mip, ushort _x, ushort _y, ushort _z, ushort _width, ushort _height, ushort _depth, const(bgfx_memory_t)* _mem); - - /** - * Update Cube texture. - * Attention: It's valid to update only mutable texture. See `bgfx::createTextureCube` for more info. - * Params: - * _handle = Texture handle. - * _layer = Layer in texture array. - * _side = Cubemap side `BGFX_CUBE_MAP__`, - * where 0 is +X, 1 is -X, 2 is +Y, 3 is -Y, 4 is +Z, and 5 is -Z. - * +----------+ - * |-z 2| - * | ^ +y | - * | | | Unfolded cube: - * | +---->+x | - * +----------+----------+----------+----------+ - * |+y 1|+y 4|+y 0|+y 5| - * | ^ -x | ^ +z | ^ +x | ^ -z | - * | | | | | | | | | - * | +---->+z | +---->+x | +---->-z | +---->-x | - * +----------+----------+----------+----------+ - * |+z 3| - * | ^ -y | - * | | | - * | +---->+x | - * +----------+ - * _mip = Mip level. - * _x = X offset in texture. - * _y = Y offset in texture. - * _width = Width of texture block. - * _height = Height of texture block. - * _mem = Texture update data. - * _pitch = Pitch of input image (bytes). When _pitch is set to - * UINT16_MAX, it will be calculated internally based on _width. - */ - void bgfx_update_texture_cube(bgfx_texture_handle_t _handle, ushort _layer, ubyte _side, ubyte _mip, ushort _x, ushort _y, ushort _width, ushort _height, const(bgfx_memory_t)* _mem, ushort _pitch); - - /** - * Read back texture content. - * Attention: Texture must be created with `BGFX_TEXTURE_READ_BACK` flag. - * Attention: Availability depends on: `BGFX_CAPS_TEXTURE_READ_BACK`. - * Params: - * _handle = Texture handle. - * _data = Destination buffer. - * _mip = Mip level. - */ - uint bgfx_read_texture(bgfx_texture_handle_t _handle, void* _data, ubyte _mip); - - /** - * Set texture debug name. - * Params: - * _handle = Texture handle. - * _name = Texture name. - * _len = Texture name length (if length is INT32_MAX, it's expected - * that _name is zero terminated string. - */ - void bgfx_set_texture_name(bgfx_texture_handle_t _handle, const(char)* _name, int _len); - - /** - * Returns texture direct access pointer. - * Attention: Availability depends on: `BGFX_CAPS_TEXTURE_DIRECT_ACCESS`. This feature - * is available on GPUs that have unified memory architecture (UMA) support. - * Params: - * _handle = Texture handle. - */ - void* bgfx_get_direct_access_ptr(bgfx_texture_handle_t _handle); - - /** - * Destroy texture. - * Params: - * _handle = Texture handle. - */ - void bgfx_destroy_texture(bgfx_texture_handle_t _handle); - - /** - * Create frame buffer (simple). - * Params: - * _width = Texture width. - * _height = Texture height. - * _format = Texture format. See: `TextureFormat::Enum`. - * _textureFlags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) - * flags. Default texture sampling mode is linear, and wrap mode is repeat. - * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap - * mode. - * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic - * sampling. - */ - bgfx_frame_buffer_handle_t bgfx_create_frame_buffer(ushort _width, ushort _height, bgfx_texture_format_t _format, ulong _textureFlags); - - /** - * Create frame buffer with size based on back-buffer ratio. Frame buffer will maintain ratio - * if back buffer resolution changes. - * Params: - * _ratio = Frame buffer size in respect to back-buffer size. See: - * `BackbufferRatio::Enum`. - * _format = Texture format. See: `TextureFormat::Enum`. - * _textureFlags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) - * flags. Default texture sampling mode is linear, and wrap mode is repeat. - * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap - * mode. - * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic - * sampling. - */ - bgfx_frame_buffer_handle_t bgfx_create_frame_buffer_scaled(bgfx_backbuffer_ratio_t _ratio, bgfx_texture_format_t _format, ulong _textureFlags); - - /** - * Create MRT frame buffer from texture handles (simple). - * Params: - * _num = Number of texture handles. - * _handles = Texture attachments. - * _destroyTexture = If true, textures will be destroyed when - * frame buffer is destroyed. - */ - bgfx_frame_buffer_handle_t bgfx_create_frame_buffer_from_handles(ubyte _num, const(bgfx_texture_handle_t)* _handles, bool _destroyTexture); - - /** - * Create MRT frame buffer from texture handles with specific layer and - * mip level. - * Params: - * _num = Number of attachments. - * _attachment = Attachment texture info. See: `bgfx::Attachment`. - * _destroyTexture = If true, textures will be destroyed when - * frame buffer is destroyed. - */ - bgfx_frame_buffer_handle_t bgfx_create_frame_buffer_from_attachment(ubyte _num, const(bgfx_attachment_t)* _attachment, bool _destroyTexture); - - /** - * Create frame buffer for multiple window rendering. - * Remarks: - * Frame buffer cannot be used for sampling. - * Attention: Availability depends on: `BGFX_CAPS_SWAP_CHAIN`. - * Params: - * _nwh = OS' target native window handle. - * _width = Window back buffer width. - * _height = Window back buffer height. - * _format = Window back buffer color format. - * _depthFormat = Window back buffer depth format. - */ - bgfx_frame_buffer_handle_t bgfx_create_frame_buffer_from_nwh(void* _nwh, ushort _width, ushort _height, bgfx_texture_format_t _format, bgfx_texture_format_t _depthFormat); - - /** - * Set frame buffer debug name. - * Params: - * _handle = Frame buffer handle. - * _name = Frame buffer name. - * _len = Frame buffer name length (if length is INT32_MAX, it's expected - * that _name is zero terminated string. - */ - void bgfx_set_frame_buffer_name(bgfx_frame_buffer_handle_t _handle, const(char)* _name, int _len); - - /** - * Obtain texture handle of frame buffer attachment. - * Params: - * _handle = Frame buffer handle. - */ - bgfx_texture_handle_t bgfx_get_texture(bgfx_frame_buffer_handle_t _handle, ubyte _attachment); - - /** - * Destroy frame buffer. - * Params: - * _handle = Frame buffer handle. - */ - void bgfx_destroy_frame_buffer(bgfx_frame_buffer_handle_t _handle); - - /** - * Create shader uniform parameter. - * Remarks: - * 1. Uniform names are unique. It's valid to call `bgfx::createUniform` - * multiple times with the same uniform name. The library will always - * return the same handle, but the handle reference count will be - * incremented. This means that the same number of `bgfx::destroyUniform` - * must be called to properly destroy the uniform. - * 2. Predefined uniforms (declared in `bgfx_shader.sh`): - * - `u_viewRect vec4(x, y, width, height)` - view rectangle for current - * view, in pixels. - * - `u_viewTexel vec4(1.0/width, 1.0/height, undef, undef)` - inverse - * width and height - * - `u_view mat4` - view matrix - * - `u_invView mat4` - inverted view matrix - * - `u_proj mat4` - projection matrix - * - `u_invProj mat4` - inverted projection matrix - * - `u_viewProj mat4` - concatenated view projection matrix - * - `u_invViewProj mat4` - concatenated inverted view projection matrix - * - `u_model mat4[BGFX_CONFIG_MAX_BONES]` - array of model matrices. - * - `u_modelView mat4` - concatenated model view matrix, only first - * model matrix from array is used. - * - `u_modelViewProj mat4` - concatenated model view projection matrix. - * - `u_alphaRef float` - alpha reference value for alpha test. - * Params: - * _name = Uniform name in shader. - * _type = Type of uniform (See: `bgfx::UniformType`). - * _num = Number of elements in array. - */ - bgfx_uniform_handle_t bgfx_create_uniform(const(char)* _name, bgfx_uniform_type_t _type, ushort _num); - - /** - * Retrieve uniform info. - * Params: - * _handle = Handle to uniform object. - * _info = Uniform info. - */ - void bgfx_get_uniform_info(bgfx_uniform_handle_t _handle, bgfx_uniform_info_t* _info); - - /** - * Destroy shader uniform parameter. - * Params: - * _handle = Handle to uniform object. - */ - void bgfx_destroy_uniform(bgfx_uniform_handle_t _handle); - - /** - * Create occlusion query. - */ - bgfx_occlusion_query_handle_t bgfx_create_occlusion_query(); - - /** - * Retrieve occlusion query result from previous frame. - * Params: - * _handle = Handle to occlusion query object. - * _result = Number of pixels that passed test. This argument - * can be `NULL` if result of occlusion query is not needed. - */ - bgfx_occlusion_query_result_t bgfx_get_result(bgfx_occlusion_query_handle_t _handle, int* _result); - - /** - * Destroy occlusion query. - * Params: - * _handle = Handle to occlusion query object. - */ - void bgfx_destroy_occlusion_query(bgfx_occlusion_query_handle_t _handle); - - /** - * Set palette color value. - * Params: - * _index = Index into palette. - * _rgba = RGBA floating point values. - */ - void bgfx_set_palette_color(ubyte _index, const float[4] _rgba); - - /** - * Set palette color value. - * Params: - * _index = Index into palette. - * _rgba = Packed 32-bit RGBA value. - */ - void bgfx_set_palette_color_rgba8(ubyte _index, uint _rgba); - - /** - * Set view name. - * Remarks: - * This is debug only feature. - * In graphics debugger view name will appear as: - * "nnnc " - * ^ ^ ^ - * | +--- compute (C) - * +------ view id - * Params: - * _id = View id. - * _name = View name. - */ - void bgfx_set_view_name(bgfx_view_id_t _id, const(char)* _name); - - /** - * Set view rectangle. Draw primitive outside view will be clipped. - * Params: - * _id = View id. - * _x = Position x from the left corner of the window. - * _y = Position y from the top corner of the window. - * _width = Width of view port region. - * _height = Height of view port region. - */ - void bgfx_set_view_rect(bgfx_view_id_t _id, ushort _x, ushort _y, ushort _width, ushort _height); - - /** - * Set view rectangle. Draw primitive outside view will be clipped. - * Params: - * _id = View id. - * _x = Position x from the left corner of the window. - * _y = Position y from the top corner of the window. - * _ratio = Width and height will be set in respect to back-buffer size. - * See: `BackbufferRatio::Enum`. - */ - void bgfx_set_view_rect_ratio(bgfx_view_id_t _id, ushort _x, ushort _y, bgfx_backbuffer_ratio_t _ratio); - - /** - * Set view scissor. Draw primitive outside view will be clipped. When - * _x, _y, _width and _height are set to 0, scissor will be disabled. - * Params: - * _id = View id. - * _x = Position x from the left corner of the window. - * _y = Position y from the top corner of the window. - * _width = Width of view scissor region. - * _height = Height of view scissor region. - */ - void bgfx_set_view_scissor(bgfx_view_id_t _id, ushort _x, ushort _y, ushort _width, ushort _height); - - /** - * Set view clear flags. - * Params: - * _id = View id. - * _flags = Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear - * operation. See: `BGFX_CLEAR_*`. - * _rgba = Color clear value. - * _depth = Depth clear value. - * _stencil = Stencil clear value. - */ - void bgfx_set_view_clear(bgfx_view_id_t _id, ushort _flags, uint _rgba, float _depth, ubyte _stencil); - - /** - * Set view clear flags with different clear color for each - * frame buffer texture. `bgfx::setPaletteColor` must be used to set up a - * clear color palette. - * Params: - * _id = View id. - * _flags = Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear - * operation. See: `BGFX_CLEAR_*`. - * _depth = Depth clear value. - * _stencil = Stencil clear value. - * _c0 = Palette index for frame buffer attachment 0. - * _c1 = Palette index for frame buffer attachment 1. - * _c2 = Palette index for frame buffer attachment 2. - * _c3 = Palette index for frame buffer attachment 3. - * _c4 = Palette index for frame buffer attachment 4. - * _c5 = Palette index for frame buffer attachment 5. - * _c6 = Palette index for frame buffer attachment 6. - * _c7 = Palette index for frame buffer attachment 7. - */ - void bgfx_set_view_clear_mrt(bgfx_view_id_t _id, ushort _flags, float _depth, ubyte _stencil, ubyte _c0, ubyte _c1, ubyte _c2, ubyte _c3, ubyte _c4, ubyte _c5, ubyte _c6, ubyte _c7); - - /** - * Set view sorting mode. - * Remarks: - * View mode must be set prior calling `bgfx::submit` for the view. - * Params: - * _id = View id. - * _mode = View sort mode. See `ViewMode::Enum`. - */ - void bgfx_set_view_mode(bgfx_view_id_t _id, bgfx_view_mode_t _mode); - - /** - * Set view frame buffer. - * Remarks: - * Not persistent after `bgfx::reset` call. - * Params: - * _id = View id. - * _handle = Frame buffer handle. Passing `BGFX_INVALID_HANDLE` as - * frame buffer handle will draw primitives from this view into - * default back buffer. - */ - void bgfx_set_view_frame_buffer(bgfx_view_id_t _id, bgfx_frame_buffer_handle_t _handle); - - /** - * Set view's view matrix and projection matrix, - * all draw primitives in this view will use these two matrices. - * Params: - * _id = View id. - * _view = View matrix. - * _proj = Projection matrix. - */ - void bgfx_set_view_transform(bgfx_view_id_t _id, const(void)* _view, const(void)* _proj); - - /** - * Post submit view reordering. - * Params: - * _id = First view id. - * _num = Number of views to remap. - * _order = View remap id table. Passing `NULL` will reset view ids - * to default state. - */ - void bgfx_set_view_order(bgfx_view_id_t _id, ushort _num, const(bgfx_view_id_t)* _order); - - /** - * Reset all view settings to default. - */ - void bgfx_reset_view(bgfx_view_id_t _id); - - /** - * Begin submitting draw calls from thread. - * Params: - * _forThread = Explicitly request an encoder for a worker thread. - */ - bgfx_encoder_t* bgfx_encoder_begin(bool _forThread); - - /** - * End submitting draw calls from thread. - * Params: - * _encoder = Encoder. - */ - void bgfx_encoder_end(bgfx_encoder_t* _encoder); - - /** - * Sets a debug marker. This allows you to group graphics calls together for easy browsing in - * graphics debugging tools. - * Params: - * _marker = Marker string. - */ - void bgfx_encoder_set_marker(bgfx_encoder_t* _this, const(char)* _marker); - - /** - * Set render states for draw primitive. - * Remarks: - * 1. To set up more complex states use: - * `BGFX_STATE_ALPHA_REF(_ref)`, - * `BGFX_STATE_POINT_SIZE(_size)`, - * `BGFX_STATE_BLEND_FUNC(_src, _dst)`, - * `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`, - * `BGFX_STATE_BLEND_EQUATION(_equation)`, - * `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)` - * 2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend - * equation is specified. - * Params: - * _state = State flags. Default state for primitive type is - * triangles. See: `BGFX_STATE_DEFAULT`. - * - `BGFX_STATE_DEPTH_TEST_*` - Depth test function. - * - `BGFX_STATE_BLEND_*` - See remark 1 about BGFX_STATE_BLEND_FUNC. - * - `BGFX_STATE_BLEND_EQUATION_*` - See remark 2. - * - `BGFX_STATE_CULL_*` - Backface culling mode. - * - `BGFX_STATE_WRITE_*` - Enable R, G, B, A or Z write. - * - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing. - * - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type. - * _rgba = Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and - * `BGFX_STATE_BLEND_INV_FACTOR` blend modes. - */ - void bgfx_encoder_set_state(bgfx_encoder_t* _this, ulong _state, uint _rgba); - - /** - * Set condition for rendering. - * Params: - * _handle = Occlusion query handle. - * _visible = Render if occlusion query is visible. - */ - void bgfx_encoder_set_condition(bgfx_encoder_t* _this, bgfx_occlusion_query_handle_t _handle, bool _visible); - - /** - * Set stencil test state. - * Params: - * _fstencil = Front stencil state. - * _bstencil = Back stencil state. If back is set to `BGFX_STENCIL_NONE` - * _fstencil is applied to both front and back facing primitives. - */ - void bgfx_encoder_set_stencil(bgfx_encoder_t* _this, uint _fstencil, uint _bstencil); - - /** - * Set scissor for draw primitive. - * Remarks: - * To scissor for all primitives in view see `bgfx::setViewScissor`. - * Params: - * _x = Position x from the left corner of the window. - * _y = Position y from the top corner of the window. - * _width = Width of view scissor region. - * _height = Height of view scissor region. - */ - ushort bgfx_encoder_set_scissor(bgfx_encoder_t* _this, ushort _x, ushort _y, ushort _width, ushort _height); - - /** - * Set scissor from cache for draw primitive. - * Remarks: - * To scissor for all primitives in view see `bgfx::setViewScissor`. - * Params: - * _cache = Index in scissor cache. - */ - void bgfx_encoder_set_scissor_cached(bgfx_encoder_t* _this, ushort _cache); - - /** - * Set model matrix for draw primitive. If it is not called, - * the model will be rendered with an identity model matrix. - * Params: - * _mtx = Pointer to first matrix in array. - * _num = Number of matrices in array. - */ - uint bgfx_encoder_set_transform(bgfx_encoder_t* _this, const(void)* _mtx, ushort _num); - - /** - * Set model matrix from matrix cache for draw primitive. - * Params: - * _cache = Index in matrix cache. - * _num = Number of matrices from cache. - */ - void bgfx_encoder_set_transform_cached(bgfx_encoder_t* _this, uint _cache, ushort _num); - - /** - * Reserve matrices in internal matrix cache. - * Attention: Pointer returned can be modified until `bgfx::frame` is called. - * Params: - * _transform = Pointer to `Transform` structure. - * _num = Number of matrices. - */ - uint bgfx_encoder_alloc_transform(bgfx_encoder_t* _this, bgfx_transform_t* _transform, ushort _num); - - /** - * Set shader uniform parameter for draw primitive. - * Params: - * _handle = Uniform. - * _value = Pointer to uniform data. - * _num = Number of elements. Passing `UINT16_MAX` will - * use the _num passed on uniform creation. - */ - void bgfx_encoder_set_uniform(bgfx_encoder_t* _this, bgfx_uniform_handle_t _handle, const(void)* _value, ushort _num); - - /** - * Set index buffer for draw primitive. - * Params: - * _handle = Index buffer. - * _firstIndex = First index to render. - * _numIndices = Number of indices to render. - */ - void bgfx_encoder_set_index_buffer(bgfx_encoder_t* _this, bgfx_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices); - - /** - * Set index buffer for draw primitive. - * Params: - * _handle = Dynamic index buffer. - * _firstIndex = First index to render. - * _numIndices = Number of indices to render. - */ - void bgfx_encoder_set_dynamic_index_buffer(bgfx_encoder_t* _this, bgfx_dynamic_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices); - - /** - * Set index buffer for draw primitive. - * Params: - * _tib = Transient index buffer. - * _firstIndex = First index to render. - * _numIndices = Number of indices to render. - */ - void bgfx_encoder_set_transient_index_buffer(bgfx_encoder_t* _this, const(bgfx_transient_index_buffer_t)* _tib, uint _firstIndex, uint _numIndices); - - /** - * Set vertex buffer for draw primitive. - * Params: - * _stream = Vertex stream. - * _handle = Vertex buffer. - * _startVertex = First vertex to render. - * _numVertices = Number of vertices to render. - */ - void bgfx_encoder_set_vertex_buffer(bgfx_encoder_t* _this, ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices); - - /** - * Set vertex buffer for draw primitive. - * Params: - * _stream = Vertex stream. - * _handle = Vertex buffer. - * _startVertex = First vertex to render. - * _numVertices = Number of vertices to render. - * _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid - * handle is used, vertex layout used for creation - * of vertex buffer will be used. - */ - void bgfx_encoder_set_vertex_buffer_with_layout(bgfx_encoder_t* _this, ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle); - - /** - * Set vertex buffer for draw primitive. - * Params: - * _stream = Vertex stream. - * _handle = Dynamic vertex buffer. - * _startVertex = First vertex to render. - * _numVertices = Number of vertices to render. - */ - void bgfx_encoder_set_dynamic_vertex_buffer(bgfx_encoder_t* _this, ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices); - - void bgfx_encoder_set_dynamic_vertex_buffer_with_layout(bgfx_encoder_t* _this, ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle); - - /** - * Set vertex buffer for draw primitive. - * Params: - * _stream = Vertex stream. - * _tvb = Transient vertex buffer. - * _startVertex = First vertex to render. - * _numVertices = Number of vertices to render. - */ - void bgfx_encoder_set_transient_vertex_buffer(bgfx_encoder_t* _this, ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices); - - /** - * Set vertex buffer for draw primitive. - * Params: - * _stream = Vertex stream. - * _tvb = Transient vertex buffer. - * _startVertex = First vertex to render. - * _numVertices = Number of vertices to render. - * _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid - * handle is used, vertex layout used for creation - * of vertex buffer will be used. - */ - void bgfx_encoder_set_transient_vertex_buffer_with_layout(bgfx_encoder_t* _this, ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle); - - /** - * Set number of vertices for auto generated vertices use in conjunction - * with gl_VertexID. - * Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`. - * Params: - * _numVertices = Number of vertices. - */ - void bgfx_encoder_set_vertex_count(bgfx_encoder_t* _this, uint _numVertices); - - /** - * Set instance data buffer for draw primitive. - * Params: - * _idb = Transient instance data buffer. - * _start = First instance data. - * _num = Number of data instances. - */ - void bgfx_encoder_set_instance_data_buffer(bgfx_encoder_t* _this, const(bgfx_instance_data_buffer_t)* _idb, uint _start, uint _num); - - /** - * Set instance data buffer for draw primitive. - * Params: - * _handle = Vertex buffer. - * _startVertex = First instance data. - * _num = Number of data instances. - */ - void bgfx_encoder_set_instance_data_from_vertex_buffer(bgfx_encoder_t* _this, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _num); - - /** - * Set instance data buffer for draw primitive. - * Params: - * _handle = Dynamic vertex buffer. - * _startVertex = First instance data. - * _num = Number of data instances. - */ - void bgfx_encoder_set_instance_data_from_dynamic_vertex_buffer(bgfx_encoder_t* _this, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _num); - - /** - * Set number of instances for auto generated instances use in conjunction - * with gl_InstanceID. - * Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`. - */ - void bgfx_encoder_set_instance_count(bgfx_encoder_t* _this, uint _numInstances); - - /** - * Set texture stage for draw primitive. - * Params: - * _stage = Texture unit. - * _sampler = Program sampler. - * _handle = Texture handle. - * _flags = Texture sampling mode. Default value UINT32_MAX uses - * texture sampling settings from the texture. - * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap - * mode. - * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic - * sampling. - */ - void bgfx_encoder_set_texture(bgfx_encoder_t* _this, ubyte _stage, bgfx_uniform_handle_t _sampler, bgfx_texture_handle_t _handle, uint _flags); - - /** - * Submit an empty primitive for rendering. Uniforms and draw state - * will be applied but no geometry will be submitted. Useful in cases - * when no other draw/compute primitive is submitted to view, but it's - * desired to execute clear view. - * Remarks: - * These empty draw calls will sort before ordinary draw calls. - * Params: - * _id = View id. - */ - void bgfx_encoder_touch(bgfx_encoder_t* _this, bgfx_view_id_t _id); - - /** - * Submit primitive for rendering. - * Params: - * _id = View id. - * _program = Program. - * _depth = Depth for sorting. - * _flags = Discard or preserve states. See `BGFX_DISCARD_*`. - */ - void bgfx_encoder_submit(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _depth, ubyte _flags); - - /** - * Submit primitive with occlusion query for rendering. - * Params: - * _id = View id. - * _program = Program. - * _occlusionQuery = Occlusion query. - * _depth = Depth for sorting. - * _flags = Discard or preserve states. See `BGFX_DISCARD_*`. - */ - void bgfx_encoder_submit_occlusion_query(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_occlusion_query_handle_t _occlusionQuery, uint _depth, ubyte _flags); - - /** - * Submit primitive for rendering with index and instance data info from - * indirect buffer. - * Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT`. - * Params: - * _id = View id. - * _program = Program. - * _indirectHandle = Indirect buffer. - * _start = First element in indirect buffer. - * _num = Number of draws. - * _depth = Depth for sorting. - * _flags = Discard or preserve states. See `BGFX_DISCARD_*`. - */ - void bgfx_encoder_submit_indirect(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, uint _depth, ubyte _flags); - - /** - * Submit primitive for rendering with index and instance data info and - * draw count from indirect buffers. - * Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT_COUNT`. - * Params: - * _id = View id. - * _program = Program. - * _indirectHandle = Indirect buffer. - * _start = First element in indirect buffer. - * _numHandle = Buffer for number of draws. Must be - * created with `BGFX_BUFFER_INDEX32` and `BGFX_BUFFER_DRAW_INDIRECT`. - * _numIndex = Element in number buffer. - * _numMax = Max number of draws. - * _depth = Depth for sorting. - * _flags = Discard or preserve states. See `BGFX_DISCARD_*`. - */ - void bgfx_encoder_submit_indirect_count(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, bgfx_index_buffer_handle_t _numHandle, uint _numIndex, ushort _numMax, uint _depth, ubyte _flags); - - /** - * Set compute index buffer. - * Params: - * _stage = Compute stage. - * _handle = Index buffer handle. - * _access = Buffer access. See `Access::Enum`. - */ - void bgfx_encoder_set_compute_index_buffer(bgfx_encoder_t* _this, ubyte _stage, bgfx_index_buffer_handle_t _handle, bgfx_access_t _access); - - /** - * Set compute vertex buffer. - * Params: - * _stage = Compute stage. - * _handle = Vertex buffer handle. - * _access = Buffer access. See `Access::Enum`. - */ - void bgfx_encoder_set_compute_vertex_buffer(bgfx_encoder_t* _this, ubyte _stage, bgfx_vertex_buffer_handle_t _handle, bgfx_access_t _access); - - /** - * Set compute dynamic index buffer. - * Params: - * _stage = Compute stage. - * _handle = Dynamic index buffer handle. - * _access = Buffer access. See `Access::Enum`. - */ - void bgfx_encoder_set_compute_dynamic_index_buffer(bgfx_encoder_t* _this, ubyte _stage, bgfx_dynamic_index_buffer_handle_t _handle, bgfx_access_t _access); - - /** - * Set compute dynamic vertex buffer. - * Params: - * _stage = Compute stage. - * _handle = Dynamic vertex buffer handle. - * _access = Buffer access. See `Access::Enum`. - */ - void bgfx_encoder_set_compute_dynamic_vertex_buffer(bgfx_encoder_t* _this, ubyte _stage, bgfx_dynamic_vertex_buffer_handle_t _handle, bgfx_access_t _access); - - /** - * Set compute indirect buffer. - * Params: - * _stage = Compute stage. - * _handle = Indirect buffer handle. - * _access = Buffer access. See `Access::Enum`. - */ - void bgfx_encoder_set_compute_indirect_buffer(bgfx_encoder_t* _this, ubyte _stage, bgfx_indirect_buffer_handle_t _handle, bgfx_access_t _access); - - /** - * Set compute image from texture. - * Params: - * _stage = Compute stage. - * _handle = Texture handle. - * _mip = Mip level. - * _access = Image access. See `Access::Enum`. - * _format = Texture format. See: `TextureFormat::Enum`. - */ - void bgfx_encoder_set_image(bgfx_encoder_t* _this, ubyte _stage, bgfx_texture_handle_t _handle, ubyte _mip, bgfx_access_t _access, bgfx_texture_format_t _format); - - /** - * Dispatch compute. - * Params: - * _id = View id. - * _program = Compute program. - * _numX = Number of groups X. - * _numY = Number of groups Y. - * _numZ = Number of groups Z. - * _flags = Discard or preserve states. See `BGFX_DISCARD_*`. - */ - void bgfx_encoder_dispatch(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _numX, uint _numY, uint _numZ, ubyte _flags); - - /** - * Dispatch compute indirect. - * Params: - * _id = View id. - * _program = Compute program. - * _indirectHandle = Indirect buffer. - * _start = First element in indirect buffer. - * _num = Number of dispatches. - * _flags = Discard or preserve states. See `BGFX_DISCARD_*`. - */ - void bgfx_encoder_dispatch_indirect(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, ubyte _flags); - - /** - * Discard previously set state for draw or compute call. - * Params: - * _flags = Discard or preserve states. See `BGFX_DISCARD_*`. - */ - void bgfx_encoder_discard(bgfx_encoder_t* _this, ubyte _flags); - - /** - * Blit 2D texture region between two 2D textures. - * Attention: Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag. - * Attention: Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`. - * Params: - * _id = View id. - * _dst = Destination texture handle. - * _dstMip = Destination texture mip level. - * _dstX = Destination texture X position. - * _dstY = Destination texture Y position. - * _dstZ = If texture is 2D this argument should be 0. If destination texture is cube - * this argument represents destination texture cube face. For 3D texture this argument - * represents destination texture Z position. - * _src = Source texture handle. - * _srcMip = Source texture mip level. - * _srcX = Source texture X position. - * _srcY = Source texture Y position. - * _srcZ = If texture is 2D this argument should be 0. If source texture is cube - * this argument represents source texture cube face. For 3D texture this argument - * represents source texture Z position. - * _width = Width of region. - * _height = Height of region. - * _depth = If texture is 3D this argument represents depth of region, otherwise it's - * unused. - */ - void bgfx_encoder_blit(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_texture_handle_t _dst, ubyte _dstMip, ushort _dstX, ushort _dstY, ushort _dstZ, bgfx_texture_handle_t _src, ubyte _srcMip, ushort _srcX, ushort _srcY, ushort _srcZ, ushort _width, ushort _height, ushort _depth); - - /** - * Request screen shot of window back buffer. - * Remarks: - * `bgfx::CallbackI::screenShot` must be implemented. - * Attention: Frame buffer handle must be created with OS' target native window handle. - * Params: - * _handle = Frame buffer handle. If handle is `BGFX_INVALID_HANDLE` request will be - * made for main window back buffer. - * _filePath = Will be passed to `bgfx::CallbackI::screenShot` callback. - */ - void bgfx_request_screen_shot(bgfx_frame_buffer_handle_t _handle, const(char)* _filePath); - - /** - * Render frame. - * Attention: `bgfx::renderFrame` is blocking call. It waits for - * `bgfx::frame` to be called from API thread to process frame. - * If timeout value is passed call will timeout and return even - * if `bgfx::frame` is not called. - * Warning: This call should be only used on platforms that don't - * allow creating separate rendering thread. If it is called before - * to bgfx::init, render thread won't be created by bgfx::init call. - * Params: - * _msecs = Timeout in milliseconds. - */ - bgfx_render_frame_t bgfx_render_frame(int _msecs); - - /** - * Set platform data. - * Warning: Must be called before `bgfx::init`. - * Params: - * _data = Platform data. - */ - void bgfx_set_platform_data(const(bgfx_platform_data_t)* _data); - - /** - * Get internal data for interop. - * Attention: It's expected you understand some bgfx internals before you - * use this call. - * Warning: Must be called only on render thread. - */ - const(bgfx_internal_data_t)* bgfx_get_internal_data(); - - /** - * Override internal texture with externally created texture. Previously - * created internal texture will released. - * Attention: It's expected you understand some bgfx internals before you - * use this call. - * Warning: Must be called only on render thread. - * Params: - * _handle = Texture handle. - * _ptr = Native API pointer to texture. - */ - ulong bgfx_override_internal_texture_ptr(bgfx_texture_handle_t _handle, ulong _ptr); - - /** - * Override internal texture by creating new texture. Previously created - * internal texture will released. - * Attention: It's expected you understand some bgfx internals before you - * use this call. - * Returns: Native API pointer to texture. If result is 0, texture is not created yet from the - * main thread. - * Warning: Must be called only on render thread. - * Params: - * _handle = Texture handle. - * _width = Width. - * _height = Height. - * _numMips = Number of mip-maps. - * _format = Texture format. See: `TextureFormat::Enum`. - * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) - * flags. Default texture sampling mode is linear, and wrap mode is repeat. - * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap - * mode. - * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic - * sampling. - */ - ulong bgfx_override_internal_texture(bgfx_texture_handle_t _handle, ushort _width, ushort _height, ubyte _numMips, bgfx_texture_format_t _format, ulong _flags); - - /** - * Sets a debug marker. This allows you to group graphics calls together for easy browsing in - * graphics debugging tools. - * Params: - * _marker = Marker string. - */ - void bgfx_set_marker(const(char)* _marker); - - /** - * Set render states for draw primitive. - * Remarks: - * 1. To set up more complex states use: - * `BGFX_STATE_ALPHA_REF(_ref)`, - * `BGFX_STATE_POINT_SIZE(_size)`, - * `BGFX_STATE_BLEND_FUNC(_src, _dst)`, - * `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`, - * `BGFX_STATE_BLEND_EQUATION(_equation)`, - * `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)` - * 2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend - * equation is specified. - * Params: - * _state = State flags. Default state for primitive type is - * triangles. See: `BGFX_STATE_DEFAULT`. - * - `BGFX_STATE_DEPTH_TEST_*` - Depth test function. - * - `BGFX_STATE_BLEND_*` - See remark 1 about BGFX_STATE_BLEND_FUNC. - * - `BGFX_STATE_BLEND_EQUATION_*` - See remark 2. - * - `BGFX_STATE_CULL_*` - Backface culling mode. - * - `BGFX_STATE_WRITE_*` - Enable R, G, B, A or Z write. - * - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing. - * - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type. - * _rgba = Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and - * `BGFX_STATE_BLEND_INV_FACTOR` blend modes. - */ - void bgfx_set_state(ulong _state, uint _rgba); - - /** - * Set condition for rendering. - * Params: - * _handle = Occlusion query handle. - * _visible = Render if occlusion query is visible. - */ - void bgfx_set_condition(bgfx_occlusion_query_handle_t _handle, bool _visible); - - /** - * Set stencil test state. - * Params: - * _fstencil = Front stencil state. - * _bstencil = Back stencil state. If back is set to `BGFX_STENCIL_NONE` - * _fstencil is applied to both front and back facing primitives. - */ - void bgfx_set_stencil(uint _fstencil, uint _bstencil); - - /** - * Set scissor for draw primitive. - * Remarks: - * To scissor for all primitives in view see `bgfx::setViewScissor`. - * Params: - * _x = Position x from the left corner of the window. - * _y = Position y from the top corner of the window. - * _width = Width of view scissor region. - * _height = Height of view scissor region. - */ - ushort bgfx_set_scissor(ushort _x, ushort _y, ushort _width, ushort _height); - - /** - * Set scissor from cache for draw primitive. - * Remarks: - * To scissor for all primitives in view see `bgfx::setViewScissor`. - * Params: - * _cache = Index in scissor cache. - */ - void bgfx_set_scissor_cached(ushort _cache); - - /** - * Set model matrix for draw primitive. If it is not called, - * the model will be rendered with an identity model matrix. - * Params: - * _mtx = Pointer to first matrix in array. - * _num = Number of matrices in array. - */ - uint bgfx_set_transform(const(void)* _mtx, ushort _num); - - /** - * Set model matrix from matrix cache for draw primitive. - * Params: - * _cache = Index in matrix cache. - * _num = Number of matrices from cache. - */ - void bgfx_set_transform_cached(uint _cache, ushort _num); - - /** - * Reserve matrices in internal matrix cache. - * Attention: Pointer returned can be modified until `bgfx::frame` is called. - * Params: - * _transform = Pointer to `Transform` structure. - * _num = Number of matrices. - */ - uint bgfx_alloc_transform(bgfx_transform_t* _transform, ushort _num); - - /** - * Set shader uniform parameter for draw primitive. - * Params: - * _handle = Uniform. - * _value = Pointer to uniform data. - * _num = Number of elements. Passing `UINT16_MAX` will - * use the _num passed on uniform creation. - */ - void bgfx_set_uniform(bgfx_uniform_handle_t _handle, const(void)* _value, ushort _num); - - /** - * Set index buffer for draw primitive. - * Params: - * _handle = Index buffer. - * _firstIndex = First index to render. - * _numIndices = Number of indices to render. - */ - void bgfx_set_index_buffer(bgfx_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices); - - /** - * Set index buffer for draw primitive. - * Params: - * _handle = Dynamic index buffer. - * _firstIndex = First index to render. - * _numIndices = Number of indices to render. - */ - void bgfx_set_dynamic_index_buffer(bgfx_dynamic_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices); - - /** - * Set index buffer for draw primitive. - * Params: - * _tib = Transient index buffer. - * _firstIndex = First index to render. - * _numIndices = Number of indices to render. - */ - void bgfx_set_transient_index_buffer(const(bgfx_transient_index_buffer_t)* _tib, uint _firstIndex, uint _numIndices); - - /** - * Set vertex buffer for draw primitive. - * Params: - * _stream = Vertex stream. - * _handle = Vertex buffer. - * _startVertex = First vertex to render. - * _numVertices = Number of vertices to render. - */ - void bgfx_set_vertex_buffer(ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices); - - /** - * Set vertex buffer for draw primitive. - * Params: - * _stream = Vertex stream. - * _handle = Vertex buffer. - * _startVertex = First vertex to render. - * _numVertices = Number of vertices to render. - * _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid - * handle is used, vertex layout used for creation - * of vertex buffer will be used. - */ - void bgfx_set_vertex_buffer_with_layout(ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle); - - /** - * Set vertex buffer for draw primitive. - * Params: - * _stream = Vertex stream. - * _handle = Dynamic vertex buffer. - * _startVertex = First vertex to render. - * _numVertices = Number of vertices to render. - */ - void bgfx_set_dynamic_vertex_buffer(ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices); - - /** - * Set vertex buffer for draw primitive. - * Params: - * _stream = Vertex stream. - * _handle = Dynamic vertex buffer. - * _startVertex = First vertex to render. - * _numVertices = Number of vertices to render. - * _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid - * handle is used, vertex layout used for creation - * of vertex buffer will be used. - */ - void bgfx_set_dynamic_vertex_buffer_with_layout(ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle); - - /** - * Set vertex buffer for draw primitive. - * Params: - * _stream = Vertex stream. - * _tvb = Transient vertex buffer. - * _startVertex = First vertex to render. - * _numVertices = Number of vertices to render. - */ - void bgfx_set_transient_vertex_buffer(ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices); - - /** - * Set vertex buffer for draw primitive. - * Params: - * _stream = Vertex stream. - * _tvb = Transient vertex buffer. - * _startVertex = First vertex to render. - * _numVertices = Number of vertices to render. - * _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid - * handle is used, vertex layout used for creation - * of vertex buffer will be used. - */ - void bgfx_set_transient_vertex_buffer_with_layout(ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle); - - /** - * Set number of vertices for auto generated vertices use in conjunction - * with gl_VertexID. - * Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`. - * Params: - * _numVertices = Number of vertices. - */ - void bgfx_set_vertex_count(uint _numVertices); - - /** - * Set instance data buffer for draw primitive. - * Params: - * _idb = Transient instance data buffer. - * _start = First instance data. - * _num = Number of data instances. - */ - void bgfx_set_instance_data_buffer(const(bgfx_instance_data_buffer_t)* _idb, uint _start, uint _num); - - /** - * Set instance data buffer for draw primitive. - * Params: - * _handle = Vertex buffer. - * _startVertex = First instance data. - * _num = Number of data instances. - */ - void bgfx_set_instance_data_from_vertex_buffer(bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _num); - - /** - * Set instance data buffer for draw primitive. - * Params: - * _handle = Dynamic vertex buffer. - * _startVertex = First instance data. - * _num = Number of data instances. - */ - void bgfx_set_instance_data_from_dynamic_vertex_buffer(bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _num); - - /** - * Set number of instances for auto generated instances use in conjunction - * with gl_InstanceID. - * Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`. - */ - void bgfx_set_instance_count(uint _numInstances); - - /** - * Set texture stage for draw primitive. - * Params: - * _stage = Texture unit. - * _sampler = Program sampler. - * _handle = Texture handle. - * _flags = Texture sampling mode. Default value UINT32_MAX uses - * texture sampling settings from the texture. - * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap - * mode. - * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic - * sampling. - */ - void bgfx_set_texture(ubyte _stage, bgfx_uniform_handle_t _sampler, bgfx_texture_handle_t _handle, uint _flags); - - /** - * Submit an empty primitive for rendering. Uniforms and draw state - * will be applied but no geometry will be submitted. - * Remarks: - * These empty draw calls will sort before ordinary draw calls. - * Params: - * _id = View id. - */ - void bgfx_touch(bgfx_view_id_t _id); - - /** - * Submit primitive for rendering. - * Params: - * _id = View id. - * _program = Program. - * _depth = Depth for sorting. - * _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, ubyte _flags); - - /** - * Submit primitive with occlusion query for rendering. - * Params: - * _id = View id. - * _program = Program. - * _occlusionQuery = Occlusion query. - * _depth = Depth for sorting. - * _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, ubyte _flags); - - /** - * Submit primitive for rendering with index and instance data info from - * indirect buffer. - * Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT`. - * Params: - * _id = View id. - * _program = Program. - * _indirectHandle = Indirect buffer. - * _start = First element in indirect buffer. - * _num = Number of draws. - * _depth = Depth for sorting. - * _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, ubyte _flags); - - /** - * Submit primitive for rendering with index and instance data info and - * draw count from indirect buffers. - * Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT_COUNT`. - * Params: - * _id = View id. - * _program = Program. - * _indirectHandle = Indirect buffer. - * _start = First element in indirect buffer. - * _numHandle = Buffer for number of draws. Must be - * created with `BGFX_BUFFER_INDEX32` and `BGFX_BUFFER_DRAW_INDIRECT`. - * _numIndex = Element in number buffer. - * _numMax = Max number of draws. - * _depth = Depth for sorting. - * _flags = Which states to discard for next draw. See `BGFX_DISCARD_*`. - */ - void bgfx_submit_indirect_count(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, bgfx_index_buffer_handle_t _numHandle, uint _numIndex, ushort _numMax, uint _depth, ubyte _flags); - - /** - * Set compute index buffer. - * Params: - * _stage = Compute stage. - * _handle = Index buffer handle. - * _access = Buffer access. See `Access::Enum`. - */ - void bgfx_set_compute_index_buffer(ubyte _stage, bgfx_index_buffer_handle_t _handle, bgfx_access_t _access); - - /** - * Set compute vertex buffer. - * Params: - * _stage = Compute stage. - * _handle = Vertex buffer handle. - * _access = Buffer access. See `Access::Enum`. - */ - void bgfx_set_compute_vertex_buffer(ubyte _stage, bgfx_vertex_buffer_handle_t _handle, bgfx_access_t _access); - - /** - * Set compute dynamic index buffer. - * Params: - * _stage = Compute stage. - * _handle = Dynamic index buffer handle. - * _access = Buffer access. See `Access::Enum`. - */ - void bgfx_set_compute_dynamic_index_buffer(ubyte _stage, bgfx_dynamic_index_buffer_handle_t _handle, bgfx_access_t _access); - - /** - * Set compute dynamic vertex buffer. - * Params: - * _stage = Compute stage. - * _handle = Dynamic vertex buffer handle. - * _access = Buffer access. See `Access::Enum`. - */ - void bgfx_set_compute_dynamic_vertex_buffer(ubyte _stage, bgfx_dynamic_vertex_buffer_handle_t _handle, bgfx_access_t _access); - - /** - * Set compute indirect buffer. - * Params: - * _stage = Compute stage. - * _handle = Indirect buffer handle. - * _access = Buffer access. See `Access::Enum`. - */ - void bgfx_set_compute_indirect_buffer(ubyte _stage, bgfx_indirect_buffer_handle_t _handle, bgfx_access_t _access); - - /** - * Set compute image from texture. - * Params: - * _stage = Compute stage. - * _handle = Texture handle. - * _mip = Mip level. - * _access = Image access. See `Access::Enum`. - * _format = Texture format. See: `TextureFormat::Enum`. - */ - void bgfx_set_image(ubyte _stage, bgfx_texture_handle_t _handle, ubyte _mip, bgfx_access_t _access, bgfx_texture_format_t _format); - - /** - * Dispatch compute. - * Params: - * _id = View id. - * _program = Compute program. - * _numX = Number of groups X. - * _numY = Number of groups Y. - * _numZ = Number of groups Z. - * _flags = Discard or preserve states. See `BGFX_DISCARD_*`. - */ - void bgfx_dispatch(bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _numX, uint _numY, uint _numZ, ubyte _flags); - - /** - * Dispatch compute indirect. - * Params: - * _id = View id. - * _program = Compute program. - * _indirectHandle = Indirect buffer. - * _start = First element in indirect buffer. - * _num = Number of dispatches. - * _flags = Discard or preserve states. See `BGFX_DISCARD_*`. - */ - void bgfx_dispatch_indirect(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, ubyte _flags); - - /** - * Discard previously set state for draw or compute call. - * Params: - * _flags = Draw/compute states to discard. - */ - void bgfx_discard(ubyte _flags); - - /** - * Blit 2D texture region between two 2D textures. - * Attention: Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag. - * Attention: Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`. - * Params: - * _id = View id. - * _dst = Destination texture handle. - * _dstMip = Destination texture mip level. - * _dstX = Destination texture X position. - * _dstY = Destination texture Y position. - * _dstZ = If texture is 2D this argument should be 0. If destination texture is cube - * this argument represents destination texture cube face. For 3D texture this argument - * represents destination texture Z position. - * _src = Source texture handle. - * _srcMip = Source texture mip level. - * _srcX = Source texture X position. - * _srcY = Source texture Y position. - * _srcZ = If texture is 2D this argument should be 0. If source texture is cube - * this argument represents source texture cube face. For 3D texture this argument - * represents source texture Z position. - * _width = Width of region. - * _height = Height of region. - * _depth = If texture is 3D this argument represents depth of region, otherwise it's - * unused. - */ - void bgfx_blit(bgfx_view_id_t _id, bgfx_texture_handle_t _dst, ubyte _dstMip, ushort _dstX, ushort _dstY, ushort _dstZ, bgfx_texture_handle_t _src, ubyte _srcMip, ushort _srcX, ushort _srcY, ushort _srcZ, ushort _width, ushort _height, ushort _depth); - -} -else -{ - __gshared - { - /** - * Init attachment. - * Params: - * _handle = Render target texture handle. - * _access = Access. See `Access::Enum`. - * _layer = Cubemap side or depth layer/slice to use. - * _numLayers = Number of texture layer/slice(s) in array to use. - * _mip = Mip level. - * _resolve = Resolve flags. See: `BGFX_RESOLVE_*` - */ - alias da_bgfx_attachment_init = void function(bgfx_attachment_t* _this, bgfx_texture_handle_t _handle, bgfx_access_t _access, ushort _layer, ushort _numLayers, ushort _mip, ubyte _resolve); - da_bgfx_attachment_init bgfx_attachment_init; - - /** - * 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; - - /** - * Add attribute to VertexLayout. - * Remarks: Must be called between begin/end. - * Params: - * _attrib = Attribute semantics. See: `bgfx::Attrib` - * _num = Number of elements 1, 2, 3 or 4. - * _type = Element type. - * _normalized = When using fixed point AttribType (f.e. Uint8) - * value will be normalized for vertex shader usage. When normalized - * is set to true, AttribType::Uint8 value in range 0-255 will be - * in range 0.0-1.0 in vertex shader. - * _asInt = Packaging rule for vertexPack, vertexUnpack, and - * vertexConvert for AttribType::Uint8 and AttribType::Int16. - * Unpacking code must be implemented inside vertex shader. - */ - alias da_bgfx_vertex_layout_add = bgfx_vertex_layout_t* function(bgfx_vertex_layout_t* _this, bgfx_attrib_t _attrib, ubyte _num, bgfx_attrib_type_t _type, bool _normalized, bool _asInt); - da_bgfx_vertex_layout_add bgfx_vertex_layout_add; - - /** - * Decode attribute. - * Params: - * _attrib = Attribute semantics. See: `bgfx::Attrib` - * _num = Number of elements. - * _type = Element type. - * _normalized = Attribute is normalized. - * _asInt = Attribute is packed as int. - */ - alias da_bgfx_vertex_layout_decode = void function(const(bgfx_vertex_layout_t)* _this, bgfx_attrib_t _attrib, ubyte* _num, bgfx_attrib_type_t* _type, bool* _normalized, bool* _asInt); - da_bgfx_vertex_layout_decode bgfx_vertex_layout_decode; - - /** - * Returns `true` if VertexLayout contains attribute. - * Params: - * _attrib = Attribute semantics. See: `bgfx::Attrib` - */ - alias da_bgfx_vertex_layout_has = bool function(const(bgfx_vertex_layout_t)* _this, bgfx_attrib_t _attrib); - da_bgfx_vertex_layout_has bgfx_vertex_layout_has; - - /** - * 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, ubyte _num); - da_bgfx_vertex_layout_skip bgfx_vertex_layout_skip; - - /** - * End VertexLayout. - */ - alias da_bgfx_vertex_layout_end = void function(bgfx_vertex_layout_t* _this); - da_bgfx_vertex_layout_end bgfx_vertex_layout_end; - - /** - * Pack vertex attribute into vertex stream format. - * Params: - * _input = Value to be packed into vertex stream. - * _inputNormalized = `true` if input value is already normalized. - * _attr = Attribute to pack. - * _layout = Vertex stream layout. - * _data = Destination vertex stream where data will be packed. - * _index = Vertex index that will be modified. - */ - alias da_bgfx_vertex_pack = void function(const float[4] _input, bool _inputNormalized, bgfx_attrib_t _attr, const(bgfx_vertex_layout_t)* _layout, void* _data, uint _index); - da_bgfx_vertex_pack bgfx_vertex_pack; - - /** - * Unpack vertex attribute from vertex stream format. - * Params: - * _output = Result of unpacking. - * _attr = Attribute to unpack. - * _layout = Vertex stream layout. - * _data = Source vertex stream from where data will be unpacked. - * _index = Vertex index that will be unpacked. - */ - alias da_bgfx_vertex_unpack = void function(float[4] _output, bgfx_attrib_t _attr, const(bgfx_vertex_layout_t)* _layout, const(void)* _data, uint _index); - da_bgfx_vertex_unpack bgfx_vertex_unpack; - - /** - * Converts vertex stream data from one vertex stream format to another. - * Params: - * _dstLayout = Destination vertex stream layout. - * _dstData = Destination vertex stream. - * _srcLayout = Source vertex stream layout. - * _srcData = Source vertex stream data. - * _num = Number of vertices to convert from source to destination. - */ - alias da_bgfx_vertex_convert = void function(const(bgfx_vertex_layout_t)* _dstLayout, void* _dstData, const(bgfx_vertex_layout_t)* _srcLayout, const(void)* _srcData, uint _num); - da_bgfx_vertex_convert bgfx_vertex_convert; - - /** - * Weld vertices. - * Params: - * _output = Welded vertices remapping table. The size of buffer - * must be the same as number of vertices. - * _layout = Vertex stream layout. - * _data = Vertex stream. - * _num = Number of vertices in vertex stream. - * _index32 = Set to `true` if input indices are 32-bit. - * _epsilon = Error tolerance for vertex position comparison. - */ - alias da_bgfx_weld_vertices = uint function(void* _output, const(bgfx_vertex_layout_t)* _layout, const(void)* _data, uint _num, bool _index32, float _epsilon); - da_bgfx_weld_vertices bgfx_weld_vertices; - - /** - * Convert index buffer for use with different primitive topologies. - * Params: - * _conversion = Conversion type, see `TopologyConvert::Enum`. - * _dst = Destination index buffer. If this argument is NULL - * function will return number of indices after conversion. - * _dstSize = Destination index buffer in bytes. It must be - * large enough to contain output indices. If destination size is - * insufficient index buffer will be truncated. - * _indices = Source indices. - * _numIndices = Number of input indices. - * _index32 = Set to `true` if input indices are 32-bit. - */ - alias da_bgfx_topology_convert = uint function(bgfx_topology_convert_t _conversion, void* _dst, uint _dstSize, const(void)* _indices, uint _numIndices, bool _index32); - da_bgfx_topology_convert bgfx_topology_convert; - - /** - * Sort indices. - * Params: - * _sort = Sort order, see `TopologySort::Enum`. - * _dst = Destination index buffer. - * _dstSize = Destination index buffer in bytes. It must be - * large enough to contain output indices. If destination size is - * insufficient index buffer will be truncated. - * _dir = Direction (vector must be normalized). - * _pos = Position. - * _vertices = Pointer to first vertex represented as - * float x, y, z. Must contain at least number of vertices - * referencende by index buffer. - * _stride = Vertex stride. - * _indices = Source indices. - * _numIndices = Number of input indices. - * _index32 = Set to `true` if input indices are 32-bit. - */ - alias da_bgfx_topology_sort_tri_list = void function(bgfx_topology_sort_t _sort, void* _dst, uint _dstSize, const float[3] _dir, const float[3] _pos, const(void)* _vertices, uint _stride, const(void)* _indices, uint _numIndices, bool _index32); - da_bgfx_topology_sort_tri_list bgfx_topology_sort_tri_list; - - /** - * Returns supported backend API renderers. - * Params: - * _max = Maximum number of elements in _enum array. - * _enum = Array where supported renderers will be written. - */ - alias da_bgfx_get_supported_renderers = ubyte function(ubyte _max, bgfx_renderer_type_t* _enum); - da_bgfx_get_supported_renderers bgfx_get_supported_renderers; - - /** - * Returns name of renderer. - * Params: - * _type = Renderer backend type. See: `bgfx::RendererType` - */ - alias da_bgfx_get_renderer_name = const(char)* function(bgfx_renderer_type_t _type); - da_bgfx_get_renderer_name bgfx_get_renderer_name; - - alias da_bgfx_init_ctor = void function(bgfx_init_t* _init); - da_bgfx_init_ctor bgfx_init_ctor; - - /** - * Initialize the bgfx library. - * Params: - * _init = Initialization parameters. See: `bgfx::Init` for more info. - */ - alias da_bgfx_init = bool function(const(bgfx_init_t)* _init); - da_bgfx_init bgfx_init; - - /** - * Shutdown bgfx library. - */ - alias da_bgfx_shutdown = void function(); - da_bgfx_shutdown bgfx_shutdown; - - /** - * Reset graphic settings and back-buffer size. - * Attention: This call doesn’t change the window size, it just resizes - * the back-buffer. Your windowing code controls the window size. - * Params: - * _width = Back-buffer width. - * _height = Back-buffer height. - * _flags = See: `BGFX_RESET_*` for more info. - * - `BGFX_RESET_NONE` - No reset flags. - * - `BGFX_RESET_FULLSCREEN` - Not supported yet. - * - `BGFX_RESET_MSAA_X[2/4/8/16]` - Enable 2, 4, 8 or 16 x MSAA. - * - `BGFX_RESET_VSYNC` - Enable V-Sync. - * - `BGFX_RESET_MAXANISOTROPY` - Turn on/off max anisotropy. - * - `BGFX_RESET_CAPTURE` - Begin screen capture. - * - `BGFX_RESET_FLUSH_AFTER_RENDER` - Flush rendering after submitting to GPU. - * - `BGFX_RESET_FLIP_AFTER_RENDER` - This flag specifies where flip - * occurs. Default behaviour is that flip occurs before rendering new - * frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`. - * - `BGFX_RESET_SRGB_BACKBUFFER` - Enable sRGB back-buffer. - * _format = Texture format. See: `TextureFormat::Enum`. - */ - alias da_bgfx_reset = void function(uint _width, uint _height, uint _flags, bgfx_texture_format_t _format); - da_bgfx_reset bgfx_reset; - - /** - * Advance to next frame. When using multithreaded renderer, this call - * just swaps internal buffers, kicks render thread, and returns. In - * singlethreaded renderer this call does frame rendering. - * Params: - * _capture = Capture frame with graphics debugger. - */ - alias da_bgfx_frame = uint function(bool _capture); - da_bgfx_frame bgfx_frame; - - /** - * Returns current renderer backend API type. - * Remarks: - * Library must be initialized. - */ - alias da_bgfx_get_renderer_type = bgfx_renderer_type_t function(); - da_bgfx_get_renderer_type bgfx_get_renderer_type; - - /** - * Returns renderer capabilities. - * Remarks: - * Library must be initialized. - */ - alias da_bgfx_get_caps = const(bgfx_caps_t)* function(); - da_bgfx_get_caps bgfx_get_caps; - - /** - * Returns performance counters. - * Attention: Pointer returned is valid until `bgfx::frame` is called. - */ - alias da_bgfx_get_stats = const(bgfx_stats_t)* function(); - da_bgfx_get_stats bgfx_get_stats; - - /** - * Allocate buffer to pass to bgfx calls. Data will be freed inside bgfx. - * Params: - * _size = Size to allocate. - */ - alias da_bgfx_alloc = const(bgfx_memory_t)* function(uint _size); - da_bgfx_alloc bgfx_alloc; - - /** - * Allocate buffer and copy data into it. Data will be freed inside bgfx. - * Params: - * _data = Pointer to data to be copied. - * _size = Size of data to be copied. - */ - alias da_bgfx_copy = const(bgfx_memory_t)* function(const(void)* _data, uint _size); - da_bgfx_copy bgfx_copy; - - /** - * Make reference to data to pass to bgfx. Unlike `bgfx::alloc`, this call - * doesn't allocate memory for data. It just copies the _data pointer. You - * can pass `ReleaseFn` function pointer to release this memory after it's - * consumed, otherwise you must make sure _data is available for at least 2 - * `bgfx::frame` calls. `ReleaseFn` function must be able to be called - * from any thread. - * Attention: Data passed must be available for at least 2 `bgfx::frame` calls. - * Params: - * _data = Pointer to data. - * _size = Size of data. - */ - alias da_bgfx_make_ref = const(bgfx_memory_t)* function(const(void)* _data, uint _size); - da_bgfx_make_ref bgfx_make_ref; - - /** - * Make reference to data to pass to bgfx. Unlike `bgfx::alloc`, this call - * doesn't allocate memory for data. It just copies the _data pointer. You - * can pass `ReleaseFn` function pointer to release this memory after it's - * consumed, otherwise you must make sure _data is available for at least 2 - * `bgfx::frame` calls. `ReleaseFn` function must be able to be called - * from any thread. - * Attention: Data passed must be available for at least 2 `bgfx::frame` calls. - * Params: - * _data = Pointer to data. - * _size = Size of data. - * _releaseFn = Callback function to release memory after use. - * _userData = User data to be passed to callback function. - */ - alias da_bgfx_make_ref_release = const(bgfx_memory_t)* function(const(void)* _data, uint _size, void* _releaseFn, void* _userData); - da_bgfx_make_ref_release bgfx_make_ref_release; - - /** - * Set debug flags. - * Params: - * _debug = Available flags: - * - `BGFX_DEBUG_IFH` - Infinitely fast hardware. When this flag is set - * all rendering calls will be skipped. This is useful when profiling - * to quickly assess potential bottlenecks between CPU and GPU. - * - `BGFX_DEBUG_PROFILER` - Enable profiler. - * - `BGFX_DEBUG_STATS` - Display internal statistics. - * - `BGFX_DEBUG_TEXT` - Display debug text. - * - `BGFX_DEBUG_WIREFRAME` - Wireframe rendering. All rendering - * primitives will be rendered as lines. - */ - alias da_bgfx_set_debug = void function(uint _debug); - da_bgfx_set_debug bgfx_set_debug; - - /** - * Clear internal debug text buffer. - * Params: - * _attr = Background color. - * _small = Default 8x16 or 8x8 font. - */ - alias da_bgfx_dbg_text_clear = void function(ubyte _attr, bool _small); - da_bgfx_dbg_text_clear bgfx_dbg_text_clear; - - /** - * Print formatted data to internal debug text character-buffer (VGA-compatible text mode). - * Params: - * _x = Position x from the left corner of the window. - * _y = Position y from the top corner of the window. - * _attr = Color palette. Where top 4-bits represent index of background, and bottom - * 4-bits represent foreground color from standard VGA text palette (ANSI escape codes). - * _format = `printf` style format. - */ - alias da_bgfx_dbg_text_printf = void function(ushort _x, ushort _y, ubyte _attr, const(char)* _format, ... ); - da_bgfx_dbg_text_printf bgfx_dbg_text_printf; - - /** - * Print formatted data from variable argument list to internal debug text character-buffer (VGA-compatible text mode). - * Params: - * _x = Position x from the left corner of the window. - * _y = Position y from the top corner of the window. - * _attr = Color palette. Where top 4-bits represent index of background, and bottom - * 4-bits represent foreground color from standard VGA text palette (ANSI escape codes). - * _format = `printf` style format. - * _argList = Variable arguments list for format string. - */ - alias da_bgfx_dbg_text_vprintf = void function(ushort _x, ushort _y, ubyte _attr, const(char)* _format, va_list _argList); - da_bgfx_dbg_text_vprintf bgfx_dbg_text_vprintf; - - /** - * Draw image into internal debug text buffer. - * Params: - * _x = Position x from the left corner of the window. - * _y = Position y from the top corner of the window. - * _width = Image width. - * _height = Image height. - * _data = Raw image data (character/attribute raw encoding). - * _pitch = Image pitch in bytes. - */ - alias da_bgfx_dbg_text_image = void function(ushort _x, ushort _y, ushort _width, ushort _height, const(void)* _data, ushort _pitch); - da_bgfx_dbg_text_image bgfx_dbg_text_image; - - /** - * Create static index buffer. - * Params: - * _mem = Index buffer data. - * _flags = Buffer creation flags. - * - `BGFX_BUFFER_NONE` - No flags. - * - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. - * - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer - * is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. - * - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. - * - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of - * data is passed. If this flag is not specified, and more data is passed on update, the buffer - * will be trimmed to fit the existing buffer size. This flag has effect only on dynamic - * buffers. - * - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on - * index buffers. - */ - alias da_bgfx_create_index_buffer = bgfx_index_buffer_handle_t function(const(bgfx_memory_t)* _mem, ushort _flags); - da_bgfx_create_index_buffer bgfx_create_index_buffer; - - /** - * Set static index buffer debug name. - * Params: - * _handle = Static index buffer handle. - * _name = Static index buffer name. - * _len = Static index buffer name length (if length is INT32_MAX, it's expected - * that _name is zero terminated string. - */ - alias da_bgfx_set_index_buffer_name = void function(bgfx_index_buffer_handle_t _handle, const(char)* _name, int _len); - da_bgfx_set_index_buffer_name bgfx_set_index_buffer_name; - - /** - * Destroy static index buffer. - * Params: - * _handle = Static index buffer handle. - */ - alias da_bgfx_destroy_index_buffer = void function(bgfx_index_buffer_handle_t _handle); - da_bgfx_destroy_index_buffer bgfx_destroy_index_buffer; - - /** - * Create vertex layout. - * Params: - * _layout = Vertex layout. - */ - alias da_bgfx_create_vertex_layout = bgfx_vertex_layout_handle_t function(const(bgfx_vertex_layout_t)* _layout); - da_bgfx_create_vertex_layout bgfx_create_vertex_layout; - - /** - * Destroy vertex layout. - * Params: - * _layoutHandle = Vertex layout handle. - */ - alias da_bgfx_destroy_vertex_layout = void function(bgfx_vertex_layout_handle_t _layoutHandle); - da_bgfx_destroy_vertex_layout bgfx_destroy_vertex_layout; - - /** - * Create static vertex buffer. - * Params: - * _mem = Vertex buffer data. - * _layout = Vertex layout. - * _flags = Buffer creation flags. - * - `BGFX_BUFFER_NONE` - No flags. - * - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. - * - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer - * is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. - * - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. - * - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of - * data is passed. If this flag is not specified, and more data is passed on update, the buffer - * will be trimmed to fit the existing buffer size. This flag has effect only on dynamic buffers. - * - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on index buffers. - */ - alias da_bgfx_create_vertex_buffer = bgfx_vertex_buffer_handle_t function(const(bgfx_memory_t)* _mem, const(bgfx_vertex_layout_t)* _layout, ushort _flags); - da_bgfx_create_vertex_buffer bgfx_create_vertex_buffer; - - /** - * Set static vertex buffer debug name. - * Params: - * _handle = Static vertex buffer handle. - * _name = Static vertex buffer name. - * _len = Static vertex buffer name length (if length is INT32_MAX, it's expected - * that _name is zero terminated string. - */ - alias da_bgfx_set_vertex_buffer_name = void function(bgfx_vertex_buffer_handle_t _handle, const(char)* _name, int _len); - da_bgfx_set_vertex_buffer_name bgfx_set_vertex_buffer_name; - - /** - * Destroy static vertex buffer. - * Params: - * _handle = Static vertex buffer handle. - */ - alias da_bgfx_destroy_vertex_buffer = void function(bgfx_vertex_buffer_handle_t _handle); - da_bgfx_destroy_vertex_buffer bgfx_destroy_vertex_buffer; - - /** - * Create empty dynamic index buffer. - * Params: - * _num = Number of indices. - * _flags = Buffer creation flags. - * - `BGFX_BUFFER_NONE` - No flags. - * - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. - * - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer - * is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. - * - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. - * - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of - * data is passed. If this flag is not specified, and more data is passed on update, the buffer - * will be trimmed to fit the existing buffer size. This flag has effect only on dynamic - * buffers. - * - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on - * index buffers. - */ - alias da_bgfx_create_dynamic_index_buffer = bgfx_dynamic_index_buffer_handle_t function(uint _num, ushort _flags); - da_bgfx_create_dynamic_index_buffer bgfx_create_dynamic_index_buffer; - - /** - * Create a dynamic index buffer and initialize it. - * Params: - * _mem = Index buffer data. - * _flags = Buffer creation flags. - * - `BGFX_BUFFER_NONE` - No flags. - * - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. - * - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer - * is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. - * - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. - * - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of - * data is passed. If this flag is not specified, and more data is passed on update, the buffer - * will be trimmed to fit the existing buffer size. This flag has effect only on dynamic - * buffers. - * - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on - * index buffers. - */ - alias da_bgfx_create_dynamic_index_buffer_mem = bgfx_dynamic_index_buffer_handle_t function(const(bgfx_memory_t)* _mem, ushort _flags); - da_bgfx_create_dynamic_index_buffer_mem bgfx_create_dynamic_index_buffer_mem; - - /** - * Update dynamic index buffer. - * Params: - * _handle = Dynamic index buffer handle. - * _startIndex = Start index. - * _mem = Index buffer data. - */ - alias da_bgfx_update_dynamic_index_buffer = void function(bgfx_dynamic_index_buffer_handle_t _handle, uint _startIndex, const(bgfx_memory_t)* _mem); - da_bgfx_update_dynamic_index_buffer bgfx_update_dynamic_index_buffer; - - /** - * Destroy dynamic index buffer. - * Params: - * _handle = Dynamic index buffer handle. - */ - alias da_bgfx_destroy_dynamic_index_buffer = void function(bgfx_dynamic_index_buffer_handle_t _handle); - da_bgfx_destroy_dynamic_index_buffer bgfx_destroy_dynamic_index_buffer; - - /** - * Create empty dynamic vertex buffer. - * Params: - * _num = Number of vertices. - * _layout = Vertex layout. - * _flags = Buffer creation flags. - * - `BGFX_BUFFER_NONE` - No flags. - * - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. - * - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer - * is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. - * - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. - * - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of - * data is passed. If this flag is not specified, and more data is passed on update, the buffer - * will be trimmed to fit the existing buffer size. This flag has effect only on dynamic - * buffers. - * - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on - * index buffers. - */ - alias da_bgfx_create_dynamic_vertex_buffer = bgfx_dynamic_vertex_buffer_handle_t function(uint _num, const(bgfx_vertex_layout_t)* _layout, ushort _flags); - da_bgfx_create_dynamic_vertex_buffer bgfx_create_dynamic_vertex_buffer; - - /** - * Create dynamic vertex buffer and initialize it. - * Params: - * _mem = Vertex buffer data. - * _layout = Vertex layout. - * _flags = Buffer creation flags. - * - `BGFX_BUFFER_NONE` - No flags. - * - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. - * - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer - * is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. - * - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. - * - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of - * data is passed. If this flag is not specified, and more data is passed on update, the buffer - * will be trimmed to fit the existing buffer size. This flag has effect only on dynamic - * buffers. - * - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on - * index buffers. - */ - alias da_bgfx_create_dynamic_vertex_buffer_mem = bgfx_dynamic_vertex_buffer_handle_t function(const(bgfx_memory_t)* _mem, const(bgfx_vertex_layout_t)* _layout, ushort _flags); - da_bgfx_create_dynamic_vertex_buffer_mem bgfx_create_dynamic_vertex_buffer_mem; - - /** - * Update dynamic vertex buffer. - * Params: - * _handle = Dynamic vertex buffer handle. - * _startVertex = Start vertex. - * _mem = Vertex buffer data. - */ - alias da_bgfx_update_dynamic_vertex_buffer = void function(bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, const(bgfx_memory_t)* _mem); - da_bgfx_update_dynamic_vertex_buffer bgfx_update_dynamic_vertex_buffer; - - /** - * Destroy dynamic vertex buffer. - * Params: - * _handle = Dynamic vertex buffer handle. - */ - alias da_bgfx_destroy_dynamic_vertex_buffer = void function(bgfx_dynamic_vertex_buffer_handle_t _handle); - da_bgfx_destroy_dynamic_vertex_buffer bgfx_destroy_dynamic_vertex_buffer; - - /** - * Returns number of requested or maximum available indices. - * Params: - * _num = Number of required indices. - * _index32 = Set to `true` if input indices will be 32-bit. - */ - alias da_bgfx_get_avail_transient_index_buffer = uint function(uint _num, bool _index32); - da_bgfx_get_avail_transient_index_buffer bgfx_get_avail_transient_index_buffer; - - /** - * Returns number of requested or maximum available vertices. - * Params: - * _num = Number of required vertices. - * _layout = Vertex layout. - */ - alias da_bgfx_get_avail_transient_vertex_buffer = uint function(uint _num, const(bgfx_vertex_layout_t)* _layout); - da_bgfx_get_avail_transient_vertex_buffer bgfx_get_avail_transient_vertex_buffer; - - /** - * Returns number of requested or maximum available instance buffer slots. - * Params: - * _num = Number of required instances. - * _stride = Stride per instance. - */ - alias da_bgfx_get_avail_instance_data_buffer = uint function(uint _num, ushort _stride); - da_bgfx_get_avail_instance_data_buffer bgfx_get_avail_instance_data_buffer; - - /** - * Allocate transient index buffer. - * Params: - * _tib = TransientIndexBuffer structure will be filled, and will be valid - * for the duration of frame, and can be reused for multiple draw - * calls. - * _num = Number of indices to allocate. - * _index32 = Set to `true` if input indices will be 32-bit. - */ - alias da_bgfx_alloc_transient_index_buffer = void function(bgfx_transient_index_buffer_t* _tib, uint _num, bool _index32); - da_bgfx_alloc_transient_index_buffer bgfx_alloc_transient_index_buffer; - - /** - * Allocate transient vertex buffer. - * Params: - * _tvb = TransientVertexBuffer structure will be filled, and will be valid - * for the duration of frame, and can be reused for multiple draw - * calls. - * _num = Number of vertices to allocate. - * _layout = Vertex layout. - */ - alias da_bgfx_alloc_transient_vertex_buffer = void function(bgfx_transient_vertex_buffer_t* _tvb, uint _num, const(bgfx_vertex_layout_t)* _layout); - da_bgfx_alloc_transient_vertex_buffer bgfx_alloc_transient_vertex_buffer; - - /** - * Check for required space and allocate transient vertex and index - * buffers. If both space requirements are satisfied function returns - * true. - * Params: - * _tvb = TransientVertexBuffer structure will be filled, and will be valid - * for the duration of frame, and can be reused for multiple draw - * calls. - * _layout = Vertex layout. - * _numVertices = Number of vertices to allocate. - * _tib = TransientIndexBuffer structure will be filled, and will be valid - * for the duration of frame, and can be reused for multiple draw - * calls. - * _numIndices = Number of indices to allocate. - * _index32 = Set to `true` if input indices will be 32-bit. - */ - alias da_bgfx_alloc_transient_buffers = bool function(bgfx_transient_vertex_buffer_t* _tvb, const(bgfx_vertex_layout_t)* _layout, uint _numVertices, bgfx_transient_index_buffer_t* _tib, uint _numIndices, bool _index32); - da_bgfx_alloc_transient_buffers bgfx_alloc_transient_buffers; - - /** - * Allocate instance data buffer. - * Params: - * _idb = InstanceDataBuffer structure will be filled, and will be valid - * for duration of frame, and can be reused for multiple draw - * calls. - * _num = Number of instances. - * _stride = Instance stride. Must be multiple of 16. - */ - alias da_bgfx_alloc_instance_data_buffer = void function(bgfx_instance_data_buffer_t* _idb, uint _num, ushort _stride); - da_bgfx_alloc_instance_data_buffer bgfx_alloc_instance_data_buffer; - - /** - * Create draw indirect buffer. - * Params: - * _num = Number of indirect calls. - */ - alias da_bgfx_create_indirect_buffer = bgfx_indirect_buffer_handle_t function(uint _num); - da_bgfx_create_indirect_buffer bgfx_create_indirect_buffer; - - /** - * Destroy draw indirect buffer. - * Params: - * _handle = Indirect buffer handle. - */ - alias da_bgfx_destroy_indirect_buffer = void function(bgfx_indirect_buffer_handle_t _handle); - da_bgfx_destroy_indirect_buffer bgfx_destroy_indirect_buffer; - - /** - * Create shader from memory buffer. - * Params: - * _mem = Shader binary. - */ - alias da_bgfx_create_shader = bgfx_shader_handle_t function(const(bgfx_memory_t)* _mem); - da_bgfx_create_shader bgfx_create_shader; - - /** - * Returns the number of uniforms and uniform handles used inside a shader. - * Remarks: - * Only non-predefined uniforms are returned. - * Params: - * _handle = Shader handle. - * _uniforms = UniformHandle array where data will be stored. - * _max = Maximum capacity of array. - */ - alias da_bgfx_get_shader_uniforms = ushort function(bgfx_shader_handle_t _handle, bgfx_uniform_handle_t* _uniforms, ushort _max); - da_bgfx_get_shader_uniforms bgfx_get_shader_uniforms; - - /** - * Set shader debug name. - * Params: - * _handle = Shader handle. - * _name = Shader name. - * _len = Shader name length (if length is INT32_MAX, it's expected - * that _name is zero terminated string). - */ - alias da_bgfx_set_shader_name = void function(bgfx_shader_handle_t _handle, const(char)* _name, int _len); - da_bgfx_set_shader_name bgfx_set_shader_name; - - /** - * Destroy shader. - * Remarks: Once a shader program is created with _handle, - * it is safe to destroy that shader. - * Params: - * _handle = Shader handle. - */ - alias da_bgfx_destroy_shader = void function(bgfx_shader_handle_t _handle); - da_bgfx_destroy_shader bgfx_destroy_shader; - - /** - * Create program with vertex and fragment shaders. - * Params: - * _vsh = Vertex shader. - * _fsh = Fragment shader. - * _destroyShaders = If true, shaders will be destroyed when program is destroyed. - */ - alias da_bgfx_create_program = bgfx_program_handle_t function(bgfx_shader_handle_t _vsh, bgfx_shader_handle_t _fsh, bool _destroyShaders); - da_bgfx_create_program bgfx_create_program; - - /** - * Create program with compute shader. - * Params: - * _csh = Compute shader. - * _destroyShaders = If true, shaders will be destroyed when program is destroyed. - */ - alias da_bgfx_create_compute_program = bgfx_program_handle_t function(bgfx_shader_handle_t _csh, bool _destroyShaders); - da_bgfx_create_compute_program bgfx_create_compute_program; - - /** - * Destroy program. - * Params: - * _handle = Program handle. - */ - alias da_bgfx_destroy_program = void function(bgfx_program_handle_t _handle); - da_bgfx_destroy_program bgfx_destroy_program; - - /** - * Validate texture parameters. - * Params: - * _depth = Depth dimension of volume texture. - * _cubeMap = Indicates that texture contains cubemap. - * _numLayers = Number of layers in texture array. - * _format = Texture format. See: `TextureFormat::Enum`. - * _flags = Texture flags. See `BGFX_TEXTURE_*`. - */ - alias da_bgfx_is_texture_valid = bool function(ushort _depth, bool _cubeMap, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags); - da_bgfx_is_texture_valid bgfx_is_texture_valid; - - /** - * Validate frame buffer parameters. - * Params: - * _num = Number of attachments. - * _attachment = Attachment texture info. See: `bgfx::Attachment`. - */ - alias da_bgfx_is_frame_buffer_valid = bool function(ubyte _num, const(bgfx_attachment_t)* _attachment); - da_bgfx_is_frame_buffer_valid bgfx_is_frame_buffer_valid; - - /** - * Calculate amount of memory required for texture. - * Params: - * _info = Resulting texture info structure. See: `TextureInfo`. - * _width = Width. - * _height = Height. - * _depth = Depth dimension of volume texture. - * _cubeMap = Indicates that texture contains cubemap. - * _hasMips = Indicates that texture contains full mip-map chain. - * _numLayers = Number of layers in texture array. - * _format = Texture format. See: `TextureFormat::Enum`. - */ - alias da_bgfx_calc_texture_size = void function(bgfx_texture_info_t* _info, ushort _width, ushort _height, ushort _depth, bool _cubeMap, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format); - da_bgfx_calc_texture_size bgfx_calc_texture_size; - - /** - * Create texture from memory buffer. - * Params: - * _mem = DDS, KTX or PVR texture binary data. - * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) - * flags. Default texture sampling mode is linear, and wrap mode is repeat. - * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap - * mode. - * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic - * sampling. - * _skip = Skip top level mips when parsing texture. - * _info = When non-`NULL` is specified it returns parsed texture information. - */ - alias da_bgfx_create_texture = bgfx_texture_handle_t function(const(bgfx_memory_t)* _mem, ulong _flags, ubyte _skip, bgfx_texture_info_t* _info); - da_bgfx_create_texture bgfx_create_texture; - - /** - * Create 2D texture. - * Params: - * _width = Width. - * _height = Height. - * _hasMips = Indicates that texture contains full mip-map chain. - * _numLayers = Number of layers in texture array. Must be 1 if caps - * `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set. - * _format = Texture format. See: `TextureFormat::Enum`. - * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) - * flags. Default texture sampling mode is linear, and wrap mode is repeat. - * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap - * mode. - * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic - * sampling. - * _mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If - * `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than - * 1, expected memory layout is texture and all mips together for each array element. - */ - alias da_bgfx_create_texture_2d = bgfx_texture_handle_t function(ushort _width, ushort _height, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags, const(bgfx_memory_t)* _mem); - da_bgfx_create_texture_2d bgfx_create_texture_2d; - - /** - * Create texture with size based on back-buffer ratio. Texture will maintain ratio - * if back buffer resolution changes. - * Params: - * _ratio = Texture size in respect to back-buffer size. See: `BackbufferRatio::Enum`. - * _hasMips = Indicates that texture contains full mip-map chain. - * _numLayers = Number of layers in texture array. Must be 1 if caps - * `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set. - * _format = Texture format. See: `TextureFormat::Enum`. - * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) - * flags. Default texture sampling mode is linear, and wrap mode is repeat. - * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap - * mode. - * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic - * sampling. - */ - alias da_bgfx_create_texture_2d_scaled = bgfx_texture_handle_t function(bgfx_backbuffer_ratio_t _ratio, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags); - da_bgfx_create_texture_2d_scaled bgfx_create_texture_2d_scaled; - - /** - * Create 3D texture. - * Params: - * _width = Width. - * _height = Height. - * _depth = Depth. - * _hasMips = Indicates that texture contains full mip-map chain. - * _format = Texture format. See: `TextureFormat::Enum`. - * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) - * flags. Default texture sampling mode is linear, and wrap mode is repeat. - * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap - * mode. - * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic - * sampling. - * _mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If - * `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than - * 1, expected memory layout is texture and all mips together for each array element. - */ - alias da_bgfx_create_texture_3d = bgfx_texture_handle_t function(ushort _width, ushort _height, ushort _depth, bool _hasMips, bgfx_texture_format_t _format, ulong _flags, const(bgfx_memory_t)* _mem); - da_bgfx_create_texture_3d bgfx_create_texture_3d; - - /** - * Create Cube texture. - * Params: - * _size = Cube side size. - * _hasMips = Indicates that texture contains full mip-map chain. - * _numLayers = Number of layers in texture array. Must be 1 if caps - * `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set. - * _format = Texture format. See: `TextureFormat::Enum`. - * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) - * flags. Default texture sampling mode is linear, and wrap mode is repeat. - * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap - * mode. - * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic - * sampling. - * _mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If - * `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than - * 1, expected memory layout is texture and all mips together for each array element. - */ - alias da_bgfx_create_texture_cube = bgfx_texture_handle_t function(ushort _size, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags, const(bgfx_memory_t)* _mem); - da_bgfx_create_texture_cube bgfx_create_texture_cube; - - /** - * Update 2D texture. - * Attention: It's valid to update only mutable texture. See `bgfx::createTexture2D` for more info. - * Params: - * _handle = Texture handle. - * _layer = Layer in texture array. - * _mip = Mip level. - * _x = X offset in texture. - * _y = Y offset in texture. - * _width = Width of texture block. - * _height = Height of texture block. - * _mem = Texture update data. - * _pitch = Pitch of input image (bytes). When _pitch is set to - * UINT16_MAX, it will be calculated internally based on _width. - */ - alias da_bgfx_update_texture_2d = void function(bgfx_texture_handle_t _handle, ushort _layer, ubyte _mip, ushort _x, ushort _y, ushort _width, ushort _height, const(bgfx_memory_t)* _mem, ushort _pitch); - da_bgfx_update_texture_2d bgfx_update_texture_2d; - - /** - * Update 3D texture. - * Attention: It's valid to update only mutable texture. See `bgfx::createTexture3D` for more info. - * Params: - * _handle = Texture handle. - * _mip = Mip level. - * _x = X offset in texture. - * _y = Y offset in texture. - * _z = Z offset in texture. - * _width = Width of texture block. - * _height = Height of texture block. - * _depth = Depth of texture block. - * _mem = Texture update data. - */ - alias da_bgfx_update_texture_3d = void function(bgfx_texture_handle_t _handle, ubyte _mip, ushort _x, ushort _y, ushort _z, ushort _width, ushort _height, ushort _depth, const(bgfx_memory_t)* _mem); - da_bgfx_update_texture_3d bgfx_update_texture_3d; - - /** - * Update Cube texture. - * Attention: It's valid to update only mutable texture. See `bgfx::createTextureCube` for more info. - * Params: - * _handle = Texture handle. - * _layer = Layer in texture array. - * _side = Cubemap side `BGFX_CUBE_MAP__`, - * where 0 is +X, 1 is -X, 2 is +Y, 3 is -Y, 4 is +Z, and 5 is -Z. - * +----------+ - * |-z 2| - * | ^ +y | - * | | | Unfolded cube: - * | +---->+x | - * +----------+----------+----------+----------+ - * |+y 1|+y 4|+y 0|+y 5| - * | ^ -x | ^ +z | ^ +x | ^ -z | - * | | | | | | | | | - * | +---->+z | +---->+x | +---->-z | +---->-x | - * +----------+----------+----------+----------+ - * |+z 3| - * | ^ -y | - * | | | - * | +---->+x | - * +----------+ - * _mip = Mip level. - * _x = X offset in texture. - * _y = Y offset in texture. - * _width = Width of texture block. - * _height = Height of texture block. - * _mem = Texture update data. - * _pitch = Pitch of input image (bytes). When _pitch is set to - * UINT16_MAX, it will be calculated internally based on _width. - */ - alias da_bgfx_update_texture_cube = void function(bgfx_texture_handle_t _handle, ushort _layer, ubyte _side, ubyte _mip, ushort _x, ushort _y, ushort _width, ushort _height, const(bgfx_memory_t)* _mem, ushort _pitch); - da_bgfx_update_texture_cube bgfx_update_texture_cube; - - /** - * Read back texture content. - * Attention: Texture must be created with `BGFX_TEXTURE_READ_BACK` flag. - * Attention: Availability depends on: `BGFX_CAPS_TEXTURE_READ_BACK`. - * Params: - * _handle = Texture handle. - * _data = Destination buffer. - * _mip = Mip level. - */ - alias da_bgfx_read_texture = uint function(bgfx_texture_handle_t _handle, void* _data, ubyte _mip); - da_bgfx_read_texture bgfx_read_texture; - - /** - * Set texture debug name. - * Params: - * _handle = Texture handle. - * _name = Texture name. - * _len = Texture name length (if length is INT32_MAX, it's expected - * that _name is zero terminated string. - */ - alias da_bgfx_set_texture_name = void function(bgfx_texture_handle_t _handle, const(char)* _name, int _len); - da_bgfx_set_texture_name bgfx_set_texture_name; - - /** - * Returns texture direct access pointer. - * Attention: Availability depends on: `BGFX_CAPS_TEXTURE_DIRECT_ACCESS`. This feature - * is available on GPUs that have unified memory architecture (UMA) support. - * Params: - * _handle = Texture handle. - */ - alias da_bgfx_get_direct_access_ptr = void* function(bgfx_texture_handle_t _handle); - da_bgfx_get_direct_access_ptr bgfx_get_direct_access_ptr; - - /** - * Destroy texture. - * Params: - * _handle = Texture handle. - */ - alias da_bgfx_destroy_texture = void function(bgfx_texture_handle_t _handle); - da_bgfx_destroy_texture bgfx_destroy_texture; - - /** - * Create frame buffer (simple). - * Params: - * _width = Texture width. - * _height = Texture height. - * _format = Texture format. See: `TextureFormat::Enum`. - * _textureFlags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) - * flags. Default texture sampling mode is linear, and wrap mode is repeat. - * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap - * mode. - * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic - * sampling. - */ - alias da_bgfx_create_frame_buffer = bgfx_frame_buffer_handle_t function(ushort _width, ushort _height, bgfx_texture_format_t _format, ulong _textureFlags); - da_bgfx_create_frame_buffer bgfx_create_frame_buffer; - - /** - * Create frame buffer with size based on back-buffer ratio. Frame buffer will maintain ratio - * if back buffer resolution changes. - * Params: - * _ratio = Frame buffer size in respect to back-buffer size. See: - * `BackbufferRatio::Enum`. - * _format = Texture format. See: `TextureFormat::Enum`. - * _textureFlags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) - * flags. Default texture sampling mode is linear, and wrap mode is repeat. - * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap - * mode. - * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic - * sampling. - */ - alias da_bgfx_create_frame_buffer_scaled = bgfx_frame_buffer_handle_t function(bgfx_backbuffer_ratio_t _ratio, bgfx_texture_format_t _format, ulong _textureFlags); - da_bgfx_create_frame_buffer_scaled bgfx_create_frame_buffer_scaled; - - /** - * Create MRT frame buffer from texture handles (simple). - * Params: - * _num = Number of texture handles. - * _handles = Texture attachments. - * _destroyTexture = If true, textures will be destroyed when - * frame buffer is destroyed. - */ - alias da_bgfx_create_frame_buffer_from_handles = bgfx_frame_buffer_handle_t function(ubyte _num, const(bgfx_texture_handle_t)* _handles, bool _destroyTexture); - da_bgfx_create_frame_buffer_from_handles bgfx_create_frame_buffer_from_handles; - - /** - * Create MRT frame buffer from texture handles with specific layer and - * mip level. - * Params: - * _num = Number of attachments. - * _attachment = Attachment texture info. See: `bgfx::Attachment`. - * _destroyTexture = If true, textures will be destroyed when - * frame buffer is destroyed. - */ - alias da_bgfx_create_frame_buffer_from_attachment = bgfx_frame_buffer_handle_t function(ubyte _num, const(bgfx_attachment_t)* _attachment, bool _destroyTexture); - da_bgfx_create_frame_buffer_from_attachment bgfx_create_frame_buffer_from_attachment; - - /** - * Create frame buffer for multiple window rendering. - * Remarks: - * Frame buffer cannot be used for sampling. - * Attention: Availability depends on: `BGFX_CAPS_SWAP_CHAIN`. - * Params: - * _nwh = OS' target native window handle. - * _width = Window back buffer width. - * _height = Window back buffer height. - * _format = Window back buffer color format. - * _depthFormat = Window back buffer depth format. - */ - alias da_bgfx_create_frame_buffer_from_nwh = bgfx_frame_buffer_handle_t function(void* _nwh, ushort _width, ushort _height, bgfx_texture_format_t _format, bgfx_texture_format_t _depthFormat); - da_bgfx_create_frame_buffer_from_nwh bgfx_create_frame_buffer_from_nwh; - - /** - * Set frame buffer debug name. - * Params: - * _handle = Frame buffer handle. - * _name = Frame buffer name. - * _len = Frame buffer name length (if length is INT32_MAX, it's expected - * that _name is zero terminated string. - */ - alias da_bgfx_set_frame_buffer_name = void function(bgfx_frame_buffer_handle_t _handle, const(char)* _name, int _len); - da_bgfx_set_frame_buffer_name bgfx_set_frame_buffer_name; - - /** - * Obtain texture handle of frame buffer attachment. - * Params: - * _handle = Frame buffer handle. - */ - alias da_bgfx_get_texture = bgfx_texture_handle_t function(bgfx_frame_buffer_handle_t _handle, ubyte _attachment); - da_bgfx_get_texture bgfx_get_texture; - - /** - * Destroy frame buffer. - * Params: - * _handle = Frame buffer handle. - */ - alias da_bgfx_destroy_frame_buffer = void function(bgfx_frame_buffer_handle_t _handle); - da_bgfx_destroy_frame_buffer bgfx_destroy_frame_buffer; - - /** - * Create shader uniform parameter. - * Remarks: - * 1. Uniform names are unique. It's valid to call `bgfx::createUniform` - * multiple times with the same uniform name. The library will always - * return the same handle, but the handle reference count will be - * incremented. This means that the same number of `bgfx::destroyUniform` - * must be called to properly destroy the uniform. - * 2. Predefined uniforms (declared in `bgfx_shader.sh`): - * - `u_viewRect vec4(x, y, width, height)` - view rectangle for current - * view, in pixels. - * - `u_viewTexel vec4(1.0/width, 1.0/height, undef, undef)` - inverse - * width and height - * - `u_view mat4` - view matrix - * - `u_invView mat4` - inverted view matrix - * - `u_proj mat4` - projection matrix - * - `u_invProj mat4` - inverted projection matrix - * - `u_viewProj mat4` - concatenated view projection matrix - * - `u_invViewProj mat4` - concatenated inverted view projection matrix - * - `u_model mat4[BGFX_CONFIG_MAX_BONES]` - array of model matrices. - * - `u_modelView mat4` - concatenated model view matrix, only first - * model matrix from array is used. - * - `u_modelViewProj mat4` - concatenated model view projection matrix. - * - `u_alphaRef float` - alpha reference value for alpha test. - * Params: - * _name = Uniform name in shader. - * _type = Type of uniform (See: `bgfx::UniformType`). - * _num = Number of elements in array. - */ - alias da_bgfx_create_uniform = bgfx_uniform_handle_t function(const(char)* _name, bgfx_uniform_type_t _type, ushort _num); - da_bgfx_create_uniform bgfx_create_uniform; - - /** - * Retrieve uniform info. - * Params: - * _handle = Handle to uniform object. - * _info = Uniform info. - */ - alias da_bgfx_get_uniform_info = void function(bgfx_uniform_handle_t _handle, bgfx_uniform_info_t* _info); - da_bgfx_get_uniform_info bgfx_get_uniform_info; - - /** - * Destroy shader uniform parameter. - * Params: - * _handle = Handle to uniform object. - */ - alias da_bgfx_destroy_uniform = void function(bgfx_uniform_handle_t _handle); - da_bgfx_destroy_uniform bgfx_destroy_uniform; - - /** - * Create occlusion query. - */ - alias da_bgfx_create_occlusion_query = bgfx_occlusion_query_handle_t function(); - da_bgfx_create_occlusion_query bgfx_create_occlusion_query; - - /** - * Retrieve occlusion query result from previous frame. - * Params: - * _handle = Handle to occlusion query object. - * _result = Number of pixels that passed test. This argument - * can be `NULL` if result of occlusion query is not needed. - */ - alias da_bgfx_get_result = bgfx_occlusion_query_result_t function(bgfx_occlusion_query_handle_t _handle, int* _result); - da_bgfx_get_result bgfx_get_result; - - /** - * Destroy occlusion query. - * Params: - * _handle = Handle to occlusion query object. - */ - alias da_bgfx_destroy_occlusion_query = void function(bgfx_occlusion_query_handle_t _handle); - da_bgfx_destroy_occlusion_query bgfx_destroy_occlusion_query; - - /** - * Set palette color value. - * Params: - * _index = Index into palette. - * _rgba = RGBA floating point values. - */ - alias da_bgfx_set_palette_color = void function(ubyte _index, const float[4] _rgba); - da_bgfx_set_palette_color bgfx_set_palette_color; - - /** - * Set palette color value. - * Params: - * _index = Index into palette. - * _rgba = Packed 32-bit RGBA value. - */ - alias da_bgfx_set_palette_color_rgba8 = void function(ubyte _index, uint _rgba); - da_bgfx_set_palette_color_rgba8 bgfx_set_palette_color_rgba8; - - /** - * Set view name. - * Remarks: - * This is debug only feature. - * In graphics debugger view name will appear as: - * "nnnc " - * ^ ^ ^ - * | +--- compute (C) - * +------ view id - * Params: - * _id = View id. - * _name = View name. - */ - alias da_bgfx_set_view_name = void function(bgfx_view_id_t _id, const(char)* _name); - da_bgfx_set_view_name bgfx_set_view_name; - - /** - * Set view rectangle. Draw primitive outside view will be clipped. - * Params: - * _id = View id. - * _x = Position x from the left corner of the window. - * _y = Position y from the top corner of the window. - * _width = Width of view port region. - * _height = Height of view port region. - */ - alias da_bgfx_set_view_rect = void function(bgfx_view_id_t _id, ushort _x, ushort _y, ushort _width, ushort _height); - da_bgfx_set_view_rect bgfx_set_view_rect; - - /** - * Set view rectangle. Draw primitive outside view will be clipped. - * Params: - * _id = View id. - * _x = Position x from the left corner of the window. - * _y = Position y from the top corner of the window. - * _ratio = Width and height will be set in respect to back-buffer size. - * See: `BackbufferRatio::Enum`. - */ - alias da_bgfx_set_view_rect_ratio = void function(bgfx_view_id_t _id, ushort _x, ushort _y, bgfx_backbuffer_ratio_t _ratio); - da_bgfx_set_view_rect_ratio bgfx_set_view_rect_ratio; - - /** - * Set view scissor. Draw primitive outside view will be clipped. When - * _x, _y, _width and _height are set to 0, scissor will be disabled. - * Params: - * _id = View id. - * _x = Position x from the left corner of the window. - * _y = Position y from the top corner of the window. - * _width = Width of view scissor region. - * _height = Height of view scissor region. - */ - alias da_bgfx_set_view_scissor = void function(bgfx_view_id_t _id, ushort _x, ushort _y, ushort _width, ushort _height); - da_bgfx_set_view_scissor bgfx_set_view_scissor; - - /** - * Set view clear flags. - * Params: - * _id = View id. - * _flags = Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear - * operation. See: `BGFX_CLEAR_*`. - * _rgba = Color clear value. - * _depth = Depth clear value. - * _stencil = Stencil clear value. - */ - alias da_bgfx_set_view_clear = void function(bgfx_view_id_t _id, ushort _flags, uint _rgba, float _depth, ubyte _stencil); - da_bgfx_set_view_clear bgfx_set_view_clear; - - /** - * Set view clear flags with different clear color for each - * frame buffer texture. `bgfx::setPaletteColor` must be used to set up a - * clear color palette. - * Params: - * _id = View id. - * _flags = Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear - * operation. See: `BGFX_CLEAR_*`. - * _depth = Depth clear value. - * _stencil = Stencil clear value. - * _c0 = Palette index for frame buffer attachment 0. - * _c1 = Palette index for frame buffer attachment 1. - * _c2 = Palette index for frame buffer attachment 2. - * _c3 = Palette index for frame buffer attachment 3. - * _c4 = Palette index for frame buffer attachment 4. - * _c5 = Palette index for frame buffer attachment 5. - * _c6 = Palette index for frame buffer attachment 6. - * _c7 = Palette index for frame buffer attachment 7. - */ - alias da_bgfx_set_view_clear_mrt = void function(bgfx_view_id_t _id, ushort _flags, float _depth, ubyte _stencil, ubyte _c0, ubyte _c1, ubyte _c2, ubyte _c3, ubyte _c4, ubyte _c5, ubyte _c6, ubyte _c7); - da_bgfx_set_view_clear_mrt bgfx_set_view_clear_mrt; - - /** - * Set view sorting mode. - * Remarks: - * View mode must be set prior calling `bgfx::submit` for the view. - * Params: - * _id = View id. - * _mode = View sort mode. See `ViewMode::Enum`. - */ - alias da_bgfx_set_view_mode = void function(bgfx_view_id_t _id, bgfx_view_mode_t _mode); - da_bgfx_set_view_mode bgfx_set_view_mode; - - /** - * Set view frame buffer. - * Remarks: - * Not persistent after `bgfx::reset` call. - * Params: - * _id = View id. - * _handle = Frame buffer handle. Passing `BGFX_INVALID_HANDLE` as - * frame buffer handle will draw primitives from this view into - * default back buffer. - */ - alias da_bgfx_set_view_frame_buffer = void function(bgfx_view_id_t _id, bgfx_frame_buffer_handle_t _handle); - da_bgfx_set_view_frame_buffer bgfx_set_view_frame_buffer; - - /** - * Set view's view matrix and projection matrix, - * all draw primitives in this view will use these two matrices. - * Params: - * _id = View id. - * _view = View matrix. - * _proj = Projection matrix. - */ - alias da_bgfx_set_view_transform = void function(bgfx_view_id_t _id, const(void)* _view, const(void)* _proj); - da_bgfx_set_view_transform bgfx_set_view_transform; - - /** - * Post submit view reordering. - * Params: - * _id = First view id. - * _num = Number of views to remap. - * _order = View remap id table. Passing `NULL` will reset view ids - * to default state. - */ - alias da_bgfx_set_view_order = void function(bgfx_view_id_t _id, ushort _num, const(bgfx_view_id_t)* _order); - da_bgfx_set_view_order bgfx_set_view_order; - - /** - * Reset all view settings to default. - */ - alias da_bgfx_reset_view = void function(bgfx_view_id_t _id); - da_bgfx_reset_view bgfx_reset_view; - - /** - * Begin submitting draw calls from thread. - * Params: - * _forThread = Explicitly request an encoder for a worker thread. - */ - alias da_bgfx_encoder_begin = bgfx_encoder_t* function(bool _forThread); - da_bgfx_encoder_begin bgfx_encoder_begin; - - /** - * End submitting draw calls from thread. - * Params: - * _encoder = Encoder. - */ - alias da_bgfx_encoder_end = void function(bgfx_encoder_t* _encoder); - da_bgfx_encoder_end bgfx_encoder_end; - - /** - * Sets a debug marker. This allows you to group graphics calls together for easy browsing in - * graphics debugging tools. - * Params: - * _marker = Marker string. - */ - alias da_bgfx_encoder_set_marker = void function(bgfx_encoder_t* _this, const(char)* _marker); - da_bgfx_encoder_set_marker bgfx_encoder_set_marker; - - /** - * Set render states for draw primitive. - * Remarks: - * 1. To set up more complex states use: - * `BGFX_STATE_ALPHA_REF(_ref)`, - * `BGFX_STATE_POINT_SIZE(_size)`, - * `BGFX_STATE_BLEND_FUNC(_src, _dst)`, - * `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`, - * `BGFX_STATE_BLEND_EQUATION(_equation)`, - * `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)` - * 2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend - * equation is specified. - * Params: - * _state = State flags. Default state for primitive type is - * triangles. See: `BGFX_STATE_DEFAULT`. - * - `BGFX_STATE_DEPTH_TEST_*` - Depth test function. - * - `BGFX_STATE_BLEND_*` - See remark 1 about BGFX_STATE_BLEND_FUNC. - * - `BGFX_STATE_BLEND_EQUATION_*` - See remark 2. - * - `BGFX_STATE_CULL_*` - Backface culling mode. - * - `BGFX_STATE_WRITE_*` - Enable R, G, B, A or Z write. - * - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing. - * - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type. - * _rgba = Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and - * `BGFX_STATE_BLEND_INV_FACTOR` blend modes. - */ - alias da_bgfx_encoder_set_state = void function(bgfx_encoder_t* _this, ulong _state, uint _rgba); - da_bgfx_encoder_set_state bgfx_encoder_set_state; - - /** - * Set condition for rendering. - * Params: - * _handle = Occlusion query handle. - * _visible = Render if occlusion query is visible. - */ - alias da_bgfx_encoder_set_condition = void function(bgfx_encoder_t* _this, bgfx_occlusion_query_handle_t _handle, bool _visible); - da_bgfx_encoder_set_condition bgfx_encoder_set_condition; - - /** - * Set stencil test state. - * Params: - * _fstencil = Front stencil state. - * _bstencil = Back stencil state. If back is set to `BGFX_STENCIL_NONE` - * _fstencil is applied to both front and back facing primitives. - */ - alias da_bgfx_encoder_set_stencil = void function(bgfx_encoder_t* _this, uint _fstencil, uint _bstencil); - da_bgfx_encoder_set_stencil bgfx_encoder_set_stencil; - - /** - * Set scissor for draw primitive. - * Remarks: - * To scissor for all primitives in view see `bgfx::setViewScissor`. - * Params: - * _x = Position x from the left corner of the window. - * _y = Position y from the top corner of the window. - * _width = Width of view scissor region. - * _height = Height of view scissor region. - */ - alias da_bgfx_encoder_set_scissor = ushort function(bgfx_encoder_t* _this, ushort _x, ushort _y, ushort _width, ushort _height); - da_bgfx_encoder_set_scissor bgfx_encoder_set_scissor; - - /** - * Set scissor from cache for draw primitive. - * Remarks: - * To scissor for all primitives in view see `bgfx::setViewScissor`. - * Params: - * _cache = Index in scissor cache. - */ - alias da_bgfx_encoder_set_scissor_cached = void function(bgfx_encoder_t* _this, ushort _cache); - da_bgfx_encoder_set_scissor_cached bgfx_encoder_set_scissor_cached; - - /** - * Set model matrix for draw primitive. If it is not called, - * the model will be rendered with an identity model matrix. - * Params: - * _mtx = Pointer to first matrix in array. - * _num = Number of matrices in array. - */ - alias da_bgfx_encoder_set_transform = uint function(bgfx_encoder_t* _this, const(void)* _mtx, ushort _num); - da_bgfx_encoder_set_transform bgfx_encoder_set_transform; - - /** - * Set model matrix from matrix cache for draw primitive. - * Params: - * _cache = Index in matrix cache. - * _num = Number of matrices from cache. - */ - alias da_bgfx_encoder_set_transform_cached = void function(bgfx_encoder_t* _this, uint _cache, ushort _num); - da_bgfx_encoder_set_transform_cached bgfx_encoder_set_transform_cached; - - /** - * Reserve matrices in internal matrix cache. - * Attention: Pointer returned can be modified until `bgfx::frame` is called. - * Params: - * _transform = Pointer to `Transform` structure. - * _num = Number of matrices. - */ - alias da_bgfx_encoder_alloc_transform = uint function(bgfx_encoder_t* _this, bgfx_transform_t* _transform, ushort _num); - da_bgfx_encoder_alloc_transform bgfx_encoder_alloc_transform; - - /** - * Set shader uniform parameter for draw primitive. - * Params: - * _handle = Uniform. - * _value = Pointer to uniform data. - * _num = Number of elements. Passing `UINT16_MAX` will - * use the _num passed on uniform creation. - */ - alias da_bgfx_encoder_set_uniform = void function(bgfx_encoder_t* _this, bgfx_uniform_handle_t _handle, const(void)* _value, ushort _num); - da_bgfx_encoder_set_uniform bgfx_encoder_set_uniform; - - /** - * Set index buffer for draw primitive. - * Params: - * _handle = Index buffer. - * _firstIndex = First index to render. - * _numIndices = Number of indices to render. - */ - alias da_bgfx_encoder_set_index_buffer = void function(bgfx_encoder_t* _this, bgfx_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices); - da_bgfx_encoder_set_index_buffer bgfx_encoder_set_index_buffer; - - /** - * Set index buffer for draw primitive. - * Params: - * _handle = Dynamic index buffer. - * _firstIndex = First index to render. - * _numIndices = Number of indices to render. - */ - alias da_bgfx_encoder_set_dynamic_index_buffer = void function(bgfx_encoder_t* _this, bgfx_dynamic_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices); - da_bgfx_encoder_set_dynamic_index_buffer bgfx_encoder_set_dynamic_index_buffer; - - /** - * Set index buffer for draw primitive. - * Params: - * _tib = Transient index buffer. - * _firstIndex = First index to render. - * _numIndices = Number of indices to render. - */ - alias da_bgfx_encoder_set_transient_index_buffer = void function(bgfx_encoder_t* _this, const(bgfx_transient_index_buffer_t)* _tib, uint _firstIndex, uint _numIndices); - da_bgfx_encoder_set_transient_index_buffer bgfx_encoder_set_transient_index_buffer; - - /** - * Set vertex buffer for draw primitive. - * Params: - * _stream = Vertex stream. - * _handle = Vertex buffer. - * _startVertex = First vertex to render. - * _numVertices = Number of vertices to render. - */ - alias da_bgfx_encoder_set_vertex_buffer = void function(bgfx_encoder_t* _this, ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices); - da_bgfx_encoder_set_vertex_buffer bgfx_encoder_set_vertex_buffer; - - /** - * Set vertex buffer for draw primitive. - * Params: - * _stream = Vertex stream. - * _handle = Vertex buffer. - * _startVertex = First vertex to render. - * _numVertices = Number of vertices to render. - * _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid - * handle is used, vertex layout used for creation - * of vertex buffer will be used. - */ - alias da_bgfx_encoder_set_vertex_buffer_with_layout = void function(bgfx_encoder_t* _this, ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle); - da_bgfx_encoder_set_vertex_buffer_with_layout bgfx_encoder_set_vertex_buffer_with_layout; - - /** - * Set vertex buffer for draw primitive. - * Params: - * _stream = Vertex stream. - * _handle = Dynamic vertex buffer. - * _startVertex = First vertex to render. - * _numVertices = Number of vertices to render. - */ - alias da_bgfx_encoder_set_dynamic_vertex_buffer = void function(bgfx_encoder_t* _this, ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices); - da_bgfx_encoder_set_dynamic_vertex_buffer bgfx_encoder_set_dynamic_vertex_buffer; - - alias da_bgfx_encoder_set_dynamic_vertex_buffer_with_layout = void function(bgfx_encoder_t* _this, ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle); - da_bgfx_encoder_set_dynamic_vertex_buffer_with_layout bgfx_encoder_set_dynamic_vertex_buffer_with_layout; - - /** - * Set vertex buffer for draw primitive. - * Params: - * _stream = Vertex stream. - * _tvb = Transient vertex buffer. - * _startVertex = First vertex to render. - * _numVertices = Number of vertices to render. - */ - alias da_bgfx_encoder_set_transient_vertex_buffer = void function(bgfx_encoder_t* _this, ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices); - da_bgfx_encoder_set_transient_vertex_buffer bgfx_encoder_set_transient_vertex_buffer; - - /** - * Set vertex buffer for draw primitive. - * Params: - * _stream = Vertex stream. - * _tvb = Transient vertex buffer. - * _startVertex = First vertex to render. - * _numVertices = Number of vertices to render. - * _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid - * handle is used, vertex layout used for creation - * of vertex buffer will be used. - */ - alias da_bgfx_encoder_set_transient_vertex_buffer_with_layout = void function(bgfx_encoder_t* _this, ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle); - da_bgfx_encoder_set_transient_vertex_buffer_with_layout bgfx_encoder_set_transient_vertex_buffer_with_layout; - - /** - * Set number of vertices for auto generated vertices use in conjunction - * with gl_VertexID. - * Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`. - * Params: - * _numVertices = Number of vertices. - */ - alias da_bgfx_encoder_set_vertex_count = void function(bgfx_encoder_t* _this, uint _numVertices); - da_bgfx_encoder_set_vertex_count bgfx_encoder_set_vertex_count; - - /** - * Set instance data buffer for draw primitive. - * Params: - * _idb = Transient instance data buffer. - * _start = First instance data. - * _num = Number of data instances. - */ - alias da_bgfx_encoder_set_instance_data_buffer = void function(bgfx_encoder_t* _this, const(bgfx_instance_data_buffer_t)* _idb, uint _start, uint _num); - da_bgfx_encoder_set_instance_data_buffer bgfx_encoder_set_instance_data_buffer; - - /** - * Set instance data buffer for draw primitive. - * Params: - * _handle = Vertex buffer. - * _startVertex = First instance data. - * _num = Number of data instances. - */ - alias da_bgfx_encoder_set_instance_data_from_vertex_buffer = void function(bgfx_encoder_t* _this, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _num); - da_bgfx_encoder_set_instance_data_from_vertex_buffer bgfx_encoder_set_instance_data_from_vertex_buffer; - - /** - * Set instance data buffer for draw primitive. - * Params: - * _handle = Dynamic vertex buffer. - * _startVertex = First instance data. - * _num = Number of data instances. - */ - alias da_bgfx_encoder_set_instance_data_from_dynamic_vertex_buffer = void function(bgfx_encoder_t* _this, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _num); - da_bgfx_encoder_set_instance_data_from_dynamic_vertex_buffer bgfx_encoder_set_instance_data_from_dynamic_vertex_buffer; - - /** - * Set number of instances for auto generated instances use in conjunction - * with gl_InstanceID. - * Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`. - */ - alias da_bgfx_encoder_set_instance_count = void function(bgfx_encoder_t* _this, uint _numInstances); - da_bgfx_encoder_set_instance_count bgfx_encoder_set_instance_count; - - /** - * Set texture stage for draw primitive. - * Params: - * _stage = Texture unit. - * _sampler = Program sampler. - * _handle = Texture handle. - * _flags = Texture sampling mode. Default value UINT32_MAX uses - * texture sampling settings from the texture. - * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap - * mode. - * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic - * sampling. - */ - alias da_bgfx_encoder_set_texture = void function(bgfx_encoder_t* _this, ubyte _stage, bgfx_uniform_handle_t _sampler, bgfx_texture_handle_t _handle, uint _flags); - da_bgfx_encoder_set_texture bgfx_encoder_set_texture; - - /** - * Submit an empty primitive for rendering. Uniforms and draw state - * will be applied but no geometry will be submitted. Useful in cases - * when no other draw/compute primitive is submitted to view, but it's - * desired to execute clear view. - * Remarks: - * These empty draw calls will sort before ordinary draw calls. - * Params: - * _id = View id. - */ - alias da_bgfx_encoder_touch = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id); - da_bgfx_encoder_touch bgfx_encoder_touch; - - /** - * Submit primitive for rendering. - * Params: - * _id = View id. - * _program = Program. - * _depth = Depth for sorting. - * _flags = Discard or preserve states. See `BGFX_DISCARD_*`. - */ - alias da_bgfx_encoder_submit = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _depth, ubyte _flags); - da_bgfx_encoder_submit bgfx_encoder_submit; - - /** - * Submit primitive with occlusion query for rendering. - * Params: - * _id = View id. - * _program = Program. - * _occlusionQuery = Occlusion query. - * _depth = Depth for sorting. - * _flags = Discard or preserve states. See `BGFX_DISCARD_*`. - */ - alias da_bgfx_encoder_submit_occlusion_query = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_occlusion_query_handle_t _occlusionQuery, uint _depth, ubyte _flags); - da_bgfx_encoder_submit_occlusion_query bgfx_encoder_submit_occlusion_query; - - /** - * Submit primitive for rendering with index and instance data info from - * indirect buffer. - * Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT`. - * Params: - * _id = View id. - * _program = Program. - * _indirectHandle = Indirect buffer. - * _start = First element in indirect buffer. - * _num = Number of draws. - * _depth = Depth for sorting. - * _flags = Discard or preserve states. See `BGFX_DISCARD_*`. - */ - alias da_bgfx_encoder_submit_indirect = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, uint _depth, ubyte _flags); - da_bgfx_encoder_submit_indirect bgfx_encoder_submit_indirect; - - /** - * Submit primitive for rendering with index and instance data info and - * draw count from indirect buffers. - * Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT_COUNT`. - * Params: - * _id = View id. - * _program = Program. - * _indirectHandle = Indirect buffer. - * _start = First element in indirect buffer. - * _numHandle = Buffer for number of draws. Must be - * created with `BGFX_BUFFER_INDEX32` and `BGFX_BUFFER_DRAW_INDIRECT`. - * _numIndex = Element in number buffer. - * _numMax = Max number of draws. - * _depth = Depth for sorting. - * _flags = Discard or preserve states. See `BGFX_DISCARD_*`. - */ - alias da_bgfx_encoder_submit_indirect_count = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, bgfx_index_buffer_handle_t _numHandle, uint _numIndex, ushort _numMax, uint _depth, ubyte _flags); - da_bgfx_encoder_submit_indirect_count bgfx_encoder_submit_indirect_count; - - /** - * Set compute index buffer. - * Params: - * _stage = Compute stage. - * _handle = Index buffer handle. - * _access = Buffer access. See `Access::Enum`. - */ - alias da_bgfx_encoder_set_compute_index_buffer = void function(bgfx_encoder_t* _this, ubyte _stage, bgfx_index_buffer_handle_t _handle, bgfx_access_t _access); - da_bgfx_encoder_set_compute_index_buffer bgfx_encoder_set_compute_index_buffer; - - /** - * Set compute vertex buffer. - * Params: - * _stage = Compute stage. - * _handle = Vertex buffer handle. - * _access = Buffer access. See `Access::Enum`. - */ - alias da_bgfx_encoder_set_compute_vertex_buffer = void function(bgfx_encoder_t* _this, ubyte _stage, bgfx_vertex_buffer_handle_t _handle, bgfx_access_t _access); - da_bgfx_encoder_set_compute_vertex_buffer bgfx_encoder_set_compute_vertex_buffer; - - /** - * Set compute dynamic index buffer. - * Params: - * _stage = Compute stage. - * _handle = Dynamic index buffer handle. - * _access = Buffer access. See `Access::Enum`. - */ - alias da_bgfx_encoder_set_compute_dynamic_index_buffer = void function(bgfx_encoder_t* _this, ubyte _stage, bgfx_dynamic_index_buffer_handle_t _handle, bgfx_access_t _access); - da_bgfx_encoder_set_compute_dynamic_index_buffer bgfx_encoder_set_compute_dynamic_index_buffer; - - /** - * Set compute dynamic vertex buffer. - * Params: - * _stage = Compute stage. - * _handle = Dynamic vertex buffer handle. - * _access = Buffer access. See `Access::Enum`. - */ - alias da_bgfx_encoder_set_compute_dynamic_vertex_buffer = void function(bgfx_encoder_t* _this, ubyte _stage, bgfx_dynamic_vertex_buffer_handle_t _handle, bgfx_access_t _access); - da_bgfx_encoder_set_compute_dynamic_vertex_buffer bgfx_encoder_set_compute_dynamic_vertex_buffer; - - /** - * Set compute indirect buffer. - * Params: - * _stage = Compute stage. - * _handle = Indirect buffer handle. - * _access = Buffer access. See `Access::Enum`. - */ - alias da_bgfx_encoder_set_compute_indirect_buffer = void function(bgfx_encoder_t* _this, ubyte _stage, bgfx_indirect_buffer_handle_t _handle, bgfx_access_t _access); - da_bgfx_encoder_set_compute_indirect_buffer bgfx_encoder_set_compute_indirect_buffer; - - /** - * Set compute image from texture. - * Params: - * _stage = Compute stage. - * _handle = Texture handle. - * _mip = Mip level. - * _access = Image access. See `Access::Enum`. - * _format = Texture format. See: `TextureFormat::Enum`. - */ - alias da_bgfx_encoder_set_image = void function(bgfx_encoder_t* _this, ubyte _stage, bgfx_texture_handle_t _handle, ubyte _mip, bgfx_access_t _access, bgfx_texture_format_t _format); - da_bgfx_encoder_set_image bgfx_encoder_set_image; - - /** - * Dispatch compute. - * Params: - * _id = View id. - * _program = Compute program. - * _numX = Number of groups X. - * _numY = Number of groups Y. - * _numZ = Number of groups Z. - * _flags = Discard or preserve states. See `BGFX_DISCARD_*`. - */ - alias da_bgfx_encoder_dispatch = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _numX, uint _numY, uint _numZ, ubyte _flags); - da_bgfx_encoder_dispatch bgfx_encoder_dispatch; - - /** - * Dispatch compute indirect. - * Params: - * _id = View id. - * _program = Compute program. - * _indirectHandle = Indirect buffer. - * _start = First element in indirect buffer. - * _num = Number of dispatches. - * _flags = Discard or preserve states. See `BGFX_DISCARD_*`. - */ - alias da_bgfx_encoder_dispatch_indirect = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, ubyte _flags); - da_bgfx_encoder_dispatch_indirect bgfx_encoder_dispatch_indirect; - - /** - * Discard previously set state for draw or compute call. - * Params: - * _flags = Discard or preserve states. See `BGFX_DISCARD_*`. - */ - alias da_bgfx_encoder_discard = void function(bgfx_encoder_t* _this, ubyte _flags); - da_bgfx_encoder_discard bgfx_encoder_discard; - - /** - * Blit 2D texture region between two 2D textures. - * Attention: Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag. - * Attention: Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`. - * Params: - * _id = View id. - * _dst = Destination texture handle. - * _dstMip = Destination texture mip level. - * _dstX = Destination texture X position. - * _dstY = Destination texture Y position. - * _dstZ = If texture is 2D this argument should be 0. If destination texture is cube - * this argument represents destination texture cube face. For 3D texture this argument - * represents destination texture Z position. - * _src = Source texture handle. - * _srcMip = Source texture mip level. - * _srcX = Source texture X position. - * _srcY = Source texture Y position. - * _srcZ = If texture is 2D this argument should be 0. If source texture is cube - * this argument represents source texture cube face. For 3D texture this argument - * represents source texture Z position. - * _width = Width of region. - * _height = Height of region. - * _depth = If texture is 3D this argument represents depth of region, otherwise it's - * unused. - */ - alias da_bgfx_encoder_blit = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_texture_handle_t _dst, ubyte _dstMip, ushort _dstX, ushort _dstY, ushort _dstZ, bgfx_texture_handle_t _src, ubyte _srcMip, ushort _srcX, ushort _srcY, ushort _srcZ, ushort _width, ushort _height, ushort _depth); - da_bgfx_encoder_blit bgfx_encoder_blit; - - /** - * Request screen shot of window back buffer. - * Remarks: - * `bgfx::CallbackI::screenShot` must be implemented. - * Attention: Frame buffer handle must be created with OS' target native window handle. - * Params: - * _handle = Frame buffer handle. If handle is `BGFX_INVALID_HANDLE` request will be - * made for main window back buffer. - * _filePath = Will be passed to `bgfx::CallbackI::screenShot` callback. - */ - alias da_bgfx_request_screen_shot = void function(bgfx_frame_buffer_handle_t _handle, const(char)* _filePath); - da_bgfx_request_screen_shot bgfx_request_screen_shot; - - /** - * Render frame. - * Attention: `bgfx::renderFrame` is blocking call. It waits for - * `bgfx::frame` to be called from API thread to process frame. - * If timeout value is passed call will timeout and return even - * if `bgfx::frame` is not called. - * Warning: This call should be only used on platforms that don't - * allow creating separate rendering thread. If it is called before - * to bgfx::init, render thread won't be created by bgfx::init call. - * Params: - * _msecs = Timeout in milliseconds. - */ - alias da_bgfx_render_frame = bgfx_render_frame_t function(int _msecs); - da_bgfx_render_frame bgfx_render_frame; - - /** - * Set platform data. - * Warning: Must be called before `bgfx::init`. - * Params: - * _data = Platform data. - */ - alias da_bgfx_set_platform_data = void function(const(bgfx_platform_data_t)* _data); - da_bgfx_set_platform_data bgfx_set_platform_data; - - /** - * Get internal data for interop. - * Attention: It's expected you understand some bgfx internals before you - * use this call. - * Warning: Must be called only on render thread. - */ - alias da_bgfx_get_internal_data = const(bgfx_internal_data_t)* function(); - da_bgfx_get_internal_data bgfx_get_internal_data; - - /** - * Override internal texture with externally created texture. Previously - * created internal texture will released. - * Attention: It's expected you understand some bgfx internals before you - * use this call. - * Warning: Must be called only on render thread. - * Params: - * _handle = Texture handle. - * _ptr = Native API pointer to texture. - */ - alias da_bgfx_override_internal_texture_ptr = ulong function(bgfx_texture_handle_t _handle, ulong _ptr); - da_bgfx_override_internal_texture_ptr bgfx_override_internal_texture_ptr; - - /** - * Override internal texture by creating new texture. Previously created - * internal texture will released. - * Attention: It's expected you understand some bgfx internals before you - * use this call. - * Returns: Native API pointer to texture. If result is 0, texture is not created yet from the - * main thread. - * Warning: Must be called only on render thread. - * Params: - * _handle = Texture handle. - * _width = Width. - * _height = Height. - * _numMips = Number of mip-maps. - * _format = Texture format. See: `TextureFormat::Enum`. - * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) - * flags. Default texture sampling mode is linear, and wrap mode is repeat. - * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap - * mode. - * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic - * sampling. - */ - alias da_bgfx_override_internal_texture = ulong function(bgfx_texture_handle_t _handle, ushort _width, ushort _height, ubyte _numMips, bgfx_texture_format_t _format, ulong _flags); - da_bgfx_override_internal_texture bgfx_override_internal_texture; - - /** - * Sets a debug marker. This allows you to group graphics calls together for easy browsing in - * graphics debugging tools. - * Params: - * _marker = Marker string. - */ - alias da_bgfx_set_marker = void function(const(char)* _marker); - da_bgfx_set_marker bgfx_set_marker; - - /** - * Set render states for draw primitive. - * Remarks: - * 1. To set up more complex states use: - * `BGFX_STATE_ALPHA_REF(_ref)`, - * `BGFX_STATE_POINT_SIZE(_size)`, - * `BGFX_STATE_BLEND_FUNC(_src, _dst)`, - * `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`, - * `BGFX_STATE_BLEND_EQUATION(_equation)`, - * `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)` - * 2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend - * equation is specified. - * Params: - * _state = State flags. Default state for primitive type is - * triangles. See: `BGFX_STATE_DEFAULT`. - * - `BGFX_STATE_DEPTH_TEST_*` - Depth test function. - * - `BGFX_STATE_BLEND_*` - See remark 1 about BGFX_STATE_BLEND_FUNC. - * - `BGFX_STATE_BLEND_EQUATION_*` - See remark 2. - * - `BGFX_STATE_CULL_*` - Backface culling mode. - * - `BGFX_STATE_WRITE_*` - Enable R, G, B, A or Z write. - * - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing. - * - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type. - * _rgba = Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and - * `BGFX_STATE_BLEND_INV_FACTOR` blend modes. - */ - alias da_bgfx_set_state = void function(ulong _state, uint _rgba); - da_bgfx_set_state bgfx_set_state; - - /** - * Set condition for rendering. - * Params: - * _handle = Occlusion query handle. - * _visible = Render if occlusion query is visible. - */ - alias da_bgfx_set_condition = void function(bgfx_occlusion_query_handle_t _handle, bool _visible); - da_bgfx_set_condition bgfx_set_condition; - - /** - * Set stencil test state. - * Params: - * _fstencil = Front stencil state. - * _bstencil = Back stencil state. If back is set to `BGFX_STENCIL_NONE` - * _fstencil is applied to both front and back facing primitives. - */ - alias da_bgfx_set_stencil = void function(uint _fstencil, uint _bstencil); - da_bgfx_set_stencil bgfx_set_stencil; - - /** - * Set scissor for draw primitive. - * Remarks: - * To scissor for all primitives in view see `bgfx::setViewScissor`. - * Params: - * _x = Position x from the left corner of the window. - * _y = Position y from the top corner of the window. - * _width = Width of view scissor region. - * _height = Height of view scissor region. - */ - alias da_bgfx_set_scissor = ushort function(ushort _x, ushort _y, ushort _width, ushort _height); - da_bgfx_set_scissor bgfx_set_scissor; - - /** - * Set scissor from cache for draw primitive. - * Remarks: - * To scissor for all primitives in view see `bgfx::setViewScissor`. - * Params: - * _cache = Index in scissor cache. - */ - alias da_bgfx_set_scissor_cached = void function(ushort _cache); - da_bgfx_set_scissor_cached bgfx_set_scissor_cached; - - /** - * Set model matrix for draw primitive. If it is not called, - * the model will be rendered with an identity model matrix. - * Params: - * _mtx = Pointer to first matrix in array. - * _num = Number of matrices in array. - */ - alias da_bgfx_set_transform = uint function(const(void)* _mtx, ushort _num); - da_bgfx_set_transform bgfx_set_transform; - - /** - * Set model matrix from matrix cache for draw primitive. - * Params: - * _cache = Index in matrix cache. - * _num = Number of matrices from cache. - */ - alias da_bgfx_set_transform_cached = void function(uint _cache, ushort _num); - da_bgfx_set_transform_cached bgfx_set_transform_cached; - - /** - * Reserve matrices in internal matrix cache. - * Attention: Pointer returned can be modified until `bgfx::frame` is called. - * Params: - * _transform = Pointer to `Transform` structure. - * _num = Number of matrices. - */ - alias da_bgfx_alloc_transform = uint function(bgfx_transform_t* _transform, ushort _num); - da_bgfx_alloc_transform bgfx_alloc_transform; - - /** - * Set shader uniform parameter for draw primitive. - * Params: - * _handle = Uniform. - * _value = Pointer to uniform data. - * _num = Number of elements. Passing `UINT16_MAX` will - * use the _num passed on uniform creation. - */ - alias da_bgfx_set_uniform = void function(bgfx_uniform_handle_t _handle, const(void)* _value, ushort _num); - da_bgfx_set_uniform bgfx_set_uniform; - - /** - * Set index buffer for draw primitive. - * Params: - * _handle = Index buffer. - * _firstIndex = First index to render. - * _numIndices = Number of indices to render. - */ - alias da_bgfx_set_index_buffer = void function(bgfx_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices); - da_bgfx_set_index_buffer bgfx_set_index_buffer; - - /** - * Set index buffer for draw primitive. - * Params: - * _handle = Dynamic index buffer. - * _firstIndex = First index to render. - * _numIndices = Number of indices to render. - */ - alias da_bgfx_set_dynamic_index_buffer = void function(bgfx_dynamic_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices); - da_bgfx_set_dynamic_index_buffer bgfx_set_dynamic_index_buffer; - - /** - * Set index buffer for draw primitive. - * Params: - * _tib = Transient index buffer. - * _firstIndex = First index to render. - * _numIndices = Number of indices to render. - */ - alias da_bgfx_set_transient_index_buffer = void function(const(bgfx_transient_index_buffer_t)* _tib, uint _firstIndex, uint _numIndices); - da_bgfx_set_transient_index_buffer bgfx_set_transient_index_buffer; - - /** - * Set vertex buffer for draw primitive. - * Params: - * _stream = Vertex stream. - * _handle = Vertex buffer. - * _startVertex = First vertex to render. - * _numVertices = Number of vertices to render. - */ - alias da_bgfx_set_vertex_buffer = void function(ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices); - da_bgfx_set_vertex_buffer bgfx_set_vertex_buffer; - - /** - * Set vertex buffer for draw primitive. - * Params: - * _stream = Vertex stream. - * _handle = Vertex buffer. - * _startVertex = First vertex to render. - * _numVertices = Number of vertices to render. - * _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid - * handle is used, vertex layout used for creation - * of vertex buffer will be used. - */ - alias da_bgfx_set_vertex_buffer_with_layout = void function(ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle); - da_bgfx_set_vertex_buffer_with_layout bgfx_set_vertex_buffer_with_layout; - - /** - * Set vertex buffer for draw primitive. - * Params: - * _stream = Vertex stream. - * _handle = Dynamic vertex buffer. - * _startVertex = First vertex to render. - * _numVertices = Number of vertices to render. - */ - alias da_bgfx_set_dynamic_vertex_buffer = void function(ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices); - da_bgfx_set_dynamic_vertex_buffer bgfx_set_dynamic_vertex_buffer; - - /** - * Set vertex buffer for draw primitive. - * Params: - * _stream = Vertex stream. - * _handle = Dynamic vertex buffer. - * _startVertex = First vertex to render. - * _numVertices = Number of vertices to render. - * _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid - * handle is used, vertex layout used for creation - * of vertex buffer will be used. - */ - alias da_bgfx_set_dynamic_vertex_buffer_with_layout = void function(ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle); - da_bgfx_set_dynamic_vertex_buffer_with_layout bgfx_set_dynamic_vertex_buffer_with_layout; - - /** - * Set vertex buffer for draw primitive. - * Params: - * _stream = Vertex stream. - * _tvb = Transient vertex buffer. - * _startVertex = First vertex to render. - * _numVertices = Number of vertices to render. - */ - alias da_bgfx_set_transient_vertex_buffer = void function(ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices); - da_bgfx_set_transient_vertex_buffer bgfx_set_transient_vertex_buffer; - - /** - * Set vertex buffer for draw primitive. - * Params: - * _stream = Vertex stream. - * _tvb = Transient vertex buffer. - * _startVertex = First vertex to render. - * _numVertices = Number of vertices to render. - * _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid - * handle is used, vertex layout used for creation - * of vertex buffer will be used. - */ - alias da_bgfx_set_transient_vertex_buffer_with_layout = void function(ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle); - da_bgfx_set_transient_vertex_buffer_with_layout bgfx_set_transient_vertex_buffer_with_layout; - - /** - * Set number of vertices for auto generated vertices use in conjunction - * with gl_VertexID. - * Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`. - * Params: - * _numVertices = Number of vertices. - */ - alias da_bgfx_set_vertex_count = void function(uint _numVertices); - da_bgfx_set_vertex_count bgfx_set_vertex_count; - - /** - * Set instance data buffer for draw primitive. - * Params: - * _idb = Transient instance data buffer. - * _start = First instance data. - * _num = Number of data instances. - */ - alias da_bgfx_set_instance_data_buffer = void function(const(bgfx_instance_data_buffer_t)* _idb, uint _start, uint _num); - da_bgfx_set_instance_data_buffer bgfx_set_instance_data_buffer; - - /** - * Set instance data buffer for draw primitive. - * Params: - * _handle = Vertex buffer. - * _startVertex = First instance data. - * _num = Number of data instances. - */ - alias da_bgfx_set_instance_data_from_vertex_buffer = void function(bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _num); - da_bgfx_set_instance_data_from_vertex_buffer bgfx_set_instance_data_from_vertex_buffer; - - /** - * Set instance data buffer for draw primitive. - * Params: - * _handle = Dynamic vertex buffer. - * _startVertex = First instance data. - * _num = Number of data instances. - */ - alias da_bgfx_set_instance_data_from_dynamic_vertex_buffer = void function(bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _num); - da_bgfx_set_instance_data_from_dynamic_vertex_buffer bgfx_set_instance_data_from_dynamic_vertex_buffer; - - /** - * Set number of instances for auto generated instances use in conjunction - * with gl_InstanceID. - * Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`. - */ - alias da_bgfx_set_instance_count = void function(uint _numInstances); - da_bgfx_set_instance_count bgfx_set_instance_count; - - /** - * Set texture stage for draw primitive. - * Params: - * _stage = Texture unit. - * _sampler = Program sampler. - * _handle = Texture handle. - * _flags = Texture sampling mode. Default value UINT32_MAX uses - * texture sampling settings from the texture. - * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap - * mode. - * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic - * sampling. - */ - alias da_bgfx_set_texture = void function(ubyte _stage, bgfx_uniform_handle_t _sampler, bgfx_texture_handle_t _handle, uint _flags); - da_bgfx_set_texture bgfx_set_texture; - - /** - * Submit an empty primitive for rendering. Uniforms and draw state - * will be applied but no geometry will be submitted. - * Remarks: - * These empty draw calls will sort before ordinary draw calls. - * Params: - * _id = View id. - */ - alias da_bgfx_touch = void function(bgfx_view_id_t _id); - da_bgfx_touch bgfx_touch; - - /** - * Submit primitive for rendering. - * Params: - * _id = View id. - * _program = Program. - * _depth = Depth for sorting. - * _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, ubyte _flags); - da_bgfx_submit bgfx_submit; - - /** - * Submit primitive with occlusion query for rendering. - * Params: - * _id = View id. - * _program = Program. - * _occlusionQuery = Occlusion query. - * _depth = Depth for sorting. - * _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, ubyte _flags); - da_bgfx_submit_occlusion_query bgfx_submit_occlusion_query; - - /** - * Submit primitive for rendering with index and instance data info from - * indirect buffer. - * Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT`. - * Params: - * _id = View id. - * _program = Program. - * _indirectHandle = Indirect buffer. - * _start = First element in indirect buffer. - * _num = Number of draws. - * _depth = Depth for sorting. - * _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, ubyte _flags); - da_bgfx_submit_indirect bgfx_submit_indirect; - - /** - * Submit primitive for rendering with index and instance data info and - * draw count from indirect buffers. - * Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT_COUNT`. - * Params: - * _id = View id. - * _program = Program. - * _indirectHandle = Indirect buffer. - * _start = First element in indirect buffer. - * _numHandle = Buffer for number of draws. Must be - * created with `BGFX_BUFFER_INDEX32` and `BGFX_BUFFER_DRAW_INDIRECT`. - * _numIndex = Element in number buffer. - * _numMax = Max number of draws. - * _depth = Depth for sorting. - * _flags = Which states to discard for next draw. See `BGFX_DISCARD_*`. - */ - alias da_bgfx_submit_indirect_count = void function(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, bgfx_index_buffer_handle_t _numHandle, uint _numIndex, ushort _numMax, uint _depth, ubyte _flags); - da_bgfx_submit_indirect_count bgfx_submit_indirect_count; - - /** - * Set compute index buffer. - * Params: - * _stage = Compute stage. - * _handle = Index buffer handle. - * _access = Buffer access. See `Access::Enum`. - */ - alias da_bgfx_set_compute_index_buffer = void function(ubyte _stage, bgfx_index_buffer_handle_t _handle, bgfx_access_t _access); - da_bgfx_set_compute_index_buffer bgfx_set_compute_index_buffer; - - /** - * Set compute vertex buffer. - * Params: - * _stage = Compute stage. - * _handle = Vertex buffer handle. - * _access = Buffer access. See `Access::Enum`. - */ - alias da_bgfx_set_compute_vertex_buffer = void function(ubyte _stage, bgfx_vertex_buffer_handle_t _handle, bgfx_access_t _access); - da_bgfx_set_compute_vertex_buffer bgfx_set_compute_vertex_buffer; - - /** - * Set compute dynamic index buffer. - * Params: - * _stage = Compute stage. - * _handle = Dynamic index buffer handle. - * _access = Buffer access. See `Access::Enum`. - */ - alias da_bgfx_set_compute_dynamic_index_buffer = void function(ubyte _stage, bgfx_dynamic_index_buffer_handle_t _handle, bgfx_access_t _access); - da_bgfx_set_compute_dynamic_index_buffer bgfx_set_compute_dynamic_index_buffer; - - /** - * Set compute dynamic vertex buffer. - * Params: - * _stage = Compute stage. - * _handle = Dynamic vertex buffer handle. - * _access = Buffer access. See `Access::Enum`. - */ - alias da_bgfx_set_compute_dynamic_vertex_buffer = void function(ubyte _stage, bgfx_dynamic_vertex_buffer_handle_t _handle, bgfx_access_t _access); - da_bgfx_set_compute_dynamic_vertex_buffer bgfx_set_compute_dynamic_vertex_buffer; - - /** - * Set compute indirect buffer. - * Params: - * _stage = Compute stage. - * _handle = Indirect buffer handle. - * _access = Buffer access. See `Access::Enum`. - */ - alias da_bgfx_set_compute_indirect_buffer = void function(ubyte _stage, bgfx_indirect_buffer_handle_t _handle, bgfx_access_t _access); - da_bgfx_set_compute_indirect_buffer bgfx_set_compute_indirect_buffer; - - /** - * Set compute image from texture. - * Params: - * _stage = Compute stage. - * _handle = Texture handle. - * _mip = Mip level. - * _access = Image access. See `Access::Enum`. - * _format = Texture format. See: `TextureFormat::Enum`. - */ - alias da_bgfx_set_image = void function(ubyte _stage, bgfx_texture_handle_t _handle, ubyte _mip, bgfx_access_t _access, bgfx_texture_format_t _format); - da_bgfx_set_image bgfx_set_image; - - /** - * Dispatch compute. - * Params: - * _id = View id. - * _program = Compute program. - * _numX = Number of groups X. - * _numY = Number of groups Y. - * _numZ = Number of groups Z. - * _flags = Discard or preserve states. See `BGFX_DISCARD_*`. - */ - alias da_bgfx_dispatch = void function(bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _numX, uint _numY, uint _numZ, ubyte _flags); - da_bgfx_dispatch bgfx_dispatch; - - /** - * Dispatch compute indirect. - * Params: - * _id = View id. - * _program = Compute program. - * _indirectHandle = Indirect buffer. - * _start = First element in indirect buffer. - * _num = Number of dispatches. - * _flags = Discard or preserve states. See `BGFX_DISCARD_*`. - */ - alias da_bgfx_dispatch_indirect = void function(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, ubyte _flags); - da_bgfx_dispatch_indirect bgfx_dispatch_indirect; - - /** - * Discard previously set state for draw or compute call. - * Params: - * _flags = Draw/compute states to discard. - */ - alias da_bgfx_discard = void function(ubyte _flags); - da_bgfx_discard bgfx_discard; - - /** - * Blit 2D texture region between two 2D textures. - * Attention: Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag. - * Attention: Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`. - * Params: - * _id = View id. - * _dst = Destination texture handle. - * _dstMip = Destination texture mip level. - * _dstX = Destination texture X position. - * _dstY = Destination texture Y position. - * _dstZ = If texture is 2D this argument should be 0. If destination texture is cube - * this argument represents destination texture cube face. For 3D texture this argument - * represents destination texture Z position. - * _src = Source texture handle. - * _srcMip = Source texture mip level. - * _srcX = Source texture X position. - * _srcY = Source texture Y position. - * _srcZ = If texture is 2D this argument should be 0. If source texture is cube - * this argument represents source texture cube face. For 3D texture this argument - * represents source texture Z position. - * _width = Width of region. - * _height = Height of region. - * _depth = If texture is 3D this argument represents depth of region, otherwise it's - * unused. - */ - alias da_bgfx_blit = void function(bgfx_view_id_t _id, bgfx_texture_handle_t _dst, ubyte _dstMip, ushort _dstX, ushort _dstY, ushort _dstZ, bgfx_texture_handle_t _src, ubyte _srcMip, ushort _srcX, ushort _srcY, ushort _srcZ, ushort _width, ushort _height, ushort _depth); - da_bgfx_blit bgfx_blit; - - } -} diff --git a/bindings/d/package.d b/bindings/d/package.d new file mode 100644 index 000000000..1bcb75592 --- /dev/null +++ b/bindings/d/package.d @@ -0,0 +1,3608 @@ +/+ ++ ┌==============================┐ ++ │ AUTO GENERATED! DO NOT EDIT! │ ++ └==============================┘ ++/ +module bgfx; + +import bindbc.bgfx.config; + +import bindbc.common.types: va_list; +static import bgfx.fakeenum; + +enum uint apiVersion = 121; + +alias ViewId = ushort; +enum invalidHandle(T) = T(ushort.max); + +alias ReleaseFn = void function(void* _ptr, void* _userData); + +///Memory release callback. + +///Color RGB/alpha/depth write. When it's not specified write will be disabled. +alias StateWrite_ = ulong; +enum StateWrite: StateWrite_{ + r = 0x0000_0000_0000_0001, ///Enable R write. + g = 0x0000_0000_0000_0002, ///Enable G write. + b = 0x0000_0000_0000_0004, ///Enable B write. + a = 0x0000_0000_0000_0008, ///Enable alpha write. + z = 0x0000_0040_0000_0000, ///Enable depth write. + rgb = 0x0000_0000_0000_0007, ///Enable RGB write. + mask = 0x0000_0040_0000_000F, ///Write all channels mask. +} + +///Depth test state. When `BGFX_STATE_DEPTH_` is not specified depth test will be disabled. +alias StateDepthTest_ = ulong; +enum StateDepthTest: StateDepthTest_{ + less = 0x0000_0000_0000_0010, ///Enable depth test, less. + lEqual = 0x0000_0000_0000_0020, ///Enable depth test, less or equal. + equal = 0x0000_0000_0000_0030, ///Enable depth test, equal. + gEqual = 0x0000_0000_0000_0040, ///Enable depth test, greater or equal. + greater = 0x0000_0000_0000_0050, ///Enable depth test, greater. + notEqual = 0x0000_0000_0000_0060, ///Enable depth test, not equal. + never = 0x0000_0000_0000_0070, ///Enable depth test, never. + always = 0x0000_0000_0000_0080, ///Enable depth test, always. + shift = 4, ///Depth test state bit shift + mask = 0x0000_0000_0000_00F0, ///Depth test state bit mask +} + +/** +* Use BGFX_STATE_BLEND_FUNC(_src, _dst) or BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA) +* helper macros. +*/ +alias StateBlend_ = ulong; +enum StateBlend: StateBlend_{ + zero = 0x0000_0000_0000_1000, ///0, 0, 0, 0 + one = 0x0000_0000_0000_2000, ///1, 1, 1, 1 + srcColor = 0x0000_0000_0000_3000, ///Rs, Gs, Bs, As + srcColour = srcColor, + invSrcColor = 0x0000_0000_0000_4000, ///1-Rs, 1-Gs, 1-Bs, 1-As + invSrcColour = invSrcColor, + srcAlpha = 0x0000_0000_0000_5000, ///As, As, As, As + invSrcAlpha = 0x0000_0000_0000_6000, ///1-As, 1-As, 1-As, 1-As + dstAlpha = 0x0000_0000_0000_7000, ///Ad, Ad, Ad, Ad + invDstAlpha = 0x0000_0000_0000_8000, ///1-Ad, 1-Ad, 1-Ad ,1-Ad + dstColor = 0x0000_0000_0000_9000, ///Rd, Gd, Bd, Ad + dstColour = dstColor, + invDstColor = 0x0000_0000_0000_A000, ///1-Rd, 1-Gd, 1-Bd, 1-Ad + invDstColour = invDstColor, + srcAlphaSat = 0x0000_0000_0000_B000, ///f, f, f, 1; f = min(As, 1-Ad) + factor = 0x0000_0000_0000_C000, ///Blend factor + invFactor = 0x0000_0000_0000_D000, ///1-Blend factor + shift = 12, ///Blend state bit shift + mask = 0x0000_0000_0FFF_F000, ///Blend state bit mask +} + +/** +* Use BGFX_STATE_BLEND_EQUATION(_equation) or BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA) +* helper macros. +*/ +alias StateBlendEquation_ = ulong; +enum StateBlendEquation: StateBlendEquation_{ + add = 0x0000_0000_0000_0000, ///Blend add: src + dst. + sub = 0x0000_0000_1000_0000, ///Blend subtract: src - dst. + revSub = 0x0000_0000_2000_0000, ///Blend reverse subtract: dst - src. + min = 0x0000_0000_3000_0000, ///Blend min: min(src, dst). + max = 0x0000_0000_4000_0000, ///Blend max: max(src, dst). + shift = 28, ///Blend equation bit shift + mask = 0x0000_0003_F000_0000, ///Blend equation bit mask +} + +///Cull state. When `BGFX_STATE_CULL_*` is not specified culling will be disabled. +alias StateCull_ = ulong; +enum StateCull: StateCull_{ + cw = 0x0000_0010_0000_0000, ///Cull clockwise triangles. + ccw = 0x0000_0020_0000_0000, ///Cull counter-clockwise triangles. + shift = 36, ///Culling mode bit shift + mask = 0x0000_0030_0000_0000, ///Culling mode bit mask +} + +///Alpha reference value. +alias StateAlphaRef_ = ulong; +enum StateAlphaRef: StateAlphaRef_{ + shift = 40, ///Alpha reference bit shift + mask = 0x0000_FF00_0000_0000, ///Alpha reference bit mask +} +StateAlphaRef_ toStateAlphaRef(ulong v){ return (v << StateAlphaRef.shift) & StateAlphaRef.mask; } + +alias StatePT_ = ulong; +enum StatePT: StatePT_{ + triStrip = 0x0001_0000_0000_0000, ///Tristrip. + lines = 0x0002_0000_0000_0000, ///Lines. + lineStrip = 0x0003_0000_0000_0000, ///Line strip. + points = 0x0004_0000_0000_0000, ///Points. + shift = 48, ///Primitive type bit shift + mask = 0x0007_0000_0000_0000, ///Primitive type bit mask +} + +///Point size value. +alias StatePointSize_ = ulong; +enum StatePointSize: StatePointSize_{ + shift = 52, ///Point size bit shift + mask = 0x00F0_0000_0000_0000, ///Point size bit mask +} +StatePointSize_ toStatePointSize(ulong v){ return (v << StatePointSize.shift) & StatePointSize.mask; } + +/** +* Enable MSAA write when writing into MSAA frame buffer. +* This flag is ignored when not writing into MSAA frame buffer. +*/ +alias State_ = ulong; +enum State: State_{ + msaa = 0x0100_0000_0000_0000, ///Enable MSAA rasterization. + lineAA = 0x0200_0000_0000_0000, ///Enable line AA rasterization. + conservativeRaster = 0x0400_0000_0000_0000, ///Enable conservative rasterization. + none = 0x0000_0000_0000_0000, ///No state. + frontCCW = 0x0000_0080_0000_0000, ///Front counter-clockwise (default is clockwise). + blendIndependent = 0x0000_0004_0000_0000, ///Enable blend independent. + blendAlphaToCoverage = 0x0000_0008_0000_0000, ///Enable alpha to coverage. +/** +Default state is write to RGB, alpha, and depth with depth test less enabled, with clockwise +culling and MSAA (when writing into MSAA frame buffer, otherwise this flag is ignored). +*/ + default_ = StateWrite.rgb | StateWrite.a | StateWrite.z | StateDepthTest.less | StateCull.cw | State.msaa, + mask = 0xFFFF_FFFF_FFFF_FFFF, ///State bit mask +} + +///Do not use! +alias StateReserved_ = ulong; +enum StateReserved: StateReserved_{ + shift = 61, + mask = 0xE000_0000_0000_0000, +} + +///Set stencil ref value. +alias StencilFuncRef_ = uint; +enum StencilFuncRef: StencilFuncRef_{ + shift = 0, + mask = 0x0000_00FF, +} +StencilFuncRef_ toStencilFuncRef(uint v){ return (v << StencilFuncRef.shift) & StencilFuncRef.mask; } + +///Set stencil rmask value. +alias StencilFuncRmask_ = uint; +enum StencilFuncRmask: StencilFuncRmask_{ + shift = 8, + mask = 0x0000_FF00, +} +StencilFuncRmask_ toStencilFuncRmask(uint v){ return (v << StencilFuncRmask.shift) & StencilFuncRmask.mask; } + +alias Stencil_ = uint; +enum Stencil: Stencil_{ + none = 0x0000_0000, + mask = 0xFFFF_FFFF, + default_ = 0x0000_0000, +} + +alias StencilTest_ = uint; +enum StencilTest: StencilTest_{ + less = 0x0001_0000, ///Enable stencil test, less. + lEqual = 0x0002_0000, ///Enable stencil test, less or equal. + equal = 0x0003_0000, ///Enable stencil test, equal. + gEqual = 0x0004_0000, ///Enable stencil test, greater or equal. + greater = 0x0005_0000, ///Enable stencil test, greater. + notEqual = 0x0006_0000, ///Enable stencil test, not equal. + never = 0x0007_0000, ///Enable stencil test, never. + always = 0x0008_0000, ///Enable stencil test, always. + shift = 16, ///Stencil test bit shift + mask = 0x000F_0000, ///Stencil test bit mask +} + +alias StencilOpFailS_ = uint; +enum StencilOpFailS: StencilOpFailS_{ + zero = 0x0000_0000, ///Zero. + keep = 0x0010_0000, ///Keep. + replace = 0x0020_0000, ///Replace. + incr = 0x0030_0000, ///Increment and wrap. + incrSat = 0x0040_0000, ///Increment and clamp. + decr = 0x0050_0000, ///Decrement and wrap. + decrSat = 0x0060_0000, ///Decrement and clamp. + invert = 0x0070_0000, ///Invert. + shift = 20, ///Stencil operation fail bit shift + mask = 0x00F0_0000, ///Stencil operation fail bit mask +} + +alias StencilOpFailZ_ = uint; +enum StencilOpFailZ: StencilOpFailZ_{ + zero = 0x0000_0000, ///Zero. + keep = 0x0100_0000, ///Keep. + replace = 0x0200_0000, ///Replace. + incr = 0x0300_0000, ///Increment and wrap. + incrSat = 0x0400_0000, ///Increment and clamp. + decr = 0x0500_0000, ///Decrement and wrap. + decrSat = 0x0600_0000, ///Decrement and clamp. + invert = 0x0700_0000, ///Invert. + shift = 24, ///Stencil operation depth fail bit shift + mask = 0x0F00_0000, ///Stencil operation depth fail bit mask +} + +alias StencilOpPassZ_ = uint; +enum StencilOpPassZ: StencilOpPassZ_{ + zero = 0x0000_0000, ///Zero. + keep = 0x1000_0000, ///Keep. + replace = 0x2000_0000, ///Replace. + incr = 0x3000_0000, ///Increment and wrap. + incrSat = 0x4000_0000, ///Increment and clamp. + decr = 0x5000_0000, ///Decrement and wrap. + decrSat = 0x6000_0000, ///Decrement and clamp. + invert = 0x7000_0000, ///Invert. + shift = 28, ///Stencil operation depth pass bit shift + mask = 0xF000_0000, ///Stencil operation depth pass bit mask +} + +alias Clear_ = ushort; +enum Clear: Clear_{ + none = 0x0000, ///No clear flags. + color = 0x0001, ///Clear color. + colour = color, + depth = 0x0002, ///Clear depth. + stencil = 0x0004, ///Clear stencil. + discardColor0 = 0x0008, ///Discard frame buffer attachment 0. + discardColour0 = discardColor0, + discardColor1 = 0x0010, ///Discard frame buffer attachment 1. + discardColour1 = discardColor1, + discardColor2 = 0x0020, ///Discard frame buffer attachment 2. + discardColour2 = discardColor2, + discardColor3 = 0x0040, ///Discard frame buffer attachment 3. + discardColour3 = discardColor3, + discardColor4 = 0x0080, ///Discard frame buffer attachment 4. + discardColour4 = discardColor4, + discardColor5 = 0x0100, ///Discard frame buffer attachment 5. + discardColour5 = discardColor5, + discardColor6 = 0x0200, ///Discard frame buffer attachment 6. + discardColour6 = discardColor6, + discardColor7 = 0x0400, ///Discard frame buffer attachment 7. + discardColour7 = discardColor7, + discardDepth = 0x0800, ///Discard frame buffer depth attachment. + discardStencil = 0x1000, ///Discard frame buffer stencil attachment. + discardColorMask = 0x07F8, + discardColourMask = discardColorMask, + discardMask = 0x1FF8, +} + +/** +* Rendering state discard. When state is preserved in submit, rendering states can be discarded +* on a finer grain. +*/ +alias Discard_ = ubyte; +enum Discard: Discard_{ + none = 0x00, ///Preserve everything. + bindings = 0x01, ///Discard texture sampler and buffer bindings. + indexBuffer = 0x02, ///Discard index buffer. + instanceData = 0x04, ///Discard instance data. + state = 0x08, ///Discard state and uniform bindings. + transform = 0x10, ///Discard transform. + vertexStreams = 0x20, ///Discard vertex streams. + all = 0xFF, ///Discard all states. +} + +alias Debug_ = uint; +enum Debug: Debug_{ + none = 0x0000_0000, ///No debug. + wireframe = 0x0000_0001, ///Enable wireframe for all primitives. +/** +Enable infinitely fast hardware test. No draw calls will be submitted to driver. +It's useful when profiling to quickly assess bottleneck between CPU and GPU. +*/ + ifh = 0x0000_0002, + stats = 0x0000_0004, ///Enable statistics display. + text = 0x0000_0008, ///Enable debug text display. + profiler = 0x0000_0010, ///Enable profiler. This causes per-view statistics to be collected, available through `bgfx::Stats::ViewStats`. This is unrelated to the profiler functions in `bgfx::CallbackI`. +} + +alias BufferComputeFormat_ = ushort; +enum BufferComputeFormat: BufferComputeFormat_{ + _8x1 = 0x0001, ///1 8-bit value + _8x2 = 0x0002, ///2 8-bit values + _8x4 = 0x0003, ///4 8-bit values + _16x1 = 0x0004, ///1 16-bit value + _16x2 = 0x0005, ///2 16-bit values + _16x4 = 0x0006, ///4 16-bit values + _32x1 = 0x0007, ///1 32-bit value + _32x2 = 0x0008, ///2 32-bit values + _32x4 = 0x0009, ///4 32-bit values + shift = 0, + mask = 0x000F, +} + +alias BufferComputeType_ = ushort; +enum BufferComputeType: BufferComputeType_{ + int_ = 0x0010, ///Type `int`. + uint_ = 0x0020, ///Type `uint`. + float_ = 0x0030, ///Type `float`. + shift = 4, + mask = 0x0030, +} + +alias Buffer_ = ushort; +enum Buffer: Buffer_{ + none = 0x0000, + computeRead = 0x0100, ///Buffer will be read by shader. + computeWrite = 0x0200, ///Buffer will be used for writing. + drawIndirect = 0x0400, ///Buffer will be used for storing draw indirect commands. + allowResize = 0x0800, ///Allow dynamic index/vertex buffer resize during update. + index32 = 0x1000, ///Index buffer contains 32-bit indices. + computeReadWrite = 0x0300, +} + +alias Texture_ = ulong; +enum Texture: Texture_{ + none = 0x0000_0000_0000_0000, + msaaSample = 0x0000_0008_0000_0000, ///Texture will be used for MSAA sampling. + rt = 0x0000_0010_0000_0000, ///Render target no MSAA. + computeWrite = 0x0000_1000_0000_0000, ///Texture will be used for compute write. + srgb = 0x0000_2000_0000_0000, ///Sample texture as sRGB. + blitDst = 0x0000_4000_0000_0000, ///Texture will be used as blit destination. + readBack = 0x0000_8000_0000_0000, ///Texture will be used for read back from GPU. +} + +alias TextureRTMSAA_ = ulong; +enum TextureRTMSAA: TextureRTMSAA_{ + x2 = 0x0000_0020_0000_0000, ///Render target MSAAx2 mode. + x4 = 0x0000_0030_0000_0000, ///Render target MSAAx4 mode. + x8 = 0x0000_0040_0000_0000, ///Render target MSAAx8 mode. + x16 = 0x0000_0050_0000_0000, ///Render target MSAAx16 mode. + shift = 36, + mask = 0x0000_0070_0000_0000, +} + +alias TextureRT_ = ulong; +enum TextureRT: TextureRT_{ + writeOnly = 0x0000_0080_0000_0000, ///Render target will be used for writing + shift = 36, + mask = 0x0000_00F0_0000_0000, +} + +///Sampler flags. +alias SamplerU_ = uint; +enum SamplerU: SamplerU_{ + mirror = 0x0000_0001, ///Wrap U mode: Mirror + clamp = 0x0000_0002, ///Wrap U mode: Clamp + border = 0x0000_0003, ///Wrap U mode: Border + shift = 0, + mask = 0x0000_0003, +} + +alias SamplerV_ = uint; +enum SamplerV: SamplerV_{ + mirror = 0x0000_0004, ///Wrap V mode: Mirror + clamp = 0x0000_0008, ///Wrap V mode: Clamp + border = 0x0000_000C, ///Wrap V mode: Border + shift = 2, + mask = 0x0000_000C, +} + +alias SamplerW_ = uint; +enum SamplerW: SamplerW_{ + mirror = 0x0000_0010, ///Wrap W mode: Mirror + clamp = 0x0000_0020, ///Wrap W mode: Clamp + border = 0x0000_0030, ///Wrap W mode: Border + shift = 4, + mask = 0x0000_0030, +} + +alias SamplerMin_ = uint; +enum SamplerMin: SamplerMin_{ + point = 0x0000_0040, ///Min sampling mode: Point + anisotropic = 0x0000_0080, ///Min sampling mode: Anisotropic + shift = 6, + mask = 0x0000_00C0, +} + +alias SamplerMag_ = uint; +enum SamplerMag: SamplerMag_{ + point = 0x0000_0100, ///Mag sampling mode: Point + anisotropic = 0x0000_0200, ///Mag sampling mode: Anisotropic + shift = 8, + mask = 0x0000_0300, +} + +alias SamplerMIP_ = uint; +enum SamplerMIP: SamplerMIP_{ + point = 0x0000_0400, ///Mip sampling mode: Point + shift = 10, + mask = 0x0000_0400, +} + +alias SamplerCompare_ = uint; +enum SamplerCompare: SamplerCompare_{ + less = 0x0001_0000, ///Compare when sampling depth texture: less. + lEqual = 0x0002_0000, ///Compare when sampling depth texture: less or equal. + equal = 0x0003_0000, ///Compare when sampling depth texture: equal. + gEqual = 0x0004_0000, ///Compare when sampling depth texture: greater or equal. + greater = 0x0005_0000, ///Compare when sampling depth texture: greater. + notEqual = 0x0006_0000, ///Compare when sampling depth texture: not equal. + never = 0x0007_0000, ///Compare when sampling depth texture: never. + always = 0x0008_0000, ///Compare when sampling depth texture: always. + shift = 16, + mask = 0x000F_0000, +} + +alias SamplerBorderColor_ = uint; +enum SamplerBorderColor: SamplerBorderColor_{ + shift = 24, + mask = 0x0F00_0000, +} +alias SamplerBorderColour = SamplerBorderColor; +SamplerBorderColor_ toSamplerBorderColor(uint v){ return (v << SamplerBorderColor.shift) & SamplerBorderColor.mask; } +alias toSamplerBorderColour = toSamplerBorderColor; + +alias SamplerReserved_ = uint; +enum SamplerReserved: SamplerReserved_{ + shift = 28, + mask = 0xF000_0000, +} + +alias Sampler_ = uint; +enum Sampler: Sampler_{ + none = 0x0000_0000, + sampleStencil = 0x0010_0000, ///Sample stencil instead of depth. + point = SamplerMin.point | SamplerMag.point | SamplerMIP.point, + uvwMirror = SamplerU.mirror | SamplerV.mirror | SamplerW.mirror, + uvwClamp = SamplerU.clamp | SamplerV.clamp | SamplerW.clamp, + uvwBorder = SamplerU.border | SamplerV.border | SamplerW.border, + bitsMask = SamplerU.mask | SamplerV.mask | SamplerW.mask | SamplerMin.mask | SamplerMag.mask | SamplerMIP.mask | SamplerCompare.mask, +} + +alias ResetMSAA_ = uint; +enum ResetMSAA: ResetMSAA_{ + x2 = 0x0000_0010, ///Enable 2x MSAA. + x4 = 0x0000_0020, ///Enable 4x MSAA. + x8 = 0x0000_0030, ///Enable 8x MSAA. + x16 = 0x0000_0040, ///Enable 16x MSAA. + shift = 4, + mask = 0x0000_0070, +} + +alias Reset_ = uint; +enum Reset: Reset_{ + none = 0x0000_0000, ///No reset flags. + fullscreen = 0x0000_0001, ///Not supported yet. + vsync = 0x0000_0080, ///Enable V-Sync. + maxAnisotropy = 0x0000_0100, ///Turn on/off max anisotropy. + capture = 0x0000_0200, ///Begin screen capture. + flushAfterRender = 0x0000_2000, ///Flush rendering after submitting to GPU. +/** +This flag specifies where flip occurs. Default behaviour is that flip occurs +before rendering new frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`. +*/ + flipAfterRender = 0x0000_4000, + srgbBackbuffer = 0x0000_8000, ///Enable sRGB backbuffer. + hdr10 = 0x0001_0000, ///Enable HDR10 rendering. + hiDPI = 0x0002_0000, ///Enable HiDPI rendering. + depthClamp = 0x0004_0000, ///Enable depth clamp. + suspend = 0x0008_0000, ///Suspend rendering. + transparentBackbuffer = 0x0010_0000, ///Transparent backbuffer. Availability depends on: `BGFX_CAPS_TRANSPARENT_BACKBUFFER`. +} + +alias ResetFullscreen_ = uint; +enum ResetFullscreen: ResetFullscreen_{ + shift = 0, + mask = 0x0000_0001, +} + +alias ResetReserved_ = uint; +enum ResetReserved: ResetReserved_{ + shift = 31, ///Internal bit shift + mask = 0x8000_0000, ///Internal bit mask +} + +alias CapFlags_ = ulong; +enum CapFlags: CapFlags_{ + alphaToCoverage = 0x0000_0000_0000_0001, ///Alpha to coverage is supported. + blendIndependent = 0x0000_0000_0000_0002, ///Blend independent is supported. + compute = 0x0000_0000_0000_0004, ///Compute shaders are supported. + conservativeRaster = 0x0000_0000_0000_0008, ///Conservative rasterization is supported. + drawIndirect = 0x0000_0000_0000_0010, ///Draw indirect is supported. + fragmentDepth = 0x0000_0000_0000_0020, ///Fragment depth is available in fragment shader. + fragmentOrdering = 0x0000_0000_0000_0040, ///Fragment ordering is available in fragment shader. + graphicsDebugger = 0x0000_0000_0000_0080, ///Graphics debugger is present. + hdr10 = 0x0000_0000_0000_0100, ///HDR10 rendering is supported. + hiDPI = 0x0000_0000_0000_0200, ///HiDPI rendering is supported. + imageRW = 0x0000_0000_0000_0400, ///Image Read/Write is supported. + index32 = 0x0000_0000_0000_0800, ///32-bit indices are supported. + instancing = 0x0000_0000_0000_1000, ///Instancing is supported. + occlusionQuery = 0x0000_0000_0000_2000, ///Occlusion query is supported. + rendererMultithreaded = 0x0000_0000_0000_4000, ///Renderer is on separate thread. + swapChain = 0x0000_0000_0000_8000, ///Multiple windows are supported. + texture2DArray = 0x0000_0000_0001_0000, ///2D texture array is supported. + texture3D = 0x0000_0000_0002_0000, ///3D textures are supported. + textureBlit = 0x0000_0000_0004_0000, ///Texture blit is supported. + transparentBackbuffer = 0x0000_0000_0008_0000, ///Transparent back buffer supported. + textureCompareReserved = 0x0000_0000_0010_0000, + textureCompareLequal = 0x0000_0000_0020_0000, ///Texture compare less equal mode is supported. + textureCubeArray = 0x0000_0000_0040_0000, ///Cubemap texture array is supported. + textureDirectAccess = 0x0000_0000_0080_0000, ///CPU direct access to GPU texture memory. + textureReadBack = 0x0000_0000_0100_0000, ///Read-back texture is supported. + vertexAttribHalf = 0x0000_0000_0200_0000, ///Vertex attribute half-float is supported. + vertexAttribUint10 = 0x0000_0000_0400_0000, ///Vertex attribute 10_10_10_2 is supported. + vertexID = 0x0000_0000_0800_0000, ///Rendering with VertexID only is supported. + viewportLayerArray = 0x0000_0000_1000_0000, ///Viewport layer is available in vertex shader. + drawIndirectCount = 0x0000_0000_2000_0000, ///Draw indirect with indirect count is supported. + textureCompareAll = 0x0000_0000_0030_0000, ///All texture compare modes are supported. +} + +alias CapsFormat_ = uint; +enum CapsFormat: CapsFormat_{ + textureNone = 0x0000_0000, ///Texture format is not supported. + texture2D = 0x0000_0001, ///Texture format is supported. + texture2DSRGB = 0x0000_0002, ///Texture as sRGB format is supported. + texture2DEmulated = 0x0000_0004, ///Texture format is emulated. + texture3D = 0x0000_0008, ///Texture format is supported. + texture3DSRGB = 0x0000_0010, ///Texture as sRGB format is supported. + texture3DEmulated = 0x0000_0020, ///Texture format is emulated. + textureCube = 0x0000_0040, ///Texture format is supported. + textureCubeSRGB = 0x0000_0080, ///Texture as sRGB format is supported. + textureCubeEmulated = 0x0000_0100, ///Texture format is emulated. + textureVertex = 0x0000_0200, ///Texture format can be used from vertex shader. + textureImageRead = 0x0000_0400, ///Texture format can be used as image and read from. + textureImageWrite = 0x0000_0800, ///Texture format can be used as image and written to. + textureFramebuffer = 0x0000_1000, ///Texture format can be used as frame buffer. + textureFramebufferMSAA = 0x0000_2000, ///Texture format can be used as MSAA frame buffer. + textureMSAA = 0x0000_4000, ///Texture can be sampled as MSAA. + textureMIPAutogen = 0x0000_8000, ///Texture format supports auto-generated mips. +} + +alias Resolve_ = ubyte; +enum Resolve: Resolve_{ + none = 0x00, ///No resolve flags. + autoGenMIPs = 0x01, ///Auto-generate mip maps on resolve. +} + +alias PCIID_ = ushort; +enum PCIID: PCIID_{ + none = 0x0000, ///Autoselect adapter. + softwareRasterizer = 0x0001, ///Software rasterizer. + softwareRasteriser = softwareRasterizer, + amd = 0x1002, ///AMD adapter. + apple = 0x106B, ///Apple adapter. + intel = 0x8086, ///Intel adapter. + nvidia = 0x10DE, ///nVidia adapter. + microsoft = 0x1414, ///Microsoft adapter. + arm = 0x13B5, ///ARM adapter. +} + +alias CubeMap_ = ubyte; +enum CubeMap: CubeMap_{ + positiveX = 0x00, ///Cubemap +x. + negativeX = 0x01, ///Cubemap -x. + positiveY = 0x02, ///Cubemap +y. + negativeY = 0x03, ///Cubemap -y. + positiveZ = 0x04, ///Cubemap +z. + negativeZ = 0x05, ///Cubemap -z. +} + +///Fatal error enum. + +enum Fatal: bgfx.fakeenum.Fatal.Enum{ + debugCheck = bgfx.fakeenum.Fatal.Enum.debugCheck, + invalidShader = bgfx.fakeenum.Fatal.Enum.invalidShader, + unableToInitialize = bgfx.fakeenum.Fatal.Enum.unableToInitialize, + unableToInitialise = bgfx.fakeenum.Fatal.Enum.unableToInitialize, + unableToCreateTexture = bgfx.fakeenum.Fatal.Enum.unableToCreateTexture, + deviceLost = bgfx.fakeenum.Fatal.Enum.deviceLost, + count = bgfx.fakeenum.Fatal.Enum.count, +} + +///Renderer backend type enum. + +enum RendererType: bgfx.fakeenum.RendererType.Enum{ + noop = bgfx.fakeenum.RendererType.Enum.noop, + agc = bgfx.fakeenum.RendererType.Enum.agc, + direct3D9 = bgfx.fakeenum.RendererType.Enum.direct3D9, + direct3D11 = bgfx.fakeenum.RendererType.Enum.direct3D11, + direct3D12 = bgfx.fakeenum.RendererType.Enum.direct3D12, + gnm = bgfx.fakeenum.RendererType.Enum.gnm, + metal = bgfx.fakeenum.RendererType.Enum.metal, + nvn = bgfx.fakeenum.RendererType.Enum.nvn, + openGLES = bgfx.fakeenum.RendererType.Enum.openGLES, + openGL = bgfx.fakeenum.RendererType.Enum.openGL, + vulkan = bgfx.fakeenum.RendererType.Enum.vulkan, + webGPU = bgfx.fakeenum.RendererType.Enum.webGPU, + count = bgfx.fakeenum.RendererType.Enum.count, +} + +///Access mode enum. + +enum Access: bgfx.fakeenum.Access.Enum{ + read = bgfx.fakeenum.Access.Enum.read, + write = bgfx.fakeenum.Access.Enum.write, + readWrite = bgfx.fakeenum.Access.Enum.readWrite, + count = bgfx.fakeenum.Access.Enum.count, +} + +///Vertex attribute enum. + +enum Attrib: bgfx.fakeenum.Attrib.Enum{ + position = bgfx.fakeenum.Attrib.Enum.position, + normal = bgfx.fakeenum.Attrib.Enum.normal, + tangent = bgfx.fakeenum.Attrib.Enum.tangent, + bitangent = bgfx.fakeenum.Attrib.Enum.bitangent, + color0 = bgfx.fakeenum.Attrib.Enum.color0, + colour0 = bgfx.fakeenum.Attrib.Enum.color0, + color1 = bgfx.fakeenum.Attrib.Enum.color1, + colour1 = bgfx.fakeenum.Attrib.Enum.color1, + color2 = bgfx.fakeenum.Attrib.Enum.color2, + colour2 = bgfx.fakeenum.Attrib.Enum.color2, + color3 = bgfx.fakeenum.Attrib.Enum.color3, + colour3 = bgfx.fakeenum.Attrib.Enum.color3, + indices = bgfx.fakeenum.Attrib.Enum.indices, + weight = bgfx.fakeenum.Attrib.Enum.weight, + texCoord0 = bgfx.fakeenum.Attrib.Enum.texCoord0, + texCoord1 = bgfx.fakeenum.Attrib.Enum.texCoord1, + texCoord2 = bgfx.fakeenum.Attrib.Enum.texCoord2, + texCoord3 = bgfx.fakeenum.Attrib.Enum.texCoord3, + texCoord4 = bgfx.fakeenum.Attrib.Enum.texCoord4, + texCoord5 = bgfx.fakeenum.Attrib.Enum.texCoord5, + texCoord6 = bgfx.fakeenum.Attrib.Enum.texCoord6, + texCoord7 = bgfx.fakeenum.Attrib.Enum.texCoord7, + count = bgfx.fakeenum.Attrib.Enum.count, +} + +///Vertex attribute type enum. + +enum AttribType: bgfx.fakeenum.AttribType.Enum{ + uint8 = bgfx.fakeenum.AttribType.Enum.uint8, + uint10 = bgfx.fakeenum.AttribType.Enum.uint10, + int16 = bgfx.fakeenum.AttribType.Enum.int16, + half = bgfx.fakeenum.AttribType.Enum.half, + float_ = bgfx.fakeenum.AttribType.Enum.float_, + count = bgfx.fakeenum.AttribType.Enum.count, +} + +/** +* Texture format enum. +* Notation: +* RGBA16S +* ^ ^ ^ +* | | +-- [ ]Unorm +* | | [F]loat +* | | [S]norm +* | | [I]nt +* | | [U]int +* | +---- Number of bits per component +* +-------- Components +* @attention Availability depends on Caps (see: formats). +*/ + +enum TextureFormat: bgfx.fakeenum.TextureFormat.Enum{ + bc1 = bgfx.fakeenum.TextureFormat.Enum.bc1, + bc2 = bgfx.fakeenum.TextureFormat.Enum.bc2, + bc3 = bgfx.fakeenum.TextureFormat.Enum.bc3, + bc4 = bgfx.fakeenum.TextureFormat.Enum.bc4, + bc5 = bgfx.fakeenum.TextureFormat.Enum.bc5, + bc6h = bgfx.fakeenum.TextureFormat.Enum.bc6h, + bc7 = bgfx.fakeenum.TextureFormat.Enum.bc7, + etc1 = bgfx.fakeenum.TextureFormat.Enum.etc1, + etc2 = bgfx.fakeenum.TextureFormat.Enum.etc2, + etc2a = bgfx.fakeenum.TextureFormat.Enum.etc2a, + etc2a1 = bgfx.fakeenum.TextureFormat.Enum.etc2a1, + ptc12 = bgfx.fakeenum.TextureFormat.Enum.ptc12, + ptc14 = bgfx.fakeenum.TextureFormat.Enum.ptc14, + ptc12a = bgfx.fakeenum.TextureFormat.Enum.ptc12a, + ptc14a = bgfx.fakeenum.TextureFormat.Enum.ptc14a, + ptc22 = bgfx.fakeenum.TextureFormat.Enum.ptc22, + ptc24 = bgfx.fakeenum.TextureFormat.Enum.ptc24, + atc = bgfx.fakeenum.TextureFormat.Enum.atc, + atce = bgfx.fakeenum.TextureFormat.Enum.atce, + atci = bgfx.fakeenum.TextureFormat.Enum.atci, + astc4x4 = bgfx.fakeenum.TextureFormat.Enum.astc4x4, + astc5x4 = bgfx.fakeenum.TextureFormat.Enum.astc5x4, + astc5x5 = bgfx.fakeenum.TextureFormat.Enum.astc5x5, + astc6x5 = bgfx.fakeenum.TextureFormat.Enum.astc6x5, + astc6x6 = bgfx.fakeenum.TextureFormat.Enum.astc6x6, + astc8x5 = bgfx.fakeenum.TextureFormat.Enum.astc8x5, + astc8x6 = bgfx.fakeenum.TextureFormat.Enum.astc8x6, + astc8x8 = bgfx.fakeenum.TextureFormat.Enum.astc8x8, + astc10x5 = bgfx.fakeenum.TextureFormat.Enum.astc10x5, + astc10x6 = bgfx.fakeenum.TextureFormat.Enum.astc10x6, + astc10x8 = bgfx.fakeenum.TextureFormat.Enum.astc10x8, + astc10x10 = bgfx.fakeenum.TextureFormat.Enum.astc10x10, + astc12x10 = bgfx.fakeenum.TextureFormat.Enum.astc12x10, + astc12x12 = bgfx.fakeenum.TextureFormat.Enum.astc12x12, + unknown = bgfx.fakeenum.TextureFormat.Enum.unknown, + r1 = bgfx.fakeenum.TextureFormat.Enum.r1, + a8 = bgfx.fakeenum.TextureFormat.Enum.a8, + r8 = bgfx.fakeenum.TextureFormat.Enum.r8, + r8i = bgfx.fakeenum.TextureFormat.Enum.r8i, + r8u = bgfx.fakeenum.TextureFormat.Enum.r8u, + r8s = bgfx.fakeenum.TextureFormat.Enum.r8s, + r16 = bgfx.fakeenum.TextureFormat.Enum.r16, + r16i = bgfx.fakeenum.TextureFormat.Enum.r16i, + r16u = bgfx.fakeenum.TextureFormat.Enum.r16u, + r16f = bgfx.fakeenum.TextureFormat.Enum.r16f, + r16s = bgfx.fakeenum.TextureFormat.Enum.r16s, + r32i = bgfx.fakeenum.TextureFormat.Enum.r32i, + r32u = bgfx.fakeenum.TextureFormat.Enum.r32u, + r32f = bgfx.fakeenum.TextureFormat.Enum.r32f, + rg8 = bgfx.fakeenum.TextureFormat.Enum.rg8, + rg8i = bgfx.fakeenum.TextureFormat.Enum.rg8i, + rg8u = bgfx.fakeenum.TextureFormat.Enum.rg8u, + rg8s = bgfx.fakeenum.TextureFormat.Enum.rg8s, + rg16 = bgfx.fakeenum.TextureFormat.Enum.rg16, + rg16i = bgfx.fakeenum.TextureFormat.Enum.rg16i, + rg16u = bgfx.fakeenum.TextureFormat.Enum.rg16u, + rg16f = bgfx.fakeenum.TextureFormat.Enum.rg16f, + rg16s = bgfx.fakeenum.TextureFormat.Enum.rg16s, + rg32i = bgfx.fakeenum.TextureFormat.Enum.rg32i, + rg32u = bgfx.fakeenum.TextureFormat.Enum.rg32u, + rg32f = bgfx.fakeenum.TextureFormat.Enum.rg32f, + rgb8 = bgfx.fakeenum.TextureFormat.Enum.rgb8, + rgb8i = bgfx.fakeenum.TextureFormat.Enum.rgb8i, + rgb8u = bgfx.fakeenum.TextureFormat.Enum.rgb8u, + rgb8s = bgfx.fakeenum.TextureFormat.Enum.rgb8s, + rgb9e5f = bgfx.fakeenum.TextureFormat.Enum.rgb9e5f, + bgra8 = bgfx.fakeenum.TextureFormat.Enum.bgra8, + rgba8 = bgfx.fakeenum.TextureFormat.Enum.rgba8, + rgba8i = bgfx.fakeenum.TextureFormat.Enum.rgba8i, + rgba8u = bgfx.fakeenum.TextureFormat.Enum.rgba8u, + rgba8s = bgfx.fakeenum.TextureFormat.Enum.rgba8s, + rgba16 = bgfx.fakeenum.TextureFormat.Enum.rgba16, + rgba16i = bgfx.fakeenum.TextureFormat.Enum.rgba16i, + rgba16u = bgfx.fakeenum.TextureFormat.Enum.rgba16u, + rgba16f = bgfx.fakeenum.TextureFormat.Enum.rgba16f, + rgba16s = bgfx.fakeenum.TextureFormat.Enum.rgba16s, + rgba32i = bgfx.fakeenum.TextureFormat.Enum.rgba32i, + rgba32u = bgfx.fakeenum.TextureFormat.Enum.rgba32u, + rgba32f = bgfx.fakeenum.TextureFormat.Enum.rgba32f, + b5g6r5 = bgfx.fakeenum.TextureFormat.Enum.b5g6r5, + r5g6b5 = bgfx.fakeenum.TextureFormat.Enum.r5g6b5, + bgra4 = bgfx.fakeenum.TextureFormat.Enum.bgra4, + rgba4 = bgfx.fakeenum.TextureFormat.Enum.rgba4, + bgr5a1 = bgfx.fakeenum.TextureFormat.Enum.bgr5a1, + rgb5a1 = bgfx.fakeenum.TextureFormat.Enum.rgb5a1, + rgb10a2 = bgfx.fakeenum.TextureFormat.Enum.rgb10a2, + rg11b10f = bgfx.fakeenum.TextureFormat.Enum.rg11b10f, + unknownDepth = bgfx.fakeenum.TextureFormat.Enum.unknownDepth, + d16 = bgfx.fakeenum.TextureFormat.Enum.d16, + d24 = bgfx.fakeenum.TextureFormat.Enum.d24, + d24s8 = bgfx.fakeenum.TextureFormat.Enum.d24s8, + d32 = bgfx.fakeenum.TextureFormat.Enum.d32, + d16f = bgfx.fakeenum.TextureFormat.Enum.d16f, + d24f = bgfx.fakeenum.TextureFormat.Enum.d24f, + d32f = bgfx.fakeenum.TextureFormat.Enum.d32f, + d0s8 = bgfx.fakeenum.TextureFormat.Enum.d0s8, + count = bgfx.fakeenum.TextureFormat.Enum.count, +} + +///Uniform type enum. + +enum UniformType: bgfx.fakeenum.UniformType.Enum{ + sampler = bgfx.fakeenum.UniformType.Enum.sampler, + end = bgfx.fakeenum.UniformType.Enum.end, + vec4 = bgfx.fakeenum.UniformType.Enum.vec4, + mat3 = bgfx.fakeenum.UniformType.Enum.mat3, + mat4 = bgfx.fakeenum.UniformType.Enum.mat4, + count = bgfx.fakeenum.UniformType.Enum.count, +} + +///Backbuffer ratio enum. + +enum BackbufferRatio: bgfx.fakeenum.BackbufferRatio.Enum{ + equal = bgfx.fakeenum.BackbufferRatio.Enum.equal, + half = bgfx.fakeenum.BackbufferRatio.Enum.half, + quarter = bgfx.fakeenum.BackbufferRatio.Enum.quarter, + eighth = bgfx.fakeenum.BackbufferRatio.Enum.eighth, + sixteenth = bgfx.fakeenum.BackbufferRatio.Enum.sixteenth, + double_ = bgfx.fakeenum.BackbufferRatio.Enum.double_, + count = bgfx.fakeenum.BackbufferRatio.Enum.count, +} + +///Occlusion query result. + +enum OcclusionQueryResult: bgfx.fakeenum.OcclusionQueryResult.Enum{ + invisible = bgfx.fakeenum.OcclusionQueryResult.Enum.invisible, + visible = bgfx.fakeenum.OcclusionQueryResult.Enum.visible, + noResult = bgfx.fakeenum.OcclusionQueryResult.Enum.noResult, + count = bgfx.fakeenum.OcclusionQueryResult.Enum.count, +} + +///Primitive topology. + +enum Topology: bgfx.fakeenum.Topology.Enum{ + triList = bgfx.fakeenum.Topology.Enum.triList, + triStrip = bgfx.fakeenum.Topology.Enum.triStrip, + lineList = bgfx.fakeenum.Topology.Enum.lineList, + lineStrip = bgfx.fakeenum.Topology.Enum.lineStrip, + pointList = bgfx.fakeenum.Topology.Enum.pointList, + count = bgfx.fakeenum.Topology.Enum.count, +} + +///Topology conversion function. + +enum TopologyConvert: bgfx.fakeenum.TopologyConvert.Enum{ + triListFlipWinding = bgfx.fakeenum.TopologyConvert.Enum.triListFlipWinding, + triStripFlipWinding = bgfx.fakeenum.TopologyConvert.Enum.triStripFlipWinding, + triListToLineList = bgfx.fakeenum.TopologyConvert.Enum.triListToLineList, + triStripToTriList = bgfx.fakeenum.TopologyConvert.Enum.triStripToTriList, + lineStripToLineList = bgfx.fakeenum.TopologyConvert.Enum.lineStripToLineList, + count = bgfx.fakeenum.TopologyConvert.Enum.count, +} + +///Topology sort order. + +enum TopologySort: bgfx.fakeenum.TopologySort.Enum{ + directionFrontToBackMin = bgfx.fakeenum.TopologySort.Enum.directionFrontToBackMin, + directionFrontToBackAvg = bgfx.fakeenum.TopologySort.Enum.directionFrontToBackAvg, + directionFrontToBackMax = bgfx.fakeenum.TopologySort.Enum.directionFrontToBackMax, + directionBackToFrontMin = bgfx.fakeenum.TopologySort.Enum.directionBackToFrontMin, + directionBackToFrontAvg = bgfx.fakeenum.TopologySort.Enum.directionBackToFrontAvg, + directionBackToFrontMax = bgfx.fakeenum.TopologySort.Enum.directionBackToFrontMax, + distanceFrontToBackMin = bgfx.fakeenum.TopologySort.Enum.distanceFrontToBackMin, + distanceFrontToBackAvg = bgfx.fakeenum.TopologySort.Enum.distanceFrontToBackAvg, + distanceFrontToBackMax = bgfx.fakeenum.TopologySort.Enum.distanceFrontToBackMax, + distanceBackToFrontMin = bgfx.fakeenum.TopologySort.Enum.distanceBackToFrontMin, + distanceBackToFrontAvg = bgfx.fakeenum.TopologySort.Enum.distanceBackToFrontAvg, + distanceBackToFrontMax = bgfx.fakeenum.TopologySort.Enum.distanceBackToFrontMax, + count = bgfx.fakeenum.TopologySort.Enum.count, +} + +///View mode sets draw call sort order. + +enum ViewMode: bgfx.fakeenum.ViewMode.Enum{ + default_ = bgfx.fakeenum.ViewMode.Enum.default_, + sequential = bgfx.fakeenum.ViewMode.Enum.sequential, + depthAscending = bgfx.fakeenum.ViewMode.Enum.depthAscending, + depthDescending = bgfx.fakeenum.ViewMode.Enum.depthDescending, + count = bgfx.fakeenum.ViewMode.Enum.count, +} + +///Render frame enum. + +enum RenderFrame: bgfx.fakeenum.RenderFrame.Enum{ + noContext = bgfx.fakeenum.RenderFrame.Enum.noContext, + render = bgfx.fakeenum.RenderFrame.Enum.render, + timeout = bgfx.fakeenum.RenderFrame.Enum.timeout, + exiting = bgfx.fakeenum.RenderFrame.Enum.exiting, + count = bgfx.fakeenum.RenderFrame.Enum.count, +} + +extern(C++, "bgfx") struct DynamicIndexBufferHandle{ + ushort idx; +} + +extern(C++, "bgfx") struct DynamicVertexBufferHandle{ + ushort idx; +} + +extern(C++, "bgfx") struct FrameBufferHandle{ + ushort idx; +} + +extern(C++, "bgfx") struct IndexBufferHandle{ + ushort idx; +} + +extern(C++, "bgfx") struct IndirectBufferHandle{ + ushort idx; +} + +extern(C++, "bgfx") struct OcclusionQueryHandle{ + ushort idx; +} + +extern(C++, "bgfx") struct ProgramHandle{ + ushort idx; +} + +extern(C++, "bgfx") struct ShaderHandle{ + ushort idx; +} + +extern(C++, "bgfx") struct TextureHandle{ + ushort idx; +} + +extern(C++, "bgfx") struct UniformHandle{ + ushort idx; +} + +extern(C++, "bgfx") struct VertexBufferHandle{ + ushort idx; +} + +extern(C++, "bgfx") struct VertexLayoutHandle{ + ushort idx; +} + +pragma(inline,true) nothrow @nogc pure @safe{ + StateBlend_ blendFuncSeparate(StateBlend_ srcRGB, StateBlend_ dstRGB, StateBlend_ srcA, StateBlend_ dstA){ + return (srcRGB | ((dstRGB) << 4)) | ((srcA | (dstA << 4)) << 8); + } + + ///Blend equation separate. + StateBlendEquation_ blendEquationSeparate(StateBlendEquation_ equationRGB, StateBlendEquation_ equationA){ + return equationRGB | (equationA << 3); + } + + ///Blend function. + StateBlend_ blendFunc(StateBlend_ src, StateBlend_ dst){ return blendFuncSeparate(src, dst, src, dst); } + + ///Blend equation. + StateBlendEquation_ blendEquation(StateBlendEquation_ equation){ return blendEquationSeparate(equation, equation); } + + ///Utility predefined blend modes. + enum StateBlendFunc: StateBlend_{ + ///Additive blending. + add = blendFunc(StateBlend.one, StateBlend.one), + + ///Alpha blend. + alpha = blendFunc(StateBlend.srcAlpha, StateBlend.invSrcAlpha), + + ///Selects darker color of blend. + darken = blendFunc(StateBlend.one, StateBlend.one) | blendEquation(StateBlendEquation.min), + + ///Selects lighter color of blend. + lighten = blendFunc(StateBlend.one, StateBlend.one) | blendEquation(StateBlendEquation.max), + + ///Multiplies colors. + multiply = blendFunc(StateBlend.dstColor, StateBlend.zero), + + ///Opaque pixels will cover the pixels directly below them without any math or algorithm applied to them. + normal = blendFunc(StateBlend.one, StateBlend.invSrcAlpha), + + ///Multiplies the inverse of the blend and base colors. + screen = blendFunc(StateBlend.one, StateBlend.invSrcColor), + + ///Decreases the brightness of the base color based on the value of the blend color. + linearBurn = blendFunc(StateBlend.dstColor, StateBlend.invDstColor) | blendEquation(StateBlendEquation.sub), + } + + StateBlend_ blendFuncRTx(StateBlend_ src, StateBlend_ dst){ + return cast(uint)(src >> StateBlend.shift) | (cast(uint)(dst >> StateBlend.shift) << 4); + } + + StateBlend_ blendFuncRTxE(StateBlend_ src, StateBlend_ dst, StateBlendEquation_ equation){ + return blendFuncRTx(src, dst) | (cast(uint)(equation >> StateBlendEquation.shift) << 8); + } + + StateBlend_ blendFuncRT1(StateBlend_ src, StateBlend_ dst){ return blendFuncRTx(src, dst) << 0; } + StateBlend_ blendFuncRT2(StateBlend_ src, StateBlend_ dst){ return blendFuncRTx(src, dst) << 11; } + StateBlend_ blendFuncRT3(StateBlend_ src, StateBlend_ dst){ return blendFuncRTx(src, dst) << 22; } + + StateBlend_ blendFuncRT1E(StateBlend_ src, StateBlend_ dst, StateBlendEquation_ equation){ + return blendFuncRTxE(src, dst, equation) << 0; + } + StateBlend_ blendFuncRT2E(StateBlend_ src, StateBlend_ dst, StateBlendEquation_ equation){ + return blendFuncRTxE(src, dst, equation) << 11; + } + StateBlend_ blendFuncRT3E(StateBlend_ src, StateBlend_ dst, StateBlendEquation_ equation){ + return blendFuncRTxE(src, dst, equation) << 22; + } +} + +/** +Encoders are used for submitting draw calls from multiple threads. Only one encoder +per thread should be used. Use `bgfx::begin()` to obtain an encoder for a thread. +*/ +extern(C++, "bgfx") struct Encoder{ + extern(D) mixin(joinFnBinds((){ + string[][] ret; + ret ~= makeFnBinds([ + /** + Sets a debug marker. This allows you to group graphics calls together for easy browsing in + graphics debugging tools. + Params: + marker = Marker string. + */ + [q{void}, q{setMarker}, q{const(char)* marker}, `C++`], + + /** + Set render states for draw primitive. + Remarks: + 1. To set up more complex states use: + `BGFX_STATE_ALPHA_REF(_ref)`, + `BGFX_STATE_POINT_SIZE(_size)`, + `BGFX_STATE_BLEND_FUNC(_src, _dst)`, + `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`, + `BGFX_STATE_BLEND_EQUATION(_equation)`, + `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)` + 2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend + equation is specified. + Params: + state = State flags. Default state for primitive type is + triangles. See: `BGFX_STATE_DEFAULT`. + - `BGFX_STATE_DEPTH_TEST_*` - Depth test function. + - `BGFX_STATE_BLEND_*` - See remark 1 about BGFX_STATE_BLEND_FUNC. + - `BGFX_STATE_BLEND_EQUATION_*` - See remark 2. + - `BGFX_STATE_CULL_*` - Backface culling mode. + - `BGFX_STATE_WRITE_*` - Enable R, G, B, A or Z write. + - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing. + - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type. + rgba = Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and + `BGFX_STATE_BLEND_INV_FACTOR` blend modes. + */ + [q{void}, q{setState}, q{ulong state, uint rgba=0}, `C++`], + + /** + Set condition for rendering. + Params: + handle = Occlusion query handle. + visible = Render if occlusion query is visible. + */ + [q{void}, q{setCondition}, q{OcclusionQueryHandle handle, bool visible}, `C++`], + + /** + Set stencil test state. + Params: + fstencil = Front stencil state. + bstencil = Back stencil state. If back is set to `BGFX_STENCIL_NONE` + _fstencil is applied to both front and back facing primitives. + */ + [q{void}, q{setStencil}, q{uint fstencil, uint bstencil=Stencil.none}, `C++`], + + /** + Set scissor for draw primitive. + Remarks: + To scissor for all primitives in view see `bgfx::setViewScissor`. + Params: + x = Position x from the left corner of the window. + y = Position y from the top corner of the window. + width = Width of view scissor region. + height = Height of view scissor region. + */ + [q{ushort}, q{setScissor}, q{ushort x, ushort y, ushort width, ushort height}, `C++`], + + /** + Set scissor from cache for draw primitive. + Remarks: + To scissor for all primitives in view see `bgfx::setViewScissor`. + Params: + cache = Index in scissor cache. + */ + [q{void}, q{setScissor}, q{ushort cache=ushort.max}, `C++`], + + /** + Set model matrix for draw primitive. If it is not called, + the model will be rendered with an identity model matrix. + Params: + mtx = Pointer to first matrix in array. + num = Number of matrices in array. + */ + [q{uint}, q{setTransform}, q{const(void)* mtx, ushort num}, `C++`], + + /** + Set model matrix from matrix cache for draw primitive. + Params: + cache = Index in matrix cache. + num = Number of matrices from cache. + */ + [q{void}, q{setTransform}, q{uint cache, ushort num=1}, `C++`], + + /** + Reserve matrices in internal matrix cache. + Attention: Pointer returned can be modified until `bgfx::frame` is called. + Params: + transform = Pointer to `Transform` structure. + num = Number of matrices. + */ + [q{uint}, q{allocTransform}, q{Transform* transform, ushort num}, `C++`], + + /** + Set shader uniform parameter for draw primitive. + Params: + handle = Uniform. + value = Pointer to uniform data. + num = Number of elements. Passing `UINT16_MAX` will + use the _num passed on uniform creation. + */ + [q{void}, q{setUniform}, q{UniformHandle handle, const(void)* value, ushort num=1}, `C++`], + + /** + Set index buffer for draw primitive. + Params: + handle = Index buffer. + */ + [q{void}, q{setIndexBuffer}, q{IndexBufferHandle handle}, `C++`], + + /** + Set index buffer for draw primitive. + Params: + handle = Index buffer. + firstIndex = First index to render. + numIndices = Number of indices to render. + */ + [q{void}, q{setIndexBuffer}, q{IndexBufferHandle handle, uint firstIndex, uint numIndices}, `C++`], + + /** + Set index buffer for draw primitive. + Params: + handle = Dynamic index buffer. + */ + [q{void}, q{setIndexBuffer}, q{DynamicIndexBufferHandle handle}, `C++`], + + /** + Set index buffer for draw primitive. + Params: + handle = Dynamic index buffer. + firstIndex = First index to render. + numIndices = Number of indices to render. + */ + [q{void}, q{setIndexBuffer}, q{DynamicIndexBufferHandle handle, uint firstIndex, uint numIndices}, `C++`], + + /** + Set index buffer for draw primitive. + Params: + tib = Transient index buffer. + */ + [q{void}, q{setIndexBuffer}, q{const(TransientIndexBuffer)* tib}, `C++`], + + /** + Set index buffer for draw primitive. + Params: + tib = Transient index buffer. + firstIndex = First index to render. + numIndices = Number of indices to render. + */ + [q{void}, q{setIndexBuffer}, q{const(TransientIndexBuffer)* tib, uint firstIndex, uint numIndices}, `C++`], + + /** + Set vertex buffer for draw primitive. + Params: + stream = Vertex stream. + handle = Vertex buffer. + */ + [q{void}, q{setVertexBuffer}, q{ubyte stream, VertexBufferHandle handle}, `C++`], + + /** + Set vertex buffer for draw primitive. + Params: + stream = Vertex stream. + handle = Vertex buffer. + startVertex = First vertex to render. + numVertices = Number of vertices to render. + layoutHandle = Vertex layout for aliasing vertex buffer. If invalid + handle is used, vertex layout used for creation + of vertex buffer will be used. + */ + [q{void}, q{setVertexBuffer}, q{ubyte stream, VertexBufferHandle handle, uint startVertex, uint numVertices, VertexLayoutHandle layoutHandle=invalidHandle!VertexLayoutHandle}, `C++`], + + /** + Set vertex buffer for draw primitive. + Params: + stream = Vertex stream. + handle = Dynamic vertex buffer. + */ + [q{void}, q{setVertexBuffer}, q{ubyte stream, DynamicVertexBufferHandle handle}, `C++`], + [q{void}, q{setVertexBuffer}, q{ubyte stream, DynamicVertexBufferHandle handle, uint startVertex, uint numVertices, VertexLayoutHandle layoutHandle=invalidHandle!VertexLayoutHandle}, `C++`], + + /** + Set vertex buffer for draw primitive. + Params: + stream = Vertex stream. + tvb = Transient vertex buffer. + */ + [q{void}, q{setVertexBuffer}, q{ubyte stream, const(TransientVertexBuffer)* tvb}, `C++`], + + /** + Set vertex buffer for draw primitive. + Params: + stream = Vertex stream. + tvb = Transient vertex buffer. + startVertex = First vertex to render. + numVertices = Number of vertices to render. + layoutHandle = Vertex layout for aliasing vertex buffer. If invalid + handle is used, vertex layout used for creation + of vertex buffer will be used. + */ + [q{void}, q{setVertexBuffer}, q{ubyte stream, const(TransientVertexBuffer)* tvb, uint startVertex, uint numVertices, VertexLayoutHandle layoutHandle=invalidHandle!VertexLayoutHandle}, `C++`], + + /** + Set number of vertices for auto generated vertices use in conjunction + with gl_VertexID. + Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`. + Params: + numVertices = Number of vertices. + */ + [q{void}, q{setVertexCount}, q{uint numVertices}, `C++`], + + /** + Set instance data buffer for draw primitive. + Params: + idb = Transient instance data buffer. + */ + [q{void}, q{setInstanceDataBuffer}, q{const(InstanceDataBuffer)* idb}, `C++`], + + /** + Set instance data buffer for draw primitive. + Params: + idb = Transient instance data buffer. + start = First instance data. + num = Number of data instances. + */ + [q{void}, q{setInstanceDataBuffer}, q{const(InstanceDataBuffer)* idb, uint start, uint num}, `C++`], + + /** + Set instance data buffer for draw primitive. + Params: + handle = Vertex buffer. + startVertex = First instance data. + num = Number of data instances. + */ + [q{void}, q{setInstanceDataBuffer}, q{VertexBufferHandle handle, uint startVertex, uint num}, `C++`], + + /** + Set instance data buffer for draw primitive. + Params: + handle = Dynamic vertex buffer. + startVertex = First instance data. + num = Number of data instances. + */ + [q{void}, q{setInstanceDataBuffer}, q{DynamicVertexBufferHandle handle, uint startVertex, uint num}, `C++`], + + /** + Set number of instances for auto generated instances use in conjunction + with gl_InstanceID. + Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`. + */ + [q{void}, q{setInstanceCount}, q{uint numInstances}, `C++`], + + /** + Set texture stage for draw primitive. + Params: + stage = Texture unit. + sampler = Program sampler. + handle = Texture handle. + flags = Texture sampling mode. Default value UINT32_MAX uses + texture sampling settings from the texture. + - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap + mode. + - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic + sampling. + */ + [q{void}, q{setTexture}, q{ubyte stage, UniformHandle sampler, TextureHandle handle, uint flags=uint.max}, `C++`], + + /** + Submit an empty primitive for rendering. Uniforms and draw state + will be applied but no geometry will be submitted. Useful in cases + when no other draw/compute primitive is submitted to view, but it's + desired to execute clear view. + Remarks: + These empty draw calls will sort before ordinary draw calls. + Params: + id = View id. + */ + [q{void}, q{touch}, q{ViewId id}, `C++`], + + /** + Submit primitive for rendering. + Params: + id = View id. + program = Program. + depth = Depth for sorting. + flags = Discard or preserve states. See `BGFX_DISCARD_*`. + */ + [q{void}, q{submit}, q{ViewId id, ProgramHandle program, uint depth=0, ubyte flags=Discard.all}, `C++`], + + /** + Submit primitive with occlusion query for rendering. + Params: + id = View id. + program = Program. + occlusionQuery = Occlusion query. + depth = Depth for sorting. + flags = Discard or preserve states. See `BGFX_DISCARD_*`. + */ + [q{void}, q{submit}, q{ViewId id, ProgramHandle program, OcclusionQueryHandle occlusionQuery, uint depth=0, ubyte flags=Discard.all}, `C++`], + + /** + Submit primitive for rendering with index and instance data info from + indirect buffer. + Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT`. + Params: + id = View id. + program = Program. + indirectHandle = Indirect buffer. + start = First element in indirect buffer. + num = Number of draws. + depth = Depth for sorting. + flags = Discard or preserve states. See `BGFX_DISCARD_*`. + */ + [q{void}, q{submit}, q{ViewId id, ProgramHandle program, IndirectBufferHandle indirectHandle, ushort start=0, ushort num=1, uint depth=0, ubyte flags=Discard.all}, `C++`], + + /** + Submit primitive for rendering with index and instance data info and + draw count from indirect buffers. + Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT_COUNT`. + Params: + id = View id. + program = Program. + indirectHandle = Indirect buffer. + start = First element in indirect buffer. + numHandle = Buffer for number of draws. Must be + created with `BGFX_BUFFER_INDEX32` and `BGFX_BUFFER_DRAW_INDIRECT`. + numIndex = Element in number buffer. + numMax = Max number of draws. + depth = Depth for sorting. + flags = Discard or preserve states. See `BGFX_DISCARD_*`. + */ + [q{void}, q{submit}, q{ViewId id, ProgramHandle program, IndirectBufferHandle indirectHandle, ushort start, IndexBufferHandle numHandle, uint numIndex=0, ushort numMax=ushort.max, uint depth=0, ubyte flags=Discard.all}, `C++`], + + /** + Set compute index buffer. + Params: + stage = Compute stage. + handle = Index buffer handle. + access = Buffer access. See `Access::Enum`. + */ + [q{void}, q{setBuffer}, q{ubyte stage, IndexBufferHandle handle, bgfx.fakeenum.Access.Enum access}, `C++`], + + /** + Set compute vertex buffer. + Params: + stage = Compute stage. + handle = Vertex buffer handle. + access = Buffer access. See `Access::Enum`. + */ + [q{void}, q{setBuffer}, q{ubyte stage, VertexBufferHandle handle, bgfx.fakeenum.Access.Enum access}, `C++`], + + /** + Set compute dynamic index buffer. + Params: + stage = Compute stage. + handle = Dynamic index buffer handle. + access = Buffer access. See `Access::Enum`. + */ + [q{void}, q{setBuffer}, q{ubyte stage, DynamicIndexBufferHandle handle, bgfx.fakeenum.Access.Enum access}, `C++`], + + /** + Set compute dynamic vertex buffer. + Params: + stage = Compute stage. + handle = Dynamic vertex buffer handle. + access = Buffer access. See `Access::Enum`. + */ + [q{void}, q{setBuffer}, q{ubyte stage, DynamicVertexBufferHandle handle, bgfx.fakeenum.Access.Enum access}, `C++`], + + /** + Set compute indirect buffer. + Params: + stage = Compute stage. + handle = Indirect buffer handle. + access = Buffer access. See `Access::Enum`. + */ + [q{void}, q{setBuffer}, q{ubyte stage, IndirectBufferHandle handle, bgfx.fakeenum.Access.Enum access}, `C++`], + + /** + Set compute image from texture. + Params: + stage = Compute stage. + handle = Texture handle. + mip = Mip level. + access = Image access. See `Access::Enum`. + format = Texture format. See: `TextureFormat::Enum`. + */ + [q{void}, q{setImage}, q{ubyte stage, TextureHandle handle, ubyte mip, bgfx.fakeenum.Access.Enum access, bgfx.fakeenum.TextureFormat.Enum format=TextureFormat.count}, `C++`], + + /** + Dispatch compute. + Params: + id = View id. + program = Compute program. + numX = Number of groups X. + numY = Number of groups Y. + numZ = Number of groups Z. + flags = Discard or preserve states. See `BGFX_DISCARD_*`. + */ + [q{void}, q{dispatch}, q{ViewId id, ProgramHandle program, uint numX=1, uint numY=1, uint numZ=1, ubyte flags=Discard.all}, `C++`], + + /** + Dispatch compute indirect. + Params: + id = View id. + program = Compute program. + indirectHandle = Indirect buffer. + start = First element in indirect buffer. + num = Number of dispatches. + flags = Discard or preserve states. See `BGFX_DISCARD_*`. + */ + [q{void}, q{dispatch}, q{ViewId id, ProgramHandle program, IndirectBufferHandle indirectHandle, ushort start=0, ushort num=1, ubyte flags=Discard.all}, `C++`], + + /** + Discard previously set state for draw or compute call. + Params: + flags = Discard or preserve states. See `BGFX_DISCARD_*`. + */ + [q{void}, q{discard}, q{ubyte flags=Discard.all}, `C++`], + + /** + Blit 2D texture region between two 2D textures. + Attention: Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag. + Attention: Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`. + Params: + id = View id. + dst = Destination texture handle. + dstX = Destination texture X position. + dstY = Destination texture Y position. + src = Source texture handle. + srcX = Source texture X position. + srcY = Source texture Y position. + width = Width of region. + height = Height of region. + */ + [q{void}, q{blit}, q{ViewId id, TextureHandle dst, ushort dstX, ushort dstY, TextureHandle src, ushort srcX=0, ushort srcY=0, ushort width=ushort.max, ushort height=ushort.max}, `C++`], + + /** + Blit 2D texture region between two 2D textures. + Attention: Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag. + Attention: Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`. + Params: + id = View id. + dst = Destination texture handle. + dstMIP = Destination texture mip level. + dstX = Destination texture X position. + dstY = Destination texture Y position. + dstZ = If texture is 2D this argument should be 0. If destination texture is cube + this argument represents destination texture cube face. For 3D texture this argument + represents destination texture Z position. + src = Source texture handle. + srcMIP = Source texture mip level. + srcX = Source texture X position. + srcY = Source texture Y position. + srcZ = If texture is 2D this argument should be 0. If source texture is cube + this argument represents source texture cube face. For 3D texture this argument + represents source texture Z position. + width = Width of region. + height = Height of region. + depth = If texture is 3D this argument represents depth of region, otherwise it's + unused. + */ + [q{void}, q{blit}, q{ViewId id, TextureHandle dst, ubyte dstMIP, ushort dstX, ushort dstY, ushort dstZ, TextureHandle src, ubyte srcMIP=0, ushort srcX=0, ushort srcY=0, ushort srcZ=0, ushort width=ushort.max, ushort height=ushort.max, ushort depth=ushort.max}, `C++`], + ], true); + return ret; + }(), typeof(this).stringof)); +} + +///Uniform info. +extern(C++, "bgfx") struct UniformInfo{ + char[256] name; ///Uniform name. + UniformType type; ///Uniform type. + ushort num; ///Number of elements in array. +} + +///Renderer capabilities. +extern(C++, "bgfx") struct Caps{ + ///GPU info. + extern(C++, "bgfx") struct GPU{ + ushort vendorID; ///Vendor PCI id. See `BGFX_PCI_ID_*`. + ushort deviceID; ///Device id. + } + ///Renderer runtime limits. + extern(C++, "bgfx") struct Limits{ + uint maxDrawCalls; ///Maximum number of draw calls. + uint maxBlits; ///Maximum number of blit calls. + uint maxTextureSize; ///Maximum texture size. + uint maxTextureLayers; ///Maximum texture layers. + uint maxViews; ///Maximum number of views. + uint maxFrameBuffers; ///Maximum number of frame buffer handles. + uint maxFBAttachments; ///Maximum number of frame buffer attachments. + uint maxPrograms; ///Maximum number of program handles. + uint maxShaders; ///Maximum number of shader handles. + uint maxTextures; ///Maximum number of texture handles. + uint maxTextureSamplers; ///Maximum number of texture samplers. + uint maxComputeBindings; ///Maximum number of compute bindings. + uint maxVertexLayouts; ///Maximum number of vertex format layouts. + uint maxVertexStreams; ///Maximum number of vertex streams. + uint maxIndexBuffers; ///Maximum number of index buffer handles. + uint maxVertexBuffers; ///Maximum number of vertex buffer handles. + uint maxDynamicIndexBuffers; ///Maximum number of dynamic index buffer handles. + uint maxDynamicVertexBuffers; ///Maximum number of dynamic vertex buffer handles. + uint maxUniforms; ///Maximum number of uniform handles. + uint maxOcclusionQueries; ///Maximum number of occlusion query handles. + uint maxEncoders; ///Maximum number of encoder threads. + uint minResourceCbSize; ///Minimum resource command buffer size. + uint transientVbSize; ///Maximum transient vertex buffer size. + uint transientIbSize; ///Maximum transient index buffer size. + } + + RendererType rendererType; ///Renderer backend type. See: `bgfx::RendererType` + + /** + Supported functionality. + @attention See `BGFX_CAPS_*` flags at https://bkaradzic.github.io/bgfx/bgfx.html#available-caps + */ + ulong supported; + ushort vendorID; ///Selected GPU vendor PCI id. + ushort deviceID; ///Selected GPU device id. + bool homogeneousDepth; ///True when NDC depth is in [-1, 1] range, otherwise its [0, 1]. + bool originBottomLeft; ///True when NDC origin is at bottom left. + ubyte numGPUs; ///Number of enumerated GPUs. + GPU[4] gpu; ///Enumerated GPUs. + Limits limits; ///Renderer runtime limits. + + /** + Supported texture format capabilities flags: + - `BGFX_CAPS_FORMAT_TEXTURE_NONE` - Texture format is not supported. + - `BGFX_CAPS_FORMAT_TEXTURE_2D` - Texture format is supported. + - `BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB` - Texture as sRGB format is supported. + - `BGFX_CAPS_FORMAT_TEXTURE_2D_EMULATED` - Texture format is emulated. + - `BGFX_CAPS_FORMAT_TEXTURE_3D` - Texture format is supported. + - `BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB` - Texture as sRGB format is supported. + - `BGFX_CAPS_FORMAT_TEXTURE_3D_EMULATED` - Texture format is emulated. + - `BGFX_CAPS_FORMAT_TEXTURE_CUBE` - Texture format is supported. + - `BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB` - Texture as sRGB format is supported. + - `BGFX_CAPS_FORMAT_TEXTURE_CUBE_EMULATED` - Texture format is emulated. + - `BGFX_CAPS_FORMAT_TEXTURE_VERTEX` - Texture format can be used from vertex shader. + - `BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ` - Texture format can be used as image + and read from. + - `BGFX_CAPS_FORMAT_TEXTURE_IMAGE_WRITE` - Texture format can be used as image + and written to. + - `BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER` - Texture format can be used as frame + buffer. + - `BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA` - Texture format can be used as MSAA + frame buffer. + - `BGFX_CAPS_FORMAT_TEXTURE_MSAA` - Texture can be sampled as MSAA. + - `BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN` - Texture format supports auto-generated + mips. + */ + ushort[TextureFormat.count] formats; +} + +/** +Memory must be obtained by calling `bgfx::alloc`, `bgfx::copy`, or `bgfx::makeRef`. +@attention It is illegal to create this structure on stack and pass it to any bgfx API. +*/ +extern(C++, "bgfx") struct Memory{ + ubyte* data; ///Pointer to data. + uint size; ///Data size. +} + +///Internal data. +extern(C++, "bgfx") struct InternalData{ + const(Caps)* caps; ///Renderer capabilities. + void* context; ///GL context, or D3D device. +} + +/** +Renderer statistics data. +@remarks All time values are high-resolution timestamps, while +time frequencies define timestamps-per-second for that hardware. +*/ +extern(C++, "bgfx") struct Stats{ + long cpuTimeFrame; ///CPU time between two `bgfx::frame` calls. + long cpuTimeBegin; ///Render thread CPU submit begin time. + long cpuTimeEnd; ///Render thread CPU submit end time. + long cpuTimerFreq; ///CPU timer frequency. Timestamps-per-second + long gpuTimeBegin; ///GPU frame begin time. + long gpuTimeEnd; ///GPU frame end time. + long gpuTimerFreq; ///GPU timer frequency. + long waitRender; ///Time spent waiting for render backend thread to finish issuing draw commands to underlying graphics API. + long waitSubmit; ///Time spent waiting for submit thread to advance to next frame. + uint numDraw; ///Number of draw calls submitted. + uint numCompute; ///Number of compute calls submitted. + uint numBlit; ///Number of blit calls submitted. + uint maxGpuLatency; ///GPU driver latency. + uint gpuFrameNum; ///Frame which generated gpuTimeBegin, gpuTimeEnd. + ushort numDynamicIndexBuffers; ///Number of used dynamic index buffers. + ushort numDynamicVertexBuffers; ///Number of used dynamic vertex buffers. + ushort numFrameBuffers; ///Number of used frame buffers. + ushort numIndexBuffers; ///Number of used index buffers. + ushort numOcclusionQueries; ///Number of used occlusion queries. + ushort numPrograms; ///Number of used programs. + ushort numShaders; ///Number of used shaders. + ushort numTextures; ///Number of used textures. + ushort numUniforms; ///Number of used uniforms. + ushort numVertexBuffers; ///Number of used vertex buffers. + ushort numVertexLayouts; ///Number of used vertex layouts. + long textureMemoryUsed; ///Estimate of texture memory used. + long rtMemoryUsed; ///Estimate of render target memory used. + int transientVbUsed; ///Amount of transient vertex buffer used. + int transientIbUsed; ///Amount of transient index buffer used. + uint[Topology.count] numPrims; ///Number of primitives rendered. + long gpuMemoryMax; ///Maximum available GPU memory for application. + long gpuMemoryUsed; ///Amount of GPU memory used by the application. + ushort width; ///Backbuffer width in pixels. + ushort height; ///Backbuffer height in pixels. + ushort textWidth; ///Debug text width in characters. + ushort textHeight; ///Debug text height in characters. + ushort numViews; ///Number of view stats. + ViewStats* viewStats; ///Array of View stats. + ubyte numEncoders; ///Number of encoders used during frame. + EncoderStats* encoderStats; ///Array of encoder stats. +} + +///Backbuffer resolution and reset parameters. +extern(C++, "bgfx") struct Resolution{ + TextureFormat format; ///Backbuffer format. + uint width; ///Backbuffer width. + uint height; ///Backbuffer height. + uint reset; ///Reset parameters. + ubyte numBackBuffers; ///Number of back buffers. + ubyte maxFrameLatency; ///Maximum frame latency. + ubyte debugTextScale; ///Scale factor for debug text. + extern(D) mixin(joinFnBinds((){ + string[][] ret; + ret ~= makeFnBinds([ + [q{void}, q{this}, q{}, `C++`], + ], true); + return ret; + }(), typeof(this).stringof)); +} + +///Transient vertex buffer. +extern(C++, "bgfx") struct TransientVertexBuffer{ + ubyte* data; ///Pointer to data. + uint size; ///Data size. + uint startVertex; ///First vertex. + ushort stride; ///Vertex stride. + VertexBufferHandle handle; ///Vertex buffer handle. + VertexLayoutHandle layoutHandle; ///Vertex layout handle. +} + +///Texture info. +extern(C++, "bgfx") struct TextureInfo{ + TextureFormat format; ///Texture format. + uint storageSize; ///Total amount of bytes required to store texture. + ushort width; ///Texture width. + ushort height; ///Texture height. + ushort depth; ///Texture depth. + ushort numLayers; ///Number of layers in texture array. + ubyte numMIPs; ///Number of MIP maps. + ubyte bitsPerPixel; ///Format bits per pixel. + bool cubeMap; ///Texture is cubemap. +} + +///Transient index buffer. +extern(C++, "bgfx") struct TransientIndexBuffer{ + ubyte* data; ///Pointer to data. + uint size; ///Data size. + uint startIndex; ///First index. + IndexBufferHandle handle; ///Index buffer handle. + bool isIndex16; ///Index buffer format is 16-bits if true, otherwise it is 32-bit. +} + +///Instance data buffer info. +extern(C++, "bgfx") struct InstanceDataBuffer{ + ubyte* data; ///Pointer to data. + uint size; ///Data size. + uint offset; ///Offset in vertex buffer. + uint num; ///Number of instances. + ushort stride; ///Vertex buffer stride. + VertexBufferHandle handle; ///Vertex buffer object handle. +} + +///Encoder stats. +extern(C++, "bgfx") struct EncoderStats{ + long cpuTimeBegin; ///Encoder thread CPU submit begin time. + long cpuTimeEnd; ///Encoder thread CPU submit end time. +} + +///View stats. +extern(C++, "bgfx") struct ViewStats{ + char[256] name; ///View name. + ViewId view; ///View id. + long cpuTimeBegin; ///CPU (submit) begin time. + long cpuTimeEnd; ///CPU (submit) end time. + long gpuTimeBegin; ///GPU begin time. + long gpuTimeEnd; ///GPU end time. + uint gpuFrameNum; ///Frame which generated gpuTimeBegin, gpuTimeEnd. +} + +///Frame buffer texture attachment info. +extern(C++, "bgfx") struct Attachment{ + Access access; ///Attachment access. See `Access::Enum`. + TextureHandle handle; ///Render target texture handle. + ushort mip; ///Mip level. + ushort layer; ///Cubemap side or depth layer/slice to use. + ushort numLayers; ///Number of texture layer/slice(s) in array to use. + ubyte resolve; ///Resolve flags. See: `BGFX_RESOLVE_*` + extern(D) mixin(joinFnBinds((){ + string[][] ret; + ret ~= makeFnBinds([ + /** + Init attachment. + Params: + handle = Render target texture handle. + access = Access. See `Access::Enum`. + layer = Cubemap side or depth layer/slice to use. + numLayers = Number of texture layer/slice(s) in array to use. + mip = Mip level. + resolve = Resolve flags. See: `BGFX_RESOLVE_*` + */ + [q{void}, q{init}, q{TextureHandle handle, bgfx.fakeenum.Access.Enum access=Access.write, ushort layer=0, ushort numLayers=1, ushort mip=0, ubyte resolve=Resolve.autoGenMIPs}, `C++`], + ], true); + return ret; + }(), typeof(this).stringof)); +} + +///Platform data. +extern(C++, "bgfx") struct PlatformData{ + void* ndt; ///Native display type (*nix specific). + + /** + Native window handle. If `NULL`, bgfx will create a headless + context/device, provided the rendering API supports it. + */ + void* nwh; + + /** + GL context, D3D device, or Vulkan device. If `NULL`, bgfx + will create context/device. + */ + void* context; + + /** + GL back-buffer, or D3D render target view. If `NULL` bgfx will + create back-buffer color surface. + */ + void* backBuffer; + + /** + Backbuffer depth/stencil. If `NULL`, bgfx will create a back-buffer + depth/stencil surface. + */ + void* backBufferDS; +} + +///Initialization parameters used by `bgfx::init`. +extern(C++, "bgfx") struct Init{ + ///Configurable runtime limits parameters. + extern(C++, "bgfx") struct Limits{ + ushort maxEncoders; ///Maximum number of encoder threads. + uint minResourceCbSize; ///Minimum resource command buffer size. + uint transientVbSize; ///Maximum transient vertex buffer size. + uint transientIbSize; ///Maximum transient index buffer size. + } + + /** + Select rendering backend. When set to RendererType::Count + a default rendering backend will be selected appropriate to the platform. + See: `bgfx::RendererType` + */ + RendererType type; + + /** + Vendor PCI ID. If set to `BGFX_PCI_ID_NONE`, discrete and integrated + GPUs will be prioritised. + - `BGFX_PCI_ID_NONE` - Autoselect adapter. + - `BGFX_PCI_ID_SOFTWARE_RASTERIZER` - Software rasterizer. + - `BGFX_PCI_ID_AMD` - AMD adapter. + - `BGFX_PCI_ID_APPLE` - Apple adapter. + - `BGFX_PCI_ID_INTEL` - Intel adapter. + - `BGFX_PCI_ID_NVIDIA` - NVIDIA adapter. + - `BGFX_PCI_ID_MICROSOFT` - Microsoft adapter. + */ + ushort vendorID; + + /** + Device ID. If set to 0 it will select first device, or device with + matching ID. + */ + ushort deviceID; + ulong capabilities; ///Capabilities initialization mask (default: UINT64_MAX). + bool debug_; ///Enable device for debugging. + bool profile; ///Enable device for profiling. + PlatformData platformData; ///Platform data. + Resolution resolution; ///Backbuffer resolution and reset parameters. See: `bgfx::Resolution`. + Limits limits; ///Configurable runtime limits parameters. + + /** + Provide application specific callback interface. + See: `bgfx::CallbackI` + */ + void* callback; + + /** + Custom allocator. When a custom allocator is not + specified, bgfx uses the CRT allocator. Bgfx assumes + custom allocator is thread safe. + */ + void* allocator; + extern(D) mixin(joinFnBinds((){ + string[][] ret; + ret ~= makeFnBinds([ + [q{void}, q{this}, q{}, `C++`], + ], true); + return ret; + }(), typeof(this).stringof)); +} + +///Vertex layout. +extern(C++, "bgfx") struct VertexLayout{ + uint hash; ///Hash. + ushort stride; ///Stride. + ushort[Attrib.count] offset; ///Attribute offsets. + ushort[Attrib.count] attributes; ///Used attributes. + extern(D) mixin(joinFnBinds((){ + string[][] ret; + ret ~= makeFnBinds([ + [q{void}, q{this}, q{}, `C++`], + + /** + Start VertexLayout. + Params: + rendererType = Renderer backend type. See: `bgfx::RendererType` + */ + [q{VertexLayout*}, q{begin}, q{bgfx.fakeenum.RendererType.Enum rendererType=RendererType.noop}, `C++`], + + /** + Add attribute to VertexLayout. + Remarks: Must be called between begin/end. + Params: + attrib = Attribute semantics. See: `bgfx::Attrib` + num = Number of elements 1, 2, 3 or 4. + type = Element type. + normalized = When using fixed point AttribType (f.e. Uint8) + value will be normalized for vertex shader usage. When normalized + is set to true, AttribType::Uint8 value in range 0-255 will be + in range 0.0-1.0 in vertex shader. + asInt = Packaging rule for vertexPack, vertexUnpack, and + vertexConvert for AttribType::Uint8 and AttribType::Int16. + Unpacking code must be implemented inside vertex shader. + */ + [q{VertexLayout*}, q{add}, q{bgfx.fakeenum.Attrib.Enum attrib, ubyte num, bgfx.fakeenum.AttribType.Enum type, bool normalized=false, bool asInt=false}, `C++`], + + /** + Decode attribute. + Params: + attrib = Attribute semantics. See: `bgfx::Attrib` + num = Number of elements. + type = Element type. + normalized = Attribute is normalized. + asInt = Attribute is packed as int. + */ + [q{void}, q{decode}, q{bgfx.fakeenum.Attrib.Enum attrib, ref ubyte num, ref bgfx.fakeenum.AttribType.Enum type, ref bool normalized, ref bool asInt}, `C++`, q{const}], + + /** + Returns `true` if VertexLayout contains attribute. + Params: + attrib = Attribute semantics. See: `bgfx::Attrib` + */ + [q{bool}, q{has}, q{bgfx.fakeenum.Attrib.Enum attrib}, `C++`, q{const}], + + /** + Skip `_num` bytes in vertex stream. + Params: + num = Number of bytes to skip. + */ + [q{VertexLayout*}, q{skip}, q{ubyte num}, `C++`], + + /** + End VertexLayout. + */ + [q{void}, q{end}, q{}, `C++`], + + /** + Returns relative attribute offset from the vertex. + Params: + attrib = Attribute semantics. See: `bgfx::Attrib` + */ + [q{ushort}, q{getOffset}, q{bgfx.fakeenum.Attrib.Enum attrib}, `C++`, q{const}], + + /** + Returns vertex stride. + */ + [q{ushort}, q{getStride}, q{}, `C++`, q{const}], + + /** + Returns size of vertex buffer for number of vertices. + Params: + num = Number of vertices. + */ + [q{uint}, q{getSize}, q{uint num}, `C++`, q{const}], + ], true); + return ret; + }(), typeof(this).stringof)); +} + +///Transform data. +extern(C++, "bgfx") struct Transform{ + float* data; ///Pointer to first 4x4 matrix. + ushort num; ///Number of matrices. +} + +mixin(joinFnBinds((){ + string[][] ret; + ret ~= makeFnBinds([ + /** + * Pack vertex attribute into vertex stream format. + Params: + input = Value to be packed into vertex stream. + inputNormalized = `true` if input value is already normalized. + attr = Attribute to pack. + layout = Vertex stream layout. + data = Destination vertex stream where data will be packed. + index = Vertex index that will be modified. + */ + [q{void}, q{vertexPack}, q{const(float)* input, bool inputNormalized, bgfx.fakeenum.Attrib.Enum attr, ref const VertexLayout layout, void* data, uint index=0}, `C++, "bgfx"`], + + /** + * Unpack vertex attribute from vertex stream format. + Params: + output = Result of unpacking. + attr = Attribute to unpack. + layout = Vertex stream layout. + data = Source vertex stream from where data will be unpacked. + index = Vertex index that will be unpacked. + */ + [q{void}, q{vertexUnpack}, q{float* output, bgfx.fakeenum.Attrib.Enum attr, ref const VertexLayout layout, const(void)* data, uint index=0}, `C++, "bgfx"`], + + /** + * Converts vertex stream data from one vertex stream format to another. + Params: + dstLayout = Destination vertex stream layout. + dstData = Destination vertex stream. + srcLayout = Source vertex stream layout. + srcData = Source vertex stream data. + num = Number of vertices to convert from source to destination. + */ + [q{void}, q{vertexConvert}, q{ref const VertexLayout dstLayout, void* dstData, ref const VertexLayout srcLayout, const(void)* srcData, uint num=1}, `C++, "bgfx"`], + + /** + * Weld vertices. + Params: + output = Welded vertices remapping table. The size of buffer + must be the same as number of vertices. + layout = Vertex stream layout. + data = Vertex stream. + num = Number of vertices in vertex stream. + index32 = Set to `true` if input indices are 32-bit. + epsilon = Error tolerance for vertex position comparison. + */ + [q{uint}, q{weldVertices}, q{void* output, ref const VertexLayout layout, const(void)* data, uint num, bool index32, float epsilon=0.001f}, `C++, "bgfx"`], + + /** + * Convert index buffer for use with different primitive topologies. + Params: + conversion = Conversion type, see `TopologyConvert::Enum`. + dst = Destination index buffer. If this argument is NULL + function will return number of indices after conversion. + dstSize = Destination index buffer in bytes. It must be + large enough to contain output indices. If destination size is + insufficient index buffer will be truncated. + indices = Source indices. + numIndices = Number of input indices. + index32 = Set to `true` if input indices are 32-bit. + */ + [q{uint}, q{topologyConvert}, q{bgfx.fakeenum.TopologyConvert.Enum conversion, void* dst, uint dstSize, const(void)* indices, uint numIndices, bool index32}, `C++, "bgfx"`], + + /** + * Sort indices. + Params: + sort = Sort order, see `TopologySort::Enum`. + dst = Destination index buffer. + dstSize = Destination index buffer in bytes. It must be + large enough to contain output indices. If destination size is + insufficient index buffer will be truncated. + dir = Direction (vector must be normalized). + pos = Position. + vertices = Pointer to first vertex represented as + float x, y, z. Must contain at least number of vertices + referencende by index buffer. + stride = Vertex stride. + indices = Source indices. + numIndices = Number of input indices. + index32 = Set to `true` if input indices are 32-bit. + */ + [q{void}, q{topologySortTriList}, q{bgfx.fakeenum.TopologySort.Enum sort, void* dst, uint dstSize, const(float)* dir, const(float)* pos, const(void)* vertices, uint stride, const(void)* indices, uint numIndices, bool index32}, `C++, "bgfx"`], + + /** + * Returns supported backend API renderers. + Params: + max = Maximum number of elements in _enum array. + enum_ = Array where supported renderers will be written. + */ + [q{ubyte}, q{getSupportedRenderers}, q{ubyte max=0, bgfx.fakeenum.RendererType.Enum* enum_=null}, `C++, "bgfx"`], + + /** + * Returns name of renderer. + Params: + type = Renderer backend type. See: `bgfx::RendererType` + */ + [q{const(char)*}, q{getRendererName}, q{bgfx.fakeenum.RendererType.Enum type}, `C++, "bgfx"`], + + /** + * Initialize the bgfx library. + Params: + init = Initialization parameters. See: `bgfx::Init` for more info. + */ + [q{bool}, q{init}, q{ref const Init init}, `C++, "bgfx"`], + + /** + * Shutdown bgfx library. + */ + [q{void}, q{shutdown}, q{}, `C++, "bgfx"`], + + /** + * Reset graphic settings and back-buffer size. + * Attention: This call doesn’t change the window size, it just resizes + * the back-buffer. Your windowing code controls the window size. + Params: + width = Back-buffer width. + height = Back-buffer height. + flags = See: `BGFX_RESET_*` for more info. + - `BGFX_RESET_NONE` - No reset flags. + - `BGFX_RESET_FULLSCREEN` - Not supported yet. + - `BGFX_RESET_MSAA_X[2/4/8/16]` - Enable 2, 4, 8 or 16 x MSAA. + - `BGFX_RESET_VSYNC` - Enable V-Sync. + - `BGFX_RESET_MAXANISOTROPY` - Turn on/off max anisotropy. + - `BGFX_RESET_CAPTURE` - Begin screen capture. + - `BGFX_RESET_FLUSH_AFTER_RENDER` - Flush rendering after submitting to GPU. + - `BGFX_RESET_FLIP_AFTER_RENDER` - This flag specifies where flip + occurs. Default behaviour is that flip occurs before rendering new + frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`. + - `BGFX_RESET_SRGB_BACKBUFFER` - Enable sRGB back-buffer. + format = Texture format. See: `TextureFormat::Enum`. + */ + [q{void}, q{reset}, q{uint width, uint height, uint flags=Reset.none, bgfx.fakeenum.TextureFormat.Enum format=TextureFormat.count}, `C++, "bgfx"`], + + /** + * Advance to next frame. When using multithreaded renderer, this call + * just swaps internal buffers, kicks render thread, and returns. In + * singlethreaded renderer this call does frame rendering. + Params: + capture = Capture frame with graphics debugger. + */ + [q{uint}, q{frame}, q{bool capture=false}, `C++, "bgfx"`], + + /** + * Returns current renderer backend API type. + * Remarks: + * Library must be initialized. + */ + [q{RendererType}, q{getRendererType}, q{}, `C++, "bgfx"`], + + /** + * Returns renderer capabilities. + * Remarks: + * Library must be initialized. + */ + [q{const(Caps)*}, q{getCaps}, q{}, `C++, "bgfx"`], + + /** + * Returns performance counters. + * Attention: Pointer returned is valid until `bgfx::frame` is called. + */ + [q{const(Stats)*}, q{getStats}, q{}, `C++, "bgfx"`], + + /** + * Allocate buffer to pass to bgfx calls. Data will be freed inside bgfx. + Params: + size = Size to allocate. + */ + [q{const(Memory)*}, q{alloc}, q{uint size}, `C++, "bgfx"`], + + /** + * Allocate buffer and copy data into it. Data will be freed inside bgfx. + Params: + data = Pointer to data to be copied. + size = Size of data to be copied. + */ + [q{const(Memory)*}, q{copy}, q{const(void)* data, uint size}, `C++, "bgfx"`], + + /** + * Make reference to data to pass to bgfx. Unlike `bgfx::alloc`, this call + * doesn't allocate memory for data. It just copies the _data pointer. You + * can pass `ReleaseFn` function pointer to release this memory after it's + * consumed, otherwise you must make sure _data is available for at least 2 + * `bgfx::frame` calls. `ReleaseFn` function must be able to be called + * from any thread. + * Attention: Data passed must be available for at least 2 `bgfx::frame` calls. + Params: + data = Pointer to data. + size = Size of data. + releaseFn = Callback function to release memory after use. + userData = User data to be passed to callback function. + */ + [q{const(Memory)*}, q{makeRef}, q{const(void)* data, uint size, ReleaseFn releaseFn=null, void* userData=null}, `C++, "bgfx"`], + + /** + * Set debug flags. + Params: + debug_ = Available flags: + - `BGFX_DEBUG_IFH` - Infinitely fast hardware. When this flag is set + all rendering calls will be skipped. This is useful when profiling + to quickly assess potential bottlenecks between CPU and GPU. + - `BGFX_DEBUG_PROFILER` - Enable profiler. + - `BGFX_DEBUG_STATS` - Display internal statistics. + - `BGFX_DEBUG_TEXT` - Display debug text. + - `BGFX_DEBUG_WIREFRAME` - Wireframe rendering. All rendering + primitives will be rendered as lines. + */ + [q{void}, q{setDebug}, q{uint debug_}, `C++, "bgfx"`], + + /** + * Clear internal debug text buffer. + Params: + attr = Background color. + small = Default 8x16 or 8x8 font. + */ + [q{void}, q{dbgTextClear}, q{ubyte attr=0, bool small=false}, `C++, "bgfx"`], + + /** + * Print formatted data to internal debug text character-buffer (VGA-compatible text mode). + Params: + x = Position x from the left corner of the window. + y = Position y from the top corner of the window. + attr = Color palette. Where top 4-bits represent index of background, and bottom + 4-bits represent foreground color from standard VGA text palette (ANSI escape codes). + format = `printf` style format. + */ + [q{void}, q{dbgTextPrintf}, q{ushort x, ushort y, ubyte attr, const(char)* format, ...}, `C++, "bgfx"`], + + /** + * Print formatted data from variable argument list to internal debug text character-buffer (VGA-compatible text mode). + Params: + x = Position x from the left corner of the window. + y = Position y from the top corner of the window. + attr = Color palette. Where top 4-bits represent index of background, and bottom + 4-bits represent foreground color from standard VGA text palette (ANSI escape codes). + format = `printf` style format. + argList = Variable arguments list for format string. + */ + [q{void}, q{dbgTextPrintfVargs}, q{ushort x, ushort y, ubyte attr, const(char)* format, va_list argList}, `C++, "bgfx"`], + + /** + * Draw image into internal debug text buffer. + Params: + x = Position x from the left corner of the window. + y = Position y from the top corner of the window. + width = Image width. + height = Image height. + data = Raw image data (character/attribute raw encoding). + pitch = Image pitch in bytes. + */ + [q{void}, q{dbgTextImage}, q{ushort x, ushort y, ushort width, ushort height, const(void)* data, ushort pitch}, `C++, "bgfx"`], + + /** + * Create static index buffer. + Params: + mem = Index buffer data. + flags = Buffer creation flags. + - `BGFX_BUFFER_NONE` - No flags. + - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. + - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer + is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. + - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. + - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of + data is passed. If this flag is not specified, and more data is passed on update, the buffer + will be trimmed to fit the existing buffer size. This flag has effect only on dynamic + buffers. + - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on + index buffers. + */ + [q{IndexBufferHandle}, q{createIndexBuffer}, q{const(Memory)* mem, ushort flags=Buffer.none}, `C++, "bgfx"`], + + /** + * Set static index buffer debug name. + Params: + handle = Static index buffer handle. + name = Static index buffer name. + len = Static index buffer name length (if length is INT32_MAX, it's expected + that _name is zero terminated string. + */ + [q{void}, q{setName}, q{IndexBufferHandle handle, const(char)* name, int len=int.max}, `C++, "bgfx"`], + + /** + * Destroy static index buffer. + Params: + handle = Static index buffer handle. + */ + [q{void}, q{destroy}, q{IndexBufferHandle handle}, `C++, "bgfx"`], + + /** + * Create vertex layout. + Params: + layout = Vertex layout. + */ + [q{VertexLayoutHandle}, q{createVertexLayout}, q{ref const VertexLayout layout}, `C++, "bgfx"`], + + /** + * Destroy vertex layout. + Params: + layoutHandle = Vertex layout handle. + */ + [q{void}, q{destroy}, q{VertexLayoutHandle layoutHandle}, `C++, "bgfx"`], + + /** + * Create static vertex buffer. + Params: + mem = Vertex buffer data. + layout = Vertex layout. + flags = Buffer creation flags. + - `BGFX_BUFFER_NONE` - No flags. + - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. + - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer + is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. + - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. + - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of + data is passed. If this flag is not specified, and more data is passed on update, the buffer + will be trimmed to fit the existing buffer size. This flag has effect only on dynamic buffers. + - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on index buffers. + */ + [q{VertexBufferHandle}, q{createVertexBuffer}, q{const(Memory)* mem, ref const VertexLayout layout, ushort flags=Buffer.none}, `C++, "bgfx"`], + + /** + * Set static vertex buffer debug name. + Params: + handle = Static vertex buffer handle. + name = Static vertex buffer name. + len = Static vertex buffer name length (if length is INT32_MAX, it's expected + that _name is zero terminated string. + */ + [q{void}, q{setName}, q{VertexBufferHandle handle, const(char)* name, int len=int.max}, `C++, "bgfx"`], + + /** + * Destroy static vertex buffer. + Params: + handle = Static vertex buffer handle. + */ + [q{void}, q{destroy}, q{VertexBufferHandle handle}, `C++, "bgfx"`], + + /** + * Create empty dynamic index buffer. + Params: + num = Number of indices. + flags = Buffer creation flags. + - `BGFX_BUFFER_NONE` - No flags. + - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. + - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer + is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. + - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. + - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of + data is passed. If this flag is not specified, and more data is passed on update, the buffer + will be trimmed to fit the existing buffer size. This flag has effect only on dynamic + buffers. + - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on + index buffers. + */ + [q{DynamicIndexBufferHandle}, q{createDynamicIndexBuffer}, q{uint num, ushort flags=Buffer.none}, `C++, "bgfx"`], + + /** + * Create a dynamic index buffer and initialize it. + Params: + mem = Index buffer data. + flags = Buffer creation flags. + - `BGFX_BUFFER_NONE` - No flags. + - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. + - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer + is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. + - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. + - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of + data is passed. If this flag is not specified, and more data is passed on update, the buffer + will be trimmed to fit the existing buffer size. This flag has effect only on dynamic + buffers. + - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on + index buffers. + */ + [q{DynamicIndexBufferHandle}, q{createDynamicIndexBuffer}, q{const(Memory)* mem, ushort flags=Buffer.none}, `C++, "bgfx"`], + + /** + * Update dynamic index buffer. + Params: + handle = Dynamic index buffer handle. + startIndex = Start index. + mem = Index buffer data. + */ + [q{void}, q{update}, q{DynamicIndexBufferHandle handle, uint startIndex, const(Memory)* mem}, `C++, "bgfx"`], + + /** + * Destroy dynamic index buffer. + Params: + handle = Dynamic index buffer handle. + */ + [q{void}, q{destroy}, q{DynamicIndexBufferHandle handle}, `C++, "bgfx"`], + + /** + * Create empty dynamic vertex buffer. + Params: + num = Number of vertices. + layout = Vertex layout. + flags = Buffer creation flags. + - `BGFX_BUFFER_NONE` - No flags. + - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. + - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer + is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. + - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. + - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of + data is passed. If this flag is not specified, and more data is passed on update, the buffer + will be trimmed to fit the existing buffer size. This flag has effect only on dynamic + buffers. + - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on + index buffers. + */ + [q{DynamicVertexBufferHandle}, q{createDynamicVertexBuffer}, q{uint num, ref const VertexLayout layout, ushort flags=Buffer.none}, `C++, "bgfx"`], + + /** + * Create dynamic vertex buffer and initialize it. + Params: + mem = Vertex buffer data. + layout = Vertex layout. + flags = Buffer creation flags. + - `BGFX_BUFFER_NONE` - No flags. + - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. + - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer + is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. + - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. + - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of + data is passed. If this flag is not specified, and more data is passed on update, the buffer + will be trimmed to fit the existing buffer size. This flag has effect only on dynamic + buffers. + - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on + index buffers. + */ + [q{DynamicVertexBufferHandle}, q{createDynamicVertexBuffer}, q{const(Memory)* mem, ref const VertexLayout layout, ushort flags=Buffer.none}, `C++, "bgfx"`], + + /** + * Update dynamic vertex buffer. + Params: + handle = Dynamic vertex buffer handle. + startVertex = Start vertex. + mem = Vertex buffer data. + */ + [q{void}, q{update}, q{DynamicVertexBufferHandle handle, uint startVertex, const(Memory)* mem}, `C++, "bgfx"`], + + /** + * Destroy dynamic vertex buffer. + Params: + handle = Dynamic vertex buffer handle. + */ + [q{void}, q{destroy}, q{DynamicVertexBufferHandle handle}, `C++, "bgfx"`], + + /** + * Returns number of requested or maximum available indices. + Params: + num = Number of required indices. + index32 = Set to `true` if input indices will be 32-bit. + */ + [q{uint}, q{getAvailTransientIndexBuffer}, q{uint num, bool index32=false}, `C++, "bgfx"`], + + /** + * Returns number of requested or maximum available vertices. + Params: + num = Number of required vertices. + layout = Vertex layout. + */ + [q{uint}, q{getAvailTransientVertexBuffer}, q{uint num, ref const VertexLayout layout}, `C++, "bgfx"`], + + /** + * Returns number of requested or maximum available instance buffer slots. + Params: + num = Number of required instances. + stride = Stride per instance. + */ + [q{uint}, q{getAvailInstanceDataBuffer}, q{uint num, ushort stride}, `C++, "bgfx"`], + + /** + * Allocate transient index buffer. + Params: + tib = TransientIndexBuffer structure will be filled, and will be valid + for the duration of frame, and can be reused for multiple draw + calls. + num = Number of indices to allocate. + index32 = Set to `true` if input indices will be 32-bit. + */ + [q{void}, q{allocTransientIndexBuffer}, q{TransientIndexBuffer* tib, uint num, bool index32=false}, `C++, "bgfx"`], + + /** + * Allocate transient vertex buffer. + Params: + tvb = TransientVertexBuffer structure will be filled, and will be valid + for the duration of frame, and can be reused for multiple draw + calls. + num = Number of vertices to allocate. + layout = Vertex layout. + */ + [q{void}, q{allocTransientVertexBuffer}, q{TransientVertexBuffer* tvb, uint num, ref const VertexLayout layout}, `C++, "bgfx"`], + + /** + * Check for required space and allocate transient vertex and index + * buffers. If both space requirements are satisfied function returns + * true. + Params: + tvb = TransientVertexBuffer structure will be filled, and will be valid + for the duration of frame, and can be reused for multiple draw + calls. + layout = Vertex layout. + numVertices = Number of vertices to allocate. + tib = TransientIndexBuffer structure will be filled, and will be valid + for the duration of frame, and can be reused for multiple draw + calls. + numIndices = Number of indices to allocate. + index32 = Set to `true` if input indices will be 32-bit. + */ + [q{bool}, q{allocTransientBuffers}, q{TransientVertexBuffer* tvb, ref const VertexLayout layout, uint numVertices, TransientIndexBuffer* tib, uint numIndices, bool index32=false}, `C++, "bgfx"`], + + /** + * Allocate instance data buffer. + Params: + idb = InstanceDataBuffer structure will be filled, and will be valid + for duration of frame, and can be reused for multiple draw + calls. + num = Number of instances. + stride = Instance stride. Must be multiple of 16. + */ + [q{void}, q{allocInstanceDataBuffer}, q{InstanceDataBuffer* idb, uint num, ushort stride}, `C++, "bgfx"`], + + /** + * Create draw indirect buffer. + Params: + num = Number of indirect calls. + */ + [q{IndirectBufferHandle}, q{createIndirectBuffer}, q{uint num}, `C++, "bgfx"`], + + /** + * Destroy draw indirect buffer. + Params: + handle = Indirect buffer handle. + */ + [q{void}, q{destroy}, q{IndirectBufferHandle handle}, `C++, "bgfx"`], + + /** + * Create shader from memory buffer. + Params: + mem = Shader binary. + */ + [q{ShaderHandle}, q{createShader}, q{const(Memory)* mem}, `C++, "bgfx"`], + + /** + * Returns the number of uniforms and uniform handles used inside a shader. + * Remarks: + * Only non-predefined uniforms are returned. + Params: + handle = Shader handle. + uniforms = UniformHandle array where data will be stored. + max = Maximum capacity of array. + */ + [q{ushort}, q{getShaderUniforms}, q{ShaderHandle handle, UniformHandle* uniforms=null, ushort max=0}, `C++, "bgfx"`], + + /** + * Set shader debug name. + Params: + handle = Shader handle. + name = Shader name. + len = Shader name length (if length is INT32_MAX, it's expected + that _name is zero terminated string). + */ + [q{void}, q{setName}, q{ShaderHandle handle, const(char)* name, int len=int.max}, `C++, "bgfx"`], + + /** + * Destroy shader. + * Remarks: Once a shader program is created with _handle, + * it is safe to destroy that shader. + Params: + handle = Shader handle. + */ + [q{void}, q{destroy}, q{ShaderHandle handle}, `C++, "bgfx"`], + + /** + * Create program with vertex and fragment shaders. + Params: + vsh = Vertex shader. + fsh = Fragment shader. + destroyShaders = If true, shaders will be destroyed when program is destroyed. + */ + [q{ProgramHandle}, q{createProgram}, q{ShaderHandle vsh, ShaderHandle fsh, bool destroyShaders=false}, `C++, "bgfx"`], + + /** + * Create program with compute shader. + Params: + csh = Compute shader. + destroyShaders = If true, shaders will be destroyed when program is destroyed. + */ + [q{ProgramHandle}, q{createProgram}, q{ShaderHandle csh, bool destroyShaders=false}, `C++, "bgfx"`], + + /** + * Destroy program. + Params: + handle = Program handle. + */ + [q{void}, q{destroy}, q{ProgramHandle handle}, `C++, "bgfx"`], + + /** + * Validate texture parameters. + Params: + depth = Depth dimension of volume texture. + cubeMap = Indicates that texture contains cubemap. + numLayers = Number of layers in texture array. + format = Texture format. See: `TextureFormat::Enum`. + flags = Texture flags. See `BGFX_TEXTURE_*`. + */ + [q{bool}, q{isTextureValid}, q{ushort depth, bool cubeMap, ushort numLayers, bgfx.fakeenum.TextureFormat.Enum format, ulong flags}, `C++, "bgfx"`], + + /** + * Validate frame buffer parameters. + Params: + num = Number of attachments. + attachment = Attachment texture info. See: `bgfx::Attachment`. + */ + [q{bool}, q{isFrameBufferValid}, q{ubyte num, const(Attachment)* attachment}, `C++, "bgfx"`], + + /** + * Calculate amount of memory required for texture. + Params: + info = Resulting texture info structure. See: `TextureInfo`. + width = Width. + height = Height. + depth = Depth dimension of volume texture. + cubeMap = Indicates that texture contains cubemap. + hasMIPs = Indicates that texture contains full mip-map chain. + numLayers = Number of layers in texture array. + format = Texture format. See: `TextureFormat::Enum`. + */ + [q{void}, q{calcTextureSize}, q{ref TextureInfo info, ushort width, ushort height, ushort depth, bool cubeMap, bool hasMIPs, ushort numLayers, bgfx.fakeenum.TextureFormat.Enum format}, `C++, "bgfx"`], + + /** + * Create texture from memory buffer. + Params: + mem = DDS, KTX or PVR texture binary data. + flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) + flags. Default texture sampling mode is linear, and wrap mode is repeat. + - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap + mode. + - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic + sampling. + skip = Skip top level mips when parsing texture. + info = When non-`NULL` is specified it returns parsed texture information. + */ + [q{TextureHandle}, q{createTexture}, q{const(Memory)* mem, ulong flags, ubyte skip=0, TextureInfo* info=null}, `C++, "bgfx"`], + + /** + * Create 2D texture. + Params: + width = Width. + height = Height. + hasMIPs = Indicates that texture contains full mip-map chain. + numLayers = Number of layers in texture array. Must be 1 if caps + `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set. + format = Texture format. See: `TextureFormat::Enum`. + flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) + flags. Default texture sampling mode is linear, and wrap mode is repeat. + - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap + mode. + - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic + sampling. + mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If + `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than + 1, expected memory layout is texture and all mips together for each array element. + */ + [q{TextureHandle}, q{createTexture2D}, q{ushort width, ushort height, bool hasMIPs, ushort numLayers, bgfx.fakeenum.TextureFormat.Enum format, ulong flags, const(Memory)* mem=null}, `C++, "bgfx"`], + + /** + * Create texture with size based on back-buffer ratio. Texture will maintain ratio + * if back buffer resolution changes. + Params: + ratio = Texture size in respect to back-buffer size. See: `BackbufferRatio::Enum`. + hasMIPs = Indicates that texture contains full mip-map chain. + numLayers = Number of layers in texture array. Must be 1 if caps + `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set. + format = Texture format. See: `TextureFormat::Enum`. + flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) + flags. Default texture sampling mode is linear, and wrap mode is repeat. + - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap + mode. + - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic + sampling. + */ + [q{TextureHandle}, q{createTexture2D}, q{bgfx.fakeenum.BackbufferRatio.Enum ratio, bool hasMIPs, ushort numLayers, bgfx.fakeenum.TextureFormat.Enum format, ulong flags=Texture.none|Sampler.none}, `C++, "bgfx"`], + + /** + * Create 3D texture. + Params: + width = Width. + height = Height. + depth = Depth. + hasMIPs = Indicates that texture contains full mip-map chain. + format = Texture format. See: `TextureFormat::Enum`. + flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) + flags. Default texture sampling mode is linear, and wrap mode is repeat. + - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap + mode. + - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic + sampling. + mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If + `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than + 1, expected memory layout is texture and all mips together for each array element. + */ + [q{TextureHandle}, q{createTexture3D}, q{ushort width, ushort height, ushort depth, bool hasMIPs, bgfx.fakeenum.TextureFormat.Enum format, ulong flags=Texture.none|Sampler.none, const(Memory)* mem=null}, `C++, "bgfx"`], + + /** + * Create Cube texture. + Params: + size = Cube side size. + hasMIPs = Indicates that texture contains full mip-map chain. + numLayers = Number of layers in texture array. Must be 1 if caps + `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set. + format = Texture format. See: `TextureFormat::Enum`. + flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) + flags. Default texture sampling mode is linear, and wrap mode is repeat. + - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap + mode. + - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic + sampling. + mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If + `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than + 1, expected memory layout is texture and all mips together for each array element. + */ + [q{TextureHandle}, q{createTextureCube}, q{ushort size, bool hasMIPs, ushort numLayers, bgfx.fakeenum.TextureFormat.Enum format, ulong flags=Texture.none|Sampler.none, const(Memory)* mem=null}, `C++, "bgfx"`], + + /** + * Update 2D texture. + * Attention: It's valid to update only mutable texture. See `bgfx::createTexture2D` for more info. + Params: + handle = Texture handle. + layer = Layer in texture array. + mip = Mip level. + x = X offset in texture. + y = Y offset in texture. + width = Width of texture block. + height = Height of texture block. + mem = Texture update data. + pitch = Pitch of input image (bytes). When _pitch is set to + UINT16_MAX, it will be calculated internally based on _width. + */ + [q{void}, q{updateTexture2D}, q{TextureHandle handle, ushort layer, ubyte mip, ushort x, ushort y, ushort width, ushort height, const(Memory)* mem, ushort pitch=ushort.max}, `C++, "bgfx"`], + + /** + * Update 3D texture. + * Attention: It's valid to update only mutable texture. See `bgfx::createTexture3D` for more info. + Params: + handle = Texture handle. + mip = Mip level. + x = X offset in texture. + y = Y offset in texture. + z = Z offset in texture. + width = Width of texture block. + height = Height of texture block. + depth = Depth of texture block. + mem = Texture update data. + */ + [q{void}, q{updateTexture3D}, q{TextureHandle handle, ubyte mip, ushort x, ushort y, ushort z, ushort width, ushort height, ushort depth, const(Memory)* mem}, `C++, "bgfx"`], + + /** + * Update Cube texture. + * Attention: It's valid to update only mutable texture. See `bgfx::createTextureCube` for more info. + Params: + handle = Texture handle. + layer = Layer in texture array. + side = Cubemap side `BGFX_CUBE_MAP__`, + where 0 is +X, 1 is -X, 2 is +Y, 3 is -Y, 4 is +Z, and 5 is -Z. + +----------+ + |-z 2| + | ^ +y | + | | | Unfolded cube: + | +---->+x | + +----------+----------+----------+----------+ + |+y 1|+y 4|+y 0|+y 5| + | ^ -x | ^ +z | ^ +x | ^ -z | + | | | | | | | | | + | +---->+z | +---->+x | +---->-z | +---->-x | + +----------+----------+----------+----------+ + |+z 3| + | ^ -y | + | | | + | +---->+x | + +----------+ + mip = Mip level. + x = X offset in texture. + y = Y offset in texture. + width = Width of texture block. + height = Height of texture block. + mem = Texture update data. + pitch = Pitch of input image (bytes). When _pitch is set to + UINT16_MAX, it will be calculated internally based on _width. + */ + [q{void}, q{updateTextureCube}, q{TextureHandle handle, ushort layer, ubyte side, ubyte mip, ushort x, ushort y, ushort width, ushort height, const(Memory)* mem, ushort pitch=ushort.max}, `C++, "bgfx"`], + + /** + * Read back texture content. + * Attention: Texture must be created with `BGFX_TEXTURE_READ_BACK` flag. + * Attention: Availability depends on: `BGFX_CAPS_TEXTURE_READ_BACK`. + Params: + handle = Texture handle. + data = Destination buffer. + mip = Mip level. + */ + [q{uint}, q{readTexture}, q{TextureHandle handle, void* data, ubyte mip=0}, `C++, "bgfx"`], + + /** + * Set texture debug name. + Params: + handle = Texture handle. + name = Texture name. + len = Texture name length (if length is INT32_MAX, it's expected + that _name is zero terminated string. + */ + [q{void}, q{setName}, q{TextureHandle handle, const(char)* name, int len=int.max}, `C++, "bgfx"`], + + /** + * Returns texture direct access pointer. + * Attention: Availability depends on: `BGFX_CAPS_TEXTURE_DIRECT_ACCESS`. This feature + * is available on GPUs that have unified memory architecture (UMA) support. + Params: + handle = Texture handle. + */ + [q{void*}, q{getDirectAccessPtr}, q{TextureHandle handle}, `C++, "bgfx"`], + + /** + * Destroy texture. + Params: + handle = Texture handle. + */ + [q{void}, q{destroy}, q{TextureHandle handle}, `C++, "bgfx"`], + + /** + * Create frame buffer (simple). + Params: + width = Texture width. + height = Texture height. + format = Texture format. See: `TextureFormat::Enum`. + textureFlags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) + flags. Default texture sampling mode is linear, and wrap mode is repeat. + - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap + mode. + - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic + sampling. + */ + [q{FrameBufferHandle}, q{createFrameBuffer}, q{ushort width, ushort height, bgfx.fakeenum.TextureFormat.Enum format, ulong textureFlags=SamplerU.clamp|SamplerV.clamp}, `C++, "bgfx"`], + + /** + * Create frame buffer with size based on back-buffer ratio. Frame buffer will maintain ratio + * if back buffer resolution changes. + Params: + ratio = Frame buffer size in respect to back-buffer size. See: + `BackbufferRatio::Enum`. + format = Texture format. See: `TextureFormat::Enum`. + textureFlags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) + flags. Default texture sampling mode is linear, and wrap mode is repeat. + - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap + mode. + - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic + sampling. + */ + [q{FrameBufferHandle}, q{createFrameBuffer}, q{bgfx.fakeenum.BackbufferRatio.Enum ratio, bgfx.fakeenum.TextureFormat.Enum format, ulong textureFlags=SamplerU.clamp|SamplerV.clamp}, `C++, "bgfx"`], + + /** + * Create MRT frame buffer from texture handles (simple). + Params: + num = Number of texture handles. + handles = Texture attachments. + destroyTexture = If true, textures will be destroyed when + frame buffer is destroyed. + */ + [q{FrameBufferHandle}, q{createFrameBuffer}, q{ubyte num, const(TextureHandle)* handles, bool destroyTexture=false}, `C++, "bgfx"`], + + /** + * Create MRT frame buffer from texture handles with specific layer and + * mip level. + Params: + num = Number of attachments. + attachment = Attachment texture info. See: `bgfx::Attachment`. + destroyTexture = If true, textures will be destroyed when + frame buffer is destroyed. + */ + [q{FrameBufferHandle}, q{createFrameBuffer}, q{ubyte num, const(Attachment)* attachment, bool destroyTexture=false}, `C++, "bgfx"`], + + /** + * Create frame buffer for multiple window rendering. + * Remarks: + * Frame buffer cannot be used for sampling. + * Attention: Availability depends on: `BGFX_CAPS_SWAP_CHAIN`. + Params: + nwh = OS' target native window handle. + width = Window back buffer width. + height = Window back buffer height. + format = Window back buffer color format. + depthFormat = Window back buffer depth format. + */ + [q{FrameBufferHandle}, q{createFrameBuffer}, q{void* nwh, ushort width, ushort height, bgfx.fakeenum.TextureFormat.Enum format=TextureFormat.count, bgfx.fakeenum.TextureFormat.Enum depthFormat=TextureFormat.count}, `C++, "bgfx"`], + + /** + * Set frame buffer debug name. + Params: + handle = Frame buffer handle. + name = Frame buffer name. + len = Frame buffer name length (if length is INT32_MAX, it's expected + that _name is zero terminated string. + */ + [q{void}, q{setName}, q{FrameBufferHandle handle, const(char)* name, int len=int.max}, `C++, "bgfx"`], + + /** + * Obtain texture handle of frame buffer attachment. + Params: + handle = Frame buffer handle. + */ + [q{TextureHandle}, q{getTexture}, q{FrameBufferHandle handle, ubyte attachment=0}, `C++, "bgfx"`], + + /** + * Destroy frame buffer. + Params: + handle = Frame buffer handle. + */ + [q{void}, q{destroy}, q{FrameBufferHandle handle}, `C++, "bgfx"`], + + /** + * Create shader uniform parameter. + * Remarks: + * 1. Uniform names are unique. It's valid to call `bgfx::createUniform` + * multiple times with the same uniform name. The library will always + * return the same handle, but the handle reference count will be + * incremented. This means that the same number of `bgfx::destroyUniform` + * must be called to properly destroy the uniform. + * 2. Predefined uniforms (declared in `bgfx_shader.sh`): + * - `u_viewRect vec4(x, y, width, height)` - view rectangle for current + * view, in pixels. + * - `u_viewTexel vec4(1.0/width, 1.0/height, undef, undef)` - inverse + * width and height + * - `u_view mat4` - view matrix + * - `u_invView mat4` - inverted view matrix + * - `u_proj mat4` - projection matrix + * - `u_invProj mat4` - inverted projection matrix + * - `u_viewProj mat4` - concatenated view projection matrix + * - `u_invViewProj mat4` - concatenated inverted view projection matrix + * - `u_model mat4[BGFX_CONFIG_MAX_BONES]` - array of model matrices. + * - `u_modelView mat4` - concatenated model view matrix, only first + * model matrix from array is used. + * - `u_modelViewProj mat4` - concatenated model view projection matrix. + * - `u_alphaRef float` - alpha reference value for alpha test. + Params: + name = Uniform name in shader. + type = Type of uniform (See: `bgfx::UniformType`). + num = Number of elements in array. + */ + [q{UniformHandle}, q{createUniform}, q{const(char)* name, bgfx.fakeenum.UniformType.Enum type, ushort num=1}, `C++, "bgfx"`], + + /** + * Retrieve uniform info. + Params: + handle = Handle to uniform object. + info = Uniform info. + */ + [q{void}, q{getUniformInfo}, q{UniformHandle handle, ref UniformInfo info}, `C++, "bgfx"`], + + /** + * Destroy shader uniform parameter. + Params: + handle = Handle to uniform object. + */ + [q{void}, q{destroy}, q{UniformHandle handle}, `C++, "bgfx"`], + + /** + * Create occlusion query. + */ + [q{OcclusionQueryHandle}, q{createOcclusionQuery}, q{}, `C++, "bgfx"`], + + /** + * Retrieve occlusion query result from previous frame. + Params: + handle = Handle to occlusion query object. + result = Number of pixels that passed test. This argument + can be `NULL` if result of occlusion query is not needed. + */ + [q{OcclusionQueryResult}, q{getResult}, q{OcclusionQueryHandle handle, int* result=null}, `C++, "bgfx"`], + + /** + * Destroy occlusion query. + Params: + handle = Handle to occlusion query object. + */ + [q{void}, q{destroy}, q{OcclusionQueryHandle handle}, `C++, "bgfx"`], + + /** + * Set palette color value. + Params: + index = Index into palette. + rgba = RGBA floating point values. + */ + [q{void}, q{setPaletteColor}, q{ubyte index, const(float)* rgba}, `C++, "bgfx"`], + + /** + * Set palette color value. + Params: + index = Index into palette. + rgba = Packed 32-bit RGBA value. + */ + [q{void}, q{setPaletteColor}, q{ubyte index, uint rgba}, `C++, "bgfx"`], + + /** + * Set view name. + * Remarks: + * This is debug only feature. + * In graphics debugger view name will appear as: + * "nnnc " + * ^ ^ ^ + * | +--- compute (C) + * +------ view id + Params: + id = View id. + name = View name. + */ + [q{void}, q{setViewName}, q{ViewId id, const(char)* name}, `C++, "bgfx"`], + + /** + * Set view rectangle. Draw primitive outside view will be clipped. + Params: + id = View id. + x = Position x from the left corner of the window. + y = Position y from the top corner of the window. + width = Width of view port region. + height = Height of view port region. + */ + [q{void}, q{setViewRect}, q{ViewId id, ushort x, ushort y, ushort width, ushort height}, `C++, "bgfx"`], + + /** + * Set view rectangle. Draw primitive outside view will be clipped. + Params: + id = View id. + x = Position x from the left corner of the window. + y = Position y from the top corner of the window. + ratio = Width and height will be set in respect to back-buffer size. + See: `BackbufferRatio::Enum`. + */ + [q{void}, q{setViewRect}, q{ViewId id, ushort x, ushort y, bgfx.fakeenum.BackbufferRatio.Enum ratio}, `C++, "bgfx"`], + + /** + * Set view scissor. Draw primitive outside view will be clipped. When + * _x, _y, _width and _height are set to 0, scissor will be disabled. + Params: + id = View id. + x = Position x from the left corner of the window. + y = Position y from the top corner of the window. + width = Width of view scissor region. + height = Height of view scissor region. + */ + [q{void}, q{setViewScissor}, q{ViewId id, ushort x=0, ushort y=0, ushort width=0, ushort height=0}, `C++, "bgfx"`], + + /** + * Set view clear flags. + Params: + id = View id. + flags = Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear + operation. See: `BGFX_CLEAR_*`. + rgba = Color clear value. + depth = Depth clear value. + stencil = Stencil clear value. + */ + [q{void}, q{setViewClear}, q{ViewId id, ushort flags, uint rgba=0x000000ff, float depth=1.0f, ubyte stencil=0}, `C++, "bgfx"`], + + /** + * Set view clear flags with different clear color for each + * frame buffer texture. `bgfx::setPaletteColor` must be used to set up a + * clear color palette. + Params: + id = View id. + flags = Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear + operation. See: `BGFX_CLEAR_*`. + depth = Depth clear value. + stencil = Stencil clear value. + c0 = Palette index for frame buffer attachment 0. + c1 = Palette index for frame buffer attachment 1. + c2 = Palette index for frame buffer attachment 2. + c3 = Palette index for frame buffer attachment 3. + c4 = Palette index for frame buffer attachment 4. + c5 = Palette index for frame buffer attachment 5. + c6 = Palette index for frame buffer attachment 6. + c7 = Palette index for frame buffer attachment 7. + */ + [q{void}, q{setViewClear}, q{ViewId id, ushort flags, float depth, ubyte stencil, ubyte c0=ubyte.max, ubyte c1=ubyte.max, ubyte c2=ubyte.max, ubyte c3=ubyte.max, ubyte c4=ubyte.max, ubyte c5=ubyte.max, ubyte c6=ubyte.max, ubyte c7=ubyte.max}, `C++, "bgfx"`], + + /** + * Set view sorting mode. + * Remarks: + * View mode must be set prior calling `bgfx::submit` for the view. + Params: + id = View id. + mode = View sort mode. See `ViewMode::Enum`. + */ + [q{void}, q{setViewMode}, q{ViewId id, bgfx.fakeenum.ViewMode.Enum mode=ViewMode.default_}, `C++, "bgfx"`], + + /** + * Set view frame buffer. + * Remarks: + * Not persistent after `bgfx::reset` call. + Params: + id = View id. + handle = Frame buffer handle. Passing `BGFX_INVALID_HANDLE` as + frame buffer handle will draw primitives from this view into + default back buffer. + */ + [q{void}, q{setViewFrameBuffer}, q{ViewId id, FrameBufferHandle handle}, `C++, "bgfx"`], + + /** + * Set view's view matrix and projection matrix, + * all draw primitives in this view will use these two matrices. + Params: + id = View id. + view = View matrix. + proj = Projection matrix. + */ + [q{void}, q{setViewTransform}, q{ViewId id, const(void)* view, const(void)* proj}, `C++, "bgfx"`], + + /** + * Post submit view reordering. + Params: + id = First view id. + num = Number of views to remap. + order = View remap id table. Passing `NULL` will reset view ids + to default state. + */ + [q{void}, q{setViewOrder}, q{ViewId id=0, ushort num=ushort.max, const(ViewId)* order=null}, `C++, "bgfx"`], + + /** + * Reset all view settings to default. + */ + [q{void}, q{resetView}, q{ViewId id}, `C++, "bgfx"`], + + /** + * Begin submitting draw calls from thread. + Params: + forThread = Explicitly request an encoder for a worker thread. + */ + [q{Encoder*}, q{begin}, q{bool forThread}, `C++, "bgfx"`], + + /** + * End submitting draw calls from thread. + Params: + encoder = Encoder. + */ + [q{void}, q{end}, q{Encoder* encoder}, `C++, "bgfx"`], + + /** + * Request screen shot of window back buffer. + * Remarks: + * `bgfx::CallbackI::screenShot` must be implemented. + * Attention: Frame buffer handle must be created with OS' target native window handle. + Params: + handle = Frame buffer handle. If handle is `BGFX_INVALID_HANDLE` request will be + made for main window back buffer. + filePath = Will be passed to `bgfx::CallbackI::screenShot` callback. + */ + [q{void}, q{requestScreenShot}, q{FrameBufferHandle handle, const(char)* filePath}, `C++, "bgfx"`], + + /** + * Render frame. + * Attention: `bgfx::renderFrame` is blocking call. It waits for + * `bgfx::frame` to be called from API thread to process frame. + * If timeout value is passed call will timeout and return even + * if `bgfx::frame` is not called. + * Warning: This call should be only used on platforms that don't + * allow creating separate rendering thread. If it is called before + * to bgfx::init, render thread won't be created by bgfx::init call. + Params: + msecs = Timeout in milliseconds. + */ + [q{RenderFrame}, q{renderFrame}, q{int msecs=-1}, `C++, "bgfx"`], + + /** + * Set platform data. + * Warning: Must be called before `bgfx::init`. + Params: + data = Platform data. + */ + [q{void}, q{setPlatformData}, q{ref const PlatformData data}, `C++, "bgfx"`], + + /** + * Get internal data for interop. + * Attention: It's expected you understand some bgfx internals before you + * use this call. + * Warning: Must be called only on render thread. + */ + [q{const(InternalData)*}, q{getInternalData}, q{}, `C++, "bgfx"`], + + /** + * Override internal texture with externally created texture. Previously + * created internal texture will released. + * Attention: It's expected you understand some bgfx internals before you + * use this call. + * Warning: Must be called only on render thread. + Params: + handle = Texture handle. + ptr = Native API pointer to texture. + */ + [q{size_t}, q{overrideInternal}, q{TextureHandle handle, size_t ptr}, `C++, "bgfx"`], + + /** + * Override internal texture by creating new texture. Previously created + * internal texture will released. + * Attention: It's expected you understand some bgfx internals before you + * use this call. + * Returns: Native API pointer to texture. If result is 0, texture is not created yet from the + * main thread. + * Warning: Must be called only on render thread. + Params: + handle = Texture handle. + width = Width. + height = Height. + numMIPs = Number of mip-maps. + format = Texture format. See: `TextureFormat::Enum`. + flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) + flags. Default texture sampling mode is linear, and wrap mode is repeat. + - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap + mode. + - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic + sampling. + */ + [q{size_t}, q{overrideInternal}, q{TextureHandle handle, ushort width, ushort height, ubyte numMIPs, bgfx.fakeenum.TextureFormat.Enum format, ulong flags}, `C++, "bgfx"`], + + /** + * Sets a debug marker. This allows you to group graphics calls together for easy browsing in + * graphics debugging tools. + Params: + marker = Marker string. + */ + [q{void}, q{setMarker}, q{const(char)* marker}, `C++, "bgfx"`], + + /** + * Set render states for draw primitive. + * Remarks: + * 1. To set up more complex states use: + * `BGFX_STATE_ALPHA_REF(_ref)`, + * `BGFX_STATE_POINT_SIZE(_size)`, + * `BGFX_STATE_BLEND_FUNC(_src, _dst)`, + * `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`, + * `BGFX_STATE_BLEND_EQUATION(_equation)`, + * `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)` + * 2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend + * equation is specified. + Params: + state = State flags. Default state for primitive type is + triangles. See: `BGFX_STATE_DEFAULT`. + - `BGFX_STATE_DEPTH_TEST_*` - Depth test function. + - `BGFX_STATE_BLEND_*` - See remark 1 about BGFX_STATE_BLEND_FUNC. + - `BGFX_STATE_BLEND_EQUATION_*` - See remark 2. + - `BGFX_STATE_CULL_*` - Backface culling mode. + - `BGFX_STATE_WRITE_*` - Enable R, G, B, A or Z write. + - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing. + - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type. + rgba = Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and + `BGFX_STATE_BLEND_INV_FACTOR` blend modes. + */ + [q{void}, q{setState}, q{ulong state, uint rgba=0}, `C++, "bgfx"`], + + /** + * Set condition for rendering. + Params: + handle = Occlusion query handle. + visible = Render if occlusion query is visible. + */ + [q{void}, q{setCondition}, q{OcclusionQueryHandle handle, bool visible}, `C++, "bgfx"`], + + /** + * Set stencil test state. + Params: + fstencil = Front stencil state. + bstencil = Back stencil state. If back is set to `BGFX_STENCIL_NONE` + _fstencil is applied to both front and back facing primitives. + */ + [q{void}, q{setStencil}, q{uint fstencil, uint bstencil=Stencil.none}, `C++, "bgfx"`], + + /** + * Set scissor for draw primitive. + * Remarks: + * To scissor for all primitives in view see `bgfx::setViewScissor`. + Params: + x = Position x from the left corner of the window. + y = Position y from the top corner of the window. + width = Width of view scissor region. + height = Height of view scissor region. + */ + [q{ushort}, q{setScissor}, q{ushort x, ushort y, ushort width, ushort height}, `C++, "bgfx"`], + + /** + * Set scissor from cache for draw primitive. + * Remarks: + * To scissor for all primitives in view see `bgfx::setViewScissor`. + Params: + cache = Index in scissor cache. + */ + [q{void}, q{setScissor}, q{ushort cache=ushort.max}, `C++, "bgfx"`], + + /** + * Set model matrix for draw primitive. If it is not called, + * the model will be rendered with an identity model matrix. + Params: + mtx = Pointer to first matrix in array. + num = Number of matrices in array. + */ + [q{uint}, q{setTransform}, q{const(void)* mtx, ushort num}, `C++, "bgfx"`], + + /** + * Set model matrix from matrix cache for draw primitive. + Params: + cache = Index in matrix cache. + num = Number of matrices from cache. + */ + [q{void}, q{setTransform}, q{uint cache, ushort num=1}, `C++, "bgfx"`], + + /** + * Reserve matrices in internal matrix cache. + * Attention: Pointer returned can be modified until `bgfx::frame` is called. + Params: + transform = Pointer to `Transform` structure. + num = Number of matrices. + */ + [q{uint}, q{allocTransform}, q{Transform* transform, ushort num}, `C++, "bgfx"`], + + /** + * Set shader uniform parameter for draw primitive. + Params: + handle = Uniform. + value = Pointer to uniform data. + num = Number of elements. Passing `UINT16_MAX` will + use the _num passed on uniform creation. + */ + [q{void}, q{setUniform}, q{UniformHandle handle, const(void)* value, ushort num=1}, `C++, "bgfx"`], + + /** + * Set index buffer for draw primitive. + Params: + handle = Index buffer. + */ + [q{void}, q{setIndexBuffer}, q{IndexBufferHandle handle}, `C++, "bgfx"`], + + /** + * Set index buffer for draw primitive. + Params: + handle = Index buffer. + firstIndex = First index to render. + numIndices = Number of indices to render. + */ + [q{void}, q{setIndexBuffer}, q{IndexBufferHandle handle, uint firstIndex, uint numIndices}, `C++, "bgfx"`], + + /** + * Set index buffer for draw primitive. + Params: + handle = Dynamic index buffer. + */ + [q{void}, q{setIndexBuffer}, q{DynamicIndexBufferHandle handle}, `C++, "bgfx"`], + + /** + * Set index buffer for draw primitive. + Params: + handle = Dynamic index buffer. + firstIndex = First index to render. + numIndices = Number of indices to render. + */ + [q{void}, q{setIndexBuffer}, q{DynamicIndexBufferHandle handle, uint firstIndex, uint numIndices}, `C++, "bgfx"`], + + /** + * Set index buffer for draw primitive. + Params: + tib = Transient index buffer. + */ + [q{void}, q{setIndexBuffer}, q{const(TransientIndexBuffer)* tib}, `C++, "bgfx"`], + + /** + * Set index buffer for draw primitive. + Params: + tib = Transient index buffer. + firstIndex = First index to render. + numIndices = Number of indices to render. + */ + [q{void}, q{setIndexBuffer}, q{const(TransientIndexBuffer)* tib, uint firstIndex, uint numIndices}, `C++, "bgfx"`], + + /** + * Set vertex buffer for draw primitive. + Params: + stream = Vertex stream. + handle = Vertex buffer. + */ + [q{void}, q{setVertexBuffer}, q{ubyte stream, VertexBufferHandle handle}, `C++, "bgfx"`], + + /** + * Set vertex buffer for draw primitive. + Params: + stream = Vertex stream. + handle = Vertex buffer. + startVertex = First vertex to render. + numVertices = Number of vertices to render. + layoutHandle = Vertex layout for aliasing vertex buffer. If invalid + handle is used, vertex layout used for creation + of vertex buffer will be used. + */ + [q{void}, q{setVertexBuffer}, q{ubyte stream, VertexBufferHandle handle, uint startVertex, uint numVertices, VertexLayoutHandle layoutHandle=invalidHandle!VertexLayoutHandle}, `C++, "bgfx"`], + + /** + * Set vertex buffer for draw primitive. + Params: + stream = Vertex stream. + handle = Dynamic vertex buffer. + */ + [q{void}, q{setVertexBuffer}, q{ubyte stream, DynamicVertexBufferHandle handle}, `C++, "bgfx"`], + + /** + * Set vertex buffer for draw primitive. + Params: + stream = Vertex stream. + handle = Dynamic vertex buffer. + startVertex = First vertex to render. + numVertices = Number of vertices to render. + layoutHandle = Vertex layout for aliasing vertex buffer. If invalid + handle is used, vertex layout used for creation + of vertex buffer will be used. + */ + [q{void}, q{setVertexBuffer}, q{ubyte stream, DynamicVertexBufferHandle handle, uint startVertex, uint numVertices, VertexLayoutHandle layoutHandle=invalidHandle!VertexLayoutHandle}, `C++, "bgfx"`], + + /** + * Set vertex buffer for draw primitive. + Params: + stream = Vertex stream. + tvb = Transient vertex buffer. + */ + [q{void}, q{setVertexBuffer}, q{ubyte stream, const(TransientVertexBuffer)* tvb}, `C++, "bgfx"`], + + /** + * Set vertex buffer for draw primitive. + Params: + stream = Vertex stream. + tvb = Transient vertex buffer. + startVertex = First vertex to render. + numVertices = Number of vertices to render. + layoutHandle = Vertex layout for aliasing vertex buffer. If invalid + handle is used, vertex layout used for creation + of vertex buffer will be used. + */ + [q{void}, q{setVertexBuffer}, q{ubyte stream, const(TransientVertexBuffer)* tvb, uint startVertex, uint numVertices, VertexLayoutHandle layoutHandle=invalidHandle!VertexLayoutHandle}, `C++, "bgfx"`], + + /** + * Set number of vertices for auto generated vertices use in conjunction + * with gl_VertexID. + * Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`. + Params: + numVertices = Number of vertices. + */ + [q{void}, q{setVertexCount}, q{uint numVertices}, `C++, "bgfx"`], + + /** + * Set instance data buffer for draw primitive. + Params: + idb = Transient instance data buffer. + */ + [q{void}, q{setInstanceDataBuffer}, q{const(InstanceDataBuffer)* idb}, `C++, "bgfx"`], + + /** + * Set instance data buffer for draw primitive. + Params: + idb = Transient instance data buffer. + start = First instance data. + num = Number of data instances. + */ + [q{void}, q{setInstanceDataBuffer}, q{const(InstanceDataBuffer)* idb, uint start, uint num}, `C++, "bgfx"`], + + /** + * Set instance data buffer for draw primitive. + Params: + handle = Vertex buffer. + startVertex = First instance data. + num = Number of data instances. + */ + [q{void}, q{setInstanceDataBuffer}, q{VertexBufferHandle handle, uint startVertex, uint num}, `C++, "bgfx"`], + + /** + * Set instance data buffer for draw primitive. + Params: + handle = Dynamic vertex buffer. + startVertex = First instance data. + num = Number of data instances. + */ + [q{void}, q{setInstanceDataBuffer}, q{DynamicVertexBufferHandle handle, uint startVertex, uint num}, `C++, "bgfx"`], + + /** + * Set number of instances for auto generated instances use in conjunction + * with gl_InstanceID. + * Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`. + */ + [q{void}, q{setInstanceCount}, q{uint numInstances}, `C++, "bgfx"`], + + /** + * Set texture stage for draw primitive. + Params: + stage = Texture unit. + sampler = Program sampler. + handle = Texture handle. + flags = Texture sampling mode. Default value UINT32_MAX uses + texture sampling settings from the texture. + - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap + mode. + - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic + sampling. + */ + [q{void}, q{setTexture}, q{ubyte stage, UniformHandle sampler, TextureHandle handle, uint flags=uint.max}, `C++, "bgfx"`], + + /** + * Submit an empty primitive for rendering. Uniforms and draw state + * will be applied but no geometry will be submitted. + * Remarks: + * These empty draw calls will sort before ordinary draw calls. + Params: + id = View id. + */ + [q{void}, q{touch}, q{ViewId id}, `C++, "bgfx"`], + + /** + * Submit primitive for rendering. + Params: + id = View id. + program = Program. + depth = Depth for sorting. + flags = Which states to discard for next draw. See `BGFX_DISCARD_*`. + */ + [q{void}, q{submit}, q{ViewId id, ProgramHandle program, uint depth=0, ubyte flags=Discard.all}, `C++, "bgfx"`], + + /** + * Submit primitive with occlusion query for rendering. + Params: + id = View id. + program = Program. + occlusionQuery = Occlusion query. + depth = Depth for sorting. + flags = Which states to discard for next draw. See `BGFX_DISCARD_*`. + */ + [q{void}, q{submit}, q{ViewId id, ProgramHandle program, OcclusionQueryHandle occlusionQuery, uint depth=0, ubyte flags=Discard.all}, `C++, "bgfx"`], + + /** + * Submit primitive for rendering with index and instance data info from + * indirect buffer. + * Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT`. + Params: + id = View id. + program = Program. + indirectHandle = Indirect buffer. + start = First element in indirect buffer. + num = Number of draws. + depth = Depth for sorting. + flags = Which states to discard for next draw. See `BGFX_DISCARD_*`. + */ + [q{void}, q{submit}, q{ViewId id, ProgramHandle program, IndirectBufferHandle indirectHandle, ushort start=0, ushort num=1, uint depth=0, ubyte flags=Discard.all}, `C++, "bgfx"`], + + /** + * Submit primitive for rendering with index and instance data info and + * draw count from indirect buffers. + * Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT_COUNT`. + Params: + id = View id. + program = Program. + indirectHandle = Indirect buffer. + start = First element in indirect buffer. + numHandle = Buffer for number of draws. Must be + created with `BGFX_BUFFER_INDEX32` and `BGFX_BUFFER_DRAW_INDIRECT`. + numIndex = Element in number buffer. + numMax = Max number of draws. + depth = Depth for sorting. + flags = Which states to discard for next draw. See `BGFX_DISCARD_*`. + */ + [q{void}, q{submit}, q{ViewId id, ProgramHandle program, IndirectBufferHandle indirectHandle, ushort start, IndexBufferHandle numHandle, uint numIndex=0, ushort numMax=ushort.max, uint depth=0, ubyte flags=Discard.all}, `C++, "bgfx"`], + + /** + * Set compute index buffer. + Params: + stage = Compute stage. + handle = Index buffer handle. + access = Buffer access. See `Access::Enum`. + */ + [q{void}, q{setBuffer}, q{ubyte stage, IndexBufferHandle handle, bgfx.fakeenum.Access.Enum access}, `C++, "bgfx"`], + + /** + * Set compute vertex buffer. + Params: + stage = Compute stage. + handle = Vertex buffer handle. + access = Buffer access. See `Access::Enum`. + */ + [q{void}, q{setBuffer}, q{ubyte stage, VertexBufferHandle handle, bgfx.fakeenum.Access.Enum access}, `C++, "bgfx"`], + + /** + * Set compute dynamic index buffer. + Params: + stage = Compute stage. + handle = Dynamic index buffer handle. + access = Buffer access. See `Access::Enum`. + */ + [q{void}, q{setBuffer}, q{ubyte stage, DynamicIndexBufferHandle handle, bgfx.fakeenum.Access.Enum access}, `C++, "bgfx"`], + + /** + * Set compute dynamic vertex buffer. + Params: + stage = Compute stage. + handle = Dynamic vertex buffer handle. + access = Buffer access. See `Access::Enum`. + */ + [q{void}, q{setBuffer}, q{ubyte stage, DynamicVertexBufferHandle handle, bgfx.fakeenum.Access.Enum access}, `C++, "bgfx"`], + + /** + * Set compute indirect buffer. + Params: + stage = Compute stage. + handle = Indirect buffer handle. + access = Buffer access. See `Access::Enum`. + */ + [q{void}, q{setBuffer}, q{ubyte stage, IndirectBufferHandle handle, bgfx.fakeenum.Access.Enum access}, `C++, "bgfx"`], + + /** + * Set compute image from texture. + Params: + stage = Compute stage. + handle = Texture handle. + mip = Mip level. + access = Image access. See `Access::Enum`. + format = Texture format. See: `TextureFormat::Enum`. + */ + [q{void}, q{setImage}, q{ubyte stage, TextureHandle handle, ubyte mip, bgfx.fakeenum.Access.Enum access, bgfx.fakeenum.TextureFormat.Enum format=TextureFormat.count}, `C++, "bgfx"`], + + /** + * Dispatch compute. + Params: + id = View id. + program = Compute program. + numX = Number of groups X. + numY = Number of groups Y. + numZ = Number of groups Z. + flags = Discard or preserve states. See `BGFX_DISCARD_*`. + */ + [q{void}, q{dispatch}, q{ViewId id, ProgramHandle program, uint numX=1, uint numY=1, uint numZ=1, ubyte flags=Discard.all}, `C++, "bgfx"`], + + /** + * Dispatch compute indirect. + Params: + id = View id. + program = Compute program. + indirectHandle = Indirect buffer. + start = First element in indirect buffer. + num = Number of dispatches. + flags = Discard or preserve states. See `BGFX_DISCARD_*`. + */ + [q{void}, q{dispatch}, q{ViewId id, ProgramHandle program, IndirectBufferHandle indirectHandle, ushort start=0, ushort num=1, ubyte flags=Discard.all}, `C++, "bgfx"`], + + /** + * Discard previously set state for draw or compute call. + Params: + flags = Draw/compute states to discard. + */ + [q{void}, q{discard}, q{ubyte flags=Discard.all}, `C++, "bgfx"`], + + /** + * Blit 2D texture region between two 2D textures. + * Attention: Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag. + * Attention: Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`. + Params: + id = View id. + dst = Destination texture handle. + dstX = Destination texture X position. + dstY = Destination texture Y position. + src = Source texture handle. + srcX = Source texture X position. + srcY = Source texture Y position. + width = Width of region. + height = Height of region. + */ + [q{void}, q{blit}, q{ViewId id, TextureHandle dst, ushort dstX, ushort dstY, TextureHandle src, ushort srcX=0, ushort srcY=0, ushort width=ushort.max, ushort height=ushort.max}, `C++, "bgfx"`], + + /** + * Blit 2D texture region between two 2D textures. + * Attention: Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag. + * Attention: Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`. + Params: + id = View id. + dst = Destination texture handle. + dstMIP = Destination texture mip level. + dstX = Destination texture X position. + dstY = Destination texture Y position. + dstZ = If texture is 2D this argument should be 0. If destination texture is cube + this argument represents destination texture cube face. For 3D texture this argument + represents destination texture Z position. + src = Source texture handle. + srcMIP = Source texture mip level. + srcX = Source texture X position. + srcY = Source texture Y position. + srcZ = If texture is 2D this argument should be 0. If source texture is cube + this argument represents source texture cube face. For 3D texture this argument + represents source texture Z position. + width = Width of region. + height = Height of region. + depth = If texture is 3D this argument represents depth of region, otherwise it's + unused. + */ + [q{void}, q{blit}, q{ViewId id, TextureHandle dst, ubyte dstMIP, ushort dstX, ushort dstY, ushort dstZ, TextureHandle src, ubyte srcMIP=0, ushort srcX=0, ushort srcY=0, ushort srcZ=0, ushort width=ushort.max, ushort height=ushort.max, ushort depth=ushort.max}, `C++, "bgfx"`], + + ]); + return ret; +}(), __MODULE__, "Encoder, Resolution, Attachment, Init, VertexLayout, ")); + +static if(!staticBinding): +import bindbc.loader; + +debug{ + mixin(makeDynloadFns("Bgfx", makeLibPaths(["bgfx-shared-libDebug", "bgfxDebug", "bgfx"]), [__MODULE__])); +}else{ + mixin(makeDynloadFns("Bgfx", makeLibPaths(["bgfx-shared-libRelease", "bgfxRelease", "bgfx"]), [__MODULE__])); +} diff --git a/bindings/d/types.d b/bindings/d/types.d deleted file mode 100644 index 4fb8fe835..000000000 --- a/bindings/d/types.d +++ /dev/null @@ -1,1141 +0,0 @@ -/* - * - * AUTO GENERATED! DO NOT EDIT! - * - */ - -module bindbc.bgfx.types; - -public import core.stdc.stdarg : va_list; - -enum expandEnum(EnumType, string fqnEnumType = EnumType.stringof) = (){ - string expandEnum; - foreach(m; __traits(allMembers, EnumType)){ - expandEnum ~= "alias " ~ m ~ " = " ~ fqnEnumType ~ "." ~ m ~ ";"; - } - return expandEnum; -}(); - -extern(C) @nogc nothrow: - -enum uint BGFX_API_VERSION = 121; - -alias bgfx_view_id_t = ushort; - -//NOTE: TEMPORARY fix to some missing preprocessor function-macros... -static BGFX_STATE_BLEND_FUNC_SEPARATE(ulong _srcRGB, ulong _dstRGB, ulong _srcA, ulong _dstA){ - return (0UL - | ( ( cast(ulong)_srcRGB | ( cast(ulong)_dstRGB<<4) ) ) - | ( ( cast(ulong)_srcA | ( cast(ulong)_dstA <<4) )<<8) - ); -} - -/// Blend equation separate. -static BGFX_STATE_BLEND_EQUATION_SEPARATE(ulong _equationRGB, ulong _equationA){ return ( cast(ulong)_equationRGB | (cast(ulong)_equationA<<3) ); } - -/// Blend function. -static BGFX_STATE_BLEND_FUNC(ulong _src, ulong _dst){ return BGFX_STATE_BLEND_FUNC_SEPARATE(_src, _dst, _src, _dst); } - -/// Blend equation. -static BGFX_STATE_BLEND_EQUATION(ulong _equation){ return BGFX_STATE_BLEND_EQUATION_SEPARATE(_equation, _equation); } - -/// Utility predefined blend modes. - -/// Additive blending. -static BGFX_STATE_BLEND_ADD(){ return (0 | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)); } - -/// Alpha blend. -static BGFX_STATE_BLEND_ALPHA(){ return (0 | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_ALPHA)); } - -/// Memory release callback. - -/// Color RGB/alpha/depth write. When it's not specified write will be disabled. -enum ulong BGFX_STATE_WRITE_R = 0x0000000000000001; /// Enable R write. -enum ulong BGFX_STATE_WRITE_G = 0x0000000000000002; /// Enable G write. -enum ulong BGFX_STATE_WRITE_B = 0x0000000000000004; /// Enable B write. -enum ulong BGFX_STATE_WRITE_A = 0x0000000000000008; /// Enable alpha write. -enum ulong BGFX_STATE_WRITE_Z = 0x0000004000000000; /// Enable depth write. -enum ulong BGFX_STATE_WRITE_RGB = 0x0000000000000007; /// Enable RGB write. -enum ulong BGFX_STATE_WRITE_MASK = 0x000000400000000f; /// Write all channels mask. - -/// Depth test state. When `BGFX_STATE_DEPTH_` is not specified depth test will be disabled. -enum ulong BGFX_STATE_DEPTH_TEST_LESS = 0x0000000000000010; /// Enable depth test, less. -enum ulong BGFX_STATE_DEPTH_TEST_LEQUAL = 0x0000000000000020; /// Enable depth test, less or equal. -enum ulong BGFX_STATE_DEPTH_TEST_EQUAL = 0x0000000000000030; /// Enable depth test, equal. -enum ulong BGFX_STATE_DEPTH_TEST_GEQUAL = 0x0000000000000040; /// Enable depth test, greater or equal. -enum ulong BGFX_STATE_DEPTH_TEST_GREATER = 0x0000000000000050; /// Enable depth test, greater. -enum ulong BGFX_STATE_DEPTH_TEST_NOTEQUAL = 0x0000000000000060; /// Enable depth test, not equal. -enum ulong BGFX_STATE_DEPTH_TEST_NEVER = 0x0000000000000070; /// Enable depth test, never. -enum ulong BGFX_STATE_DEPTH_TEST_ALWAYS = 0x0000000000000080; /// Enable depth test, always. -enum ulong BGFX_STATE_DEPTH_TEST_SHIFT = 4; /// Depth test state bit shift -enum ulong BGFX_STATE_DEPTH_TEST_MASK = 0x00000000000000f0; /// Depth test state bit mask - -/** - * Use BGFX_STATE_BLEND_FUNC(_src, _dst) or BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA) - * helper macros. - */ -enum ulong BGFX_STATE_BLEND_ZERO = 0x0000000000001000; /// 0, 0, 0, 0 -enum ulong BGFX_STATE_BLEND_ONE = 0x0000000000002000; /// 1, 1, 1, 1 -enum ulong BGFX_STATE_BLEND_SRC_COLOR = 0x0000000000003000; /// Rs, Gs, Bs, As -enum ulong BGFX_STATE_BLEND_INV_SRC_COLOR = 0x0000000000004000; /// 1-Rs, 1-Gs, 1-Bs, 1-As -enum ulong BGFX_STATE_BLEND_SRC_ALPHA = 0x0000000000005000; /// As, As, As, As -enum ulong BGFX_STATE_BLEND_INV_SRC_ALPHA = 0x0000000000006000; /// 1-As, 1-As, 1-As, 1-As -enum ulong BGFX_STATE_BLEND_DST_ALPHA = 0x0000000000007000; /// Ad, Ad, Ad, Ad -enum ulong BGFX_STATE_BLEND_INV_DST_ALPHA = 0x0000000000008000; /// 1-Ad, 1-Ad, 1-Ad ,1-Ad -enum ulong BGFX_STATE_BLEND_DST_COLOR = 0x0000000000009000; /// Rd, Gd, Bd, Ad -enum ulong BGFX_STATE_BLEND_INV_DST_COLOR = 0x000000000000a000; /// 1-Rd, 1-Gd, 1-Bd, 1-Ad -enum ulong BGFX_STATE_BLEND_SRC_ALPHA_SAT = 0x000000000000b000; /// f, f, f, 1; f = min(As, 1-Ad) -enum ulong BGFX_STATE_BLEND_FACTOR = 0x000000000000c000; /// Blend factor -enum ulong BGFX_STATE_BLEND_INV_FACTOR = 0x000000000000d000; /// 1-Blend factor -enum ulong BGFX_STATE_BLEND_SHIFT = 12; /// Blend state bit shift -enum ulong BGFX_STATE_BLEND_MASK = 0x000000000ffff000; /// Blend state bit mask - -/** - * Use BGFX_STATE_BLEND_EQUATION(_equation) or BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA) - * helper macros. - */ -enum ulong BGFX_STATE_BLEND_EQUATION_ADD = 0x0000000000000000; /// Blend add: src + dst. -enum ulong BGFX_STATE_BLEND_EQUATION_SUB = 0x0000000010000000; /// Blend subtract: src - dst. -enum ulong BGFX_STATE_BLEND_EQUATION_REVSUB = 0x0000000020000000; /// Blend reverse subtract: dst - src. -enum ulong BGFX_STATE_BLEND_EQUATION_MIN = 0x0000000030000000; /// Blend min: min(src, dst). -enum ulong BGFX_STATE_BLEND_EQUATION_MAX = 0x0000000040000000; /// Blend max: max(src, dst). -enum ulong BGFX_STATE_BLEND_EQUATION_SHIFT = 28; /// Blend equation bit shift -enum ulong BGFX_STATE_BLEND_EQUATION_MASK = 0x00000003f0000000; /// Blend equation bit mask - -/// Cull state. When `BGFX_STATE_CULL_*` is not specified culling will be disabled. -enum ulong BGFX_STATE_CULL_CW = 0x0000001000000000; /// Cull clockwise triangles. -enum ulong BGFX_STATE_CULL_CCW = 0x0000002000000000; /// Cull counter-clockwise triangles. -enum ulong BGFX_STATE_CULL_SHIFT = 36; /// Culling mode bit shift -enum ulong BGFX_STATE_CULL_MASK = 0x0000003000000000; /// Culling mode bit mask - -/// Alpha reference value. -enum ulong BGFX_STATE_ALPHA_REF_SHIFT = 40; /// Alpha reference bit shift -enum ulong BGFX_STATE_ALPHA_REF_MASK = 0x0000ff0000000000; /// Alpha reference bit mask -ulong BGFX_STATE_ALPHA_REF (ulong v) { return (v << BGFX_STATE_ALPHA_REF_SHIFT) & BGFX_STATE_ALPHA_REF_MASK; } - -enum ulong BGFX_STATE_PT_TRISTRIP = 0x0001000000000000; /// Tristrip. -enum ulong BGFX_STATE_PT_LINES = 0x0002000000000000; /// Lines. -enum ulong BGFX_STATE_PT_LINESTRIP = 0x0003000000000000; /// Line strip. -enum ulong BGFX_STATE_PT_POINTS = 0x0004000000000000; /// Points. -enum ulong BGFX_STATE_PT_SHIFT = 48; /// Primitive type bit shift -enum ulong BGFX_STATE_PT_MASK = 0x0007000000000000; /// Primitive type bit mask - -/// Point size value. -enum ulong BGFX_STATE_POINT_SIZE_SHIFT = 52; /// Point size bit shift -enum ulong BGFX_STATE_POINT_SIZE_MASK = 0x00f0000000000000; /// Point size bit mask -ulong BGFX_STATE_POINT_SIZE (ulong v) { return (v << BGFX_STATE_POINT_SIZE_SHIFT) & BGFX_STATE_POINT_SIZE_MASK; } - -/** - * Enable MSAA write when writing into MSAA frame buffer. - * This flag is ignored when not writing into MSAA frame buffer. - */ -enum ulong BGFX_STATE_MSAA = 0x0100000000000000; /// Enable MSAA rasterization. -enum ulong BGFX_STATE_LINEAA = 0x0200000000000000; /// Enable line AA rasterization. -enum ulong BGFX_STATE_CONSERVATIVE_RASTER = 0x0400000000000000; /// Enable conservative rasterization. -enum ulong BGFX_STATE_NONE = 0x0000000000000000; /// No state. -enum ulong BGFX_STATE_FRONT_CCW = 0x0000008000000000; /// Front counter-clockwise (default is clockwise). -enum ulong BGFX_STATE_BLEND_INDEPENDENT = 0x0000000400000000; /// Enable blend independent. -enum ulong BGFX_STATE_BLEND_ALPHA_TO_COVERAGE = 0x0000000800000000; /// Enable alpha to coverage. -/** - * Default state is write to RGB, alpha, and depth with depth test less enabled, with clockwise - * culling and MSAA (when writing into MSAA frame buffer, otherwise this flag is ignored). - */ -enum ulong BGFX_STATE_DEFAULT = BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_WRITE_Z | BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_CULL_CW | BGFX_STATE_MSAA; -enum ulong BGFX_STATE_MASK = 0xffffffffffffffff; /// State bit mask - -/// Do not use! -enum ulong BGFX_STATE_RESERVED_SHIFT = 61; -enum ulong BGFX_STATE_RESERVED_MASK = 0xe000000000000000; - -/// Set stencil ref value. -enum uint BGFX_STENCIL_FUNC_REF_SHIFT = 0; -enum uint BGFX_STENCIL_FUNC_REF_MASK = 0x000000ff; -uint BGFX_STENCIL_FUNC_REF (uint v) { return (v << BGFX_STENCIL_FUNC_REF_SHIFT) & BGFX_STENCIL_FUNC_REF_MASK; } - -/// Set stencil rmask value. -enum uint BGFX_STENCIL_FUNC_RMASK_SHIFT = 8; -enum uint BGFX_STENCIL_FUNC_RMASK_MASK = 0x0000ff00; -uint BGFX_STENCIL_FUNC_RMASK (uint v) { return (v << BGFX_STENCIL_FUNC_RMASK_SHIFT) & BGFX_STENCIL_FUNC_RMASK_MASK; } - -enum uint BGFX_STENCIL_NONE = 0x00000000; -enum uint BGFX_STENCIL_MASK = 0xffffffff; -enum uint BGFX_STENCIL_DEFAULT = 0x00000000; - -enum uint BGFX_STENCIL_TEST_LESS = 0x00010000; /// Enable stencil test, less. -enum uint BGFX_STENCIL_TEST_LEQUAL = 0x00020000; /// Enable stencil test, less or equal. -enum uint BGFX_STENCIL_TEST_EQUAL = 0x00030000; /// Enable stencil test, equal. -enum uint BGFX_STENCIL_TEST_GEQUAL = 0x00040000; /// Enable stencil test, greater or equal. -enum uint BGFX_STENCIL_TEST_GREATER = 0x00050000; /// Enable stencil test, greater. -enum uint BGFX_STENCIL_TEST_NOTEQUAL = 0x00060000; /// Enable stencil test, not equal. -enum uint BGFX_STENCIL_TEST_NEVER = 0x00070000; /// Enable stencil test, never. -enum uint BGFX_STENCIL_TEST_ALWAYS = 0x00080000; /// Enable stencil test, always. -enum uint BGFX_STENCIL_TEST_SHIFT = 16; /// Stencil test bit shift -enum uint BGFX_STENCIL_TEST_MASK = 0x000f0000; /// Stencil test bit mask - -enum uint BGFX_STENCIL_OP_FAIL_S_ZERO = 0x00000000; /// Zero. -enum uint BGFX_STENCIL_OP_FAIL_S_KEEP = 0x00100000; /// Keep. -enum uint BGFX_STENCIL_OP_FAIL_S_REPLACE = 0x00200000; /// Replace. -enum uint BGFX_STENCIL_OP_FAIL_S_INCR = 0x00300000; /// Increment and wrap. -enum uint BGFX_STENCIL_OP_FAIL_S_INCRSAT = 0x00400000; /// Increment and clamp. -enum uint BGFX_STENCIL_OP_FAIL_S_DECR = 0x00500000; /// Decrement and wrap. -enum uint BGFX_STENCIL_OP_FAIL_S_DECRSAT = 0x00600000; /// Decrement and clamp. -enum uint BGFX_STENCIL_OP_FAIL_S_INVERT = 0x00700000; /// Invert. -enum uint BGFX_STENCIL_OP_FAIL_S_SHIFT = 20; /// Stencil operation fail bit shift -enum uint BGFX_STENCIL_OP_FAIL_S_MASK = 0x00f00000; /// Stencil operation fail bit mask - -enum uint BGFX_STENCIL_OP_FAIL_Z_ZERO = 0x00000000; /// Zero. -enum uint BGFX_STENCIL_OP_FAIL_Z_KEEP = 0x01000000; /// Keep. -enum uint BGFX_STENCIL_OP_FAIL_Z_REPLACE = 0x02000000; /// Replace. -enum uint BGFX_STENCIL_OP_FAIL_Z_INCR = 0x03000000; /// Increment and wrap. -enum uint BGFX_STENCIL_OP_FAIL_Z_INCRSAT = 0x04000000; /// Increment and clamp. -enum uint BGFX_STENCIL_OP_FAIL_Z_DECR = 0x05000000; /// Decrement and wrap. -enum uint BGFX_STENCIL_OP_FAIL_Z_DECRSAT = 0x06000000; /// Decrement and clamp. -enum uint BGFX_STENCIL_OP_FAIL_Z_INVERT = 0x07000000; /// Invert. -enum uint BGFX_STENCIL_OP_FAIL_Z_SHIFT = 24; /// Stencil operation depth fail bit shift -enum uint BGFX_STENCIL_OP_FAIL_Z_MASK = 0x0f000000; /// Stencil operation depth fail bit mask - -enum uint BGFX_STENCIL_OP_PASS_Z_ZERO = 0x00000000; /// Zero. -enum uint BGFX_STENCIL_OP_PASS_Z_KEEP = 0x10000000; /// Keep. -enum uint BGFX_STENCIL_OP_PASS_Z_REPLACE = 0x20000000; /// Replace. -enum uint BGFX_STENCIL_OP_PASS_Z_INCR = 0x30000000; /// Increment and wrap. -enum uint BGFX_STENCIL_OP_PASS_Z_INCRSAT = 0x40000000; /// Increment and clamp. -enum uint BGFX_STENCIL_OP_PASS_Z_DECR = 0x50000000; /// Decrement and wrap. -enum uint BGFX_STENCIL_OP_PASS_Z_DECRSAT = 0x60000000; /// Decrement and clamp. -enum uint BGFX_STENCIL_OP_PASS_Z_INVERT = 0x70000000; /// Invert. -enum uint BGFX_STENCIL_OP_PASS_Z_SHIFT = 28; /// Stencil operation depth pass bit shift -enum uint BGFX_STENCIL_OP_PASS_Z_MASK = 0xf0000000; /// Stencil operation depth pass bit mask - -enum ushort BGFX_CLEAR_NONE = 0x0000; /// No clear flags. -enum ushort BGFX_CLEAR_COLOR = 0x0001; /// Clear color. -enum ushort BGFX_CLEAR_DEPTH = 0x0002; /// Clear depth. -enum ushort BGFX_CLEAR_STENCIL = 0x0004; /// Clear stencil. -enum ushort BGFX_CLEAR_DISCARD_COLOR_0 = 0x0008; /// Discard frame buffer attachment 0. -enum ushort BGFX_CLEAR_DISCARD_COLOR_1 = 0x0010; /// Discard frame buffer attachment 1. -enum ushort BGFX_CLEAR_DISCARD_COLOR_2 = 0x0020; /// Discard frame buffer attachment 2. -enum ushort BGFX_CLEAR_DISCARD_COLOR_3 = 0x0040; /// Discard frame buffer attachment 3. -enum ushort BGFX_CLEAR_DISCARD_COLOR_4 = 0x0080; /// Discard frame buffer attachment 4. -enum ushort BGFX_CLEAR_DISCARD_COLOR_5 = 0x0100; /// Discard frame buffer attachment 5. -enum ushort BGFX_CLEAR_DISCARD_COLOR_6 = 0x0200; /// Discard frame buffer attachment 6. -enum ushort BGFX_CLEAR_DISCARD_COLOR_7 = 0x0400; /// Discard frame buffer attachment 7. -enum ushort BGFX_CLEAR_DISCARD_DEPTH = 0x0800; /// Discard frame buffer depth attachment. -enum ushort BGFX_CLEAR_DISCARD_STENCIL = 0x1000; /// Discard frame buffer stencil attachment. -enum ushort BGFX_CLEAR_DISCARD_COLOR_MASK = 0x07f8; -enum ushort BGFX_CLEAR_DISCARD_MASK = 0x1ff8; - -/** - * Rendering state discard. When state is preserved in submit, rendering states can be discarded - * on a finer grain. - */ -enum ubyte BGFX_DISCARD_NONE = 0x00; /// Preserve everything. -enum ubyte BGFX_DISCARD_BINDINGS = 0x01; /// Discard texture sampler and buffer bindings. -enum ubyte BGFX_DISCARD_INDEX_BUFFER = 0x02; /// Discard index buffer. -enum ubyte BGFX_DISCARD_INSTANCE_DATA = 0x04; /// Discard instance data. -enum ubyte BGFX_DISCARD_STATE = 0x08; /// Discard state and uniform bindings. -enum ubyte BGFX_DISCARD_TRANSFORM = 0x10; /// Discard transform. -enum ubyte BGFX_DISCARD_VERTEX_STREAMS = 0x20; /// Discard vertex streams. -enum ubyte BGFX_DISCARD_ALL = 0xff; /// Discard all states. - -enum uint BGFX_DEBUG_NONE = 0x00000000; /// No debug. -enum uint BGFX_DEBUG_WIREFRAME = 0x00000001; /// Enable wireframe for all primitives. -/** - * Enable infinitely fast hardware test. No draw calls will be submitted to driver. - * It's useful when profiling to quickly assess bottleneck between CPU and GPU. - */ -enum uint BGFX_DEBUG_IFH = 0x00000002; -enum uint BGFX_DEBUG_STATS = 0x00000004; /// Enable statistics display. -enum uint BGFX_DEBUG_TEXT = 0x00000008; /// Enable debug text display. -enum uint BGFX_DEBUG_PROFILER = 0x00000010; /// Enable profiler. This causes per-view statistics to be collected, available through `bgfx::Stats::ViewStats`. This is unrelated to the profiler functions in `bgfx::CallbackI`. - -enum ushort BGFX_BUFFER_COMPUTE_FORMAT_8X1 = 0x0001; /// 1 8-bit value -enum ushort BGFX_BUFFER_COMPUTE_FORMAT_8X2 = 0x0002; /// 2 8-bit values -enum ushort BGFX_BUFFER_COMPUTE_FORMAT_8X4 = 0x0003; /// 4 8-bit values -enum ushort BGFX_BUFFER_COMPUTE_FORMAT_16X1 = 0x0004; /// 1 16-bit value -enum ushort BGFX_BUFFER_COMPUTE_FORMAT_16X2 = 0x0005; /// 2 16-bit values -enum ushort BGFX_BUFFER_COMPUTE_FORMAT_16X4 = 0x0006; /// 4 16-bit values -enum ushort BGFX_BUFFER_COMPUTE_FORMAT_32X1 = 0x0007; /// 1 32-bit value -enum ushort BGFX_BUFFER_COMPUTE_FORMAT_32X2 = 0x0008; /// 2 32-bit values -enum ushort BGFX_BUFFER_COMPUTE_FORMAT_32X4 = 0x0009; /// 4 32-bit values -enum ushort BGFX_BUFFER_COMPUTE_FORMAT_SHIFT = 0; -enum ushort BGFX_BUFFER_COMPUTE_FORMAT_MASK = 0x000f; - -enum ushort BGFX_BUFFER_COMPUTE_TYPE_INT = 0x0010; /// Type `int`. -enum ushort BGFX_BUFFER_COMPUTE_TYPE_UINT = 0x0020; /// Type `uint`. -enum ushort BGFX_BUFFER_COMPUTE_TYPE_FLOAT = 0x0030; /// Type `float`. -enum ushort BGFX_BUFFER_COMPUTE_TYPE_SHIFT = 4; -enum ushort BGFX_BUFFER_COMPUTE_TYPE_MASK = 0x0030; - -enum ushort BGFX_BUFFER_NONE = 0x0000; -enum ushort BGFX_BUFFER_COMPUTE_READ = 0x0100; /// Buffer will be read by shader. -enum ushort BGFX_BUFFER_COMPUTE_WRITE = 0x0200; /// Buffer will be used for writing. -enum ushort BGFX_BUFFER_DRAW_INDIRECT = 0x0400; /// Buffer will be used for storing draw indirect commands. -enum ushort BGFX_BUFFER_ALLOW_RESIZE = 0x0800; /// Allow dynamic index/vertex buffer resize during update. -enum ushort BGFX_BUFFER_INDEX32 = 0x1000; /// Index buffer contains 32-bit indices. -enum ushort BGFX_BUFFER_COMPUTE_READ_WRITE = 0x0300; - -enum ulong BGFX_TEXTURE_NONE = 0x0000000000000000; -enum ulong BGFX_TEXTURE_MSAA_SAMPLE = 0x0000000800000000; /// Texture will be used for MSAA sampling. -enum ulong BGFX_TEXTURE_RT = 0x0000001000000000; /// Render target no MSAA. -enum ulong BGFX_TEXTURE_COMPUTE_WRITE = 0x0000100000000000; /// Texture will be used for compute write. -enum ulong BGFX_TEXTURE_SRGB = 0x0000200000000000; /// Sample texture as sRGB. -enum ulong BGFX_TEXTURE_BLIT_DST = 0x0000400000000000; /// Texture will be used as blit destination. -enum ulong BGFX_TEXTURE_READ_BACK = 0x0000800000000000; /// Texture will be used for read back from GPU. - -enum ulong BGFX_TEXTURE_RT_MSAA_X2 = 0x0000002000000000; /// Render target MSAAx2 mode. -enum ulong BGFX_TEXTURE_RT_MSAA_X4 = 0x0000003000000000; /// Render target MSAAx4 mode. -enum ulong BGFX_TEXTURE_RT_MSAA_X8 = 0x0000004000000000; /// Render target MSAAx8 mode. -enum ulong BGFX_TEXTURE_RT_MSAA_X16 = 0x0000005000000000; /// Render target MSAAx16 mode. -enum ulong BGFX_TEXTURE_RT_MSAA_SHIFT = 36; -enum ulong BGFX_TEXTURE_RT_MSAA_MASK = 0x0000007000000000; - -enum ulong BGFX_TEXTURE_RT_WRITE_ONLY = 0x0000008000000000; /// Render target will be used for writing -enum ulong BGFX_TEXTURE_RT_SHIFT = 36; -enum ulong BGFX_TEXTURE_RT_MASK = 0x000000f000000000; - -/// Sampler flags. -enum uint BGFX_SAMPLER_U_MIRROR = 0x00000001; /// Wrap U mode: Mirror -enum uint BGFX_SAMPLER_U_CLAMP = 0x00000002; /// Wrap U mode: Clamp -enum uint BGFX_SAMPLER_U_BORDER = 0x00000003; /// Wrap U mode: Border -enum uint BGFX_SAMPLER_U_SHIFT = 0; -enum uint BGFX_SAMPLER_U_MASK = 0x00000003; - -enum uint BGFX_SAMPLER_V_MIRROR = 0x00000004; /// Wrap V mode: Mirror -enum uint BGFX_SAMPLER_V_CLAMP = 0x00000008; /// Wrap V mode: Clamp -enum uint BGFX_SAMPLER_V_BORDER = 0x0000000c; /// Wrap V mode: Border -enum uint BGFX_SAMPLER_V_SHIFT = 2; -enum uint BGFX_SAMPLER_V_MASK = 0x0000000c; - -enum uint BGFX_SAMPLER_W_MIRROR = 0x00000010; /// Wrap W mode: Mirror -enum uint BGFX_SAMPLER_W_CLAMP = 0x00000020; /// Wrap W mode: Clamp -enum uint BGFX_SAMPLER_W_BORDER = 0x00000030; /// Wrap W mode: Border -enum uint BGFX_SAMPLER_W_SHIFT = 4; -enum uint BGFX_SAMPLER_W_MASK = 0x00000030; - -enum uint BGFX_SAMPLER_MIN_POINT = 0x00000040; /// Min sampling mode: Point -enum uint BGFX_SAMPLER_MIN_ANISOTROPIC = 0x00000080; /// Min sampling mode: Anisotropic -enum uint BGFX_SAMPLER_MIN_SHIFT = 6; -enum uint BGFX_SAMPLER_MIN_MASK = 0x000000c0; - -enum uint BGFX_SAMPLER_MAG_POINT = 0x00000100; /// Mag sampling mode: Point -enum uint BGFX_SAMPLER_MAG_ANISOTROPIC = 0x00000200; /// Mag sampling mode: Anisotropic -enum uint BGFX_SAMPLER_MAG_SHIFT = 8; -enum uint BGFX_SAMPLER_MAG_MASK = 0x00000300; - -enum uint BGFX_SAMPLER_MIP_POINT = 0x00000400; /// Mip sampling mode: Point -enum uint BGFX_SAMPLER_MIP_SHIFT = 10; -enum uint BGFX_SAMPLER_MIP_MASK = 0x00000400; - -enum uint BGFX_SAMPLER_COMPARE_LESS = 0x00010000; /// Compare when sampling depth texture: less. -enum uint BGFX_SAMPLER_COMPARE_LEQUAL = 0x00020000; /// Compare when sampling depth texture: less or equal. -enum uint BGFX_SAMPLER_COMPARE_EQUAL = 0x00030000; /// Compare when sampling depth texture: equal. -enum uint BGFX_SAMPLER_COMPARE_GEQUAL = 0x00040000; /// Compare when sampling depth texture: greater or equal. -enum uint BGFX_SAMPLER_COMPARE_GREATER = 0x00050000; /// Compare when sampling depth texture: greater. -enum uint BGFX_SAMPLER_COMPARE_NOTEQUAL = 0x00060000; /// Compare when sampling depth texture: not equal. -enum uint BGFX_SAMPLER_COMPARE_NEVER = 0x00070000; /// Compare when sampling depth texture: never. -enum uint BGFX_SAMPLER_COMPARE_ALWAYS = 0x00080000; /// Compare when sampling depth texture: always. -enum uint BGFX_SAMPLER_COMPARE_SHIFT = 16; -enum uint BGFX_SAMPLER_COMPARE_MASK = 0x000f0000; - -enum uint BGFX_SAMPLER_BORDER_COLOR_SHIFT = 24; -enum uint BGFX_SAMPLER_BORDER_COLOR_MASK = 0x0f000000; -uint BGFX_SAMPLER_BORDER_COLOR (uint v) { return (v << BGFX_SAMPLER_BORDER_COLOR_SHIFT) & BGFX_SAMPLER_BORDER_COLOR_MASK; } - -enum uint BGFX_SAMPLER_RESERVED_SHIFT = 28; -enum uint BGFX_SAMPLER_RESERVED_MASK = 0xf0000000; - -enum uint BGFX_SAMPLER_NONE = 0x00000000; -enum uint BGFX_SAMPLER_SAMPLE_STENCIL = 0x00100000; /// Sample stencil instead of depth. -enum uint BGFX_SAMPLER_POINT = BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_MIP_POINT; -enum uint BGFX_SAMPLER_UVW_MIRROR = BGFX_SAMPLER_U_MIRROR | BGFX_SAMPLER_V_MIRROR | BGFX_SAMPLER_W_MIRROR; -enum uint BGFX_SAMPLER_UVW_CLAMP = BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP | BGFX_SAMPLER_W_CLAMP; -enum uint BGFX_SAMPLER_UVW_BORDER = BGFX_SAMPLER_U_BORDER | BGFX_SAMPLER_V_BORDER | BGFX_SAMPLER_W_BORDER; -enum uint BGFX_SAMPLER_BITS_MASK = BGFX_SAMPLER_U_MASK | BGFX_SAMPLER_V_MASK | BGFX_SAMPLER_W_MASK | BGFX_SAMPLER_MIN_MASK | BGFX_SAMPLER_MAG_MASK | BGFX_SAMPLER_MIP_MASK | BGFX_SAMPLER_COMPARE_MASK; - -enum uint BGFX_RESET_MSAA_X2 = 0x00000010; /// Enable 2x MSAA. -enum uint BGFX_RESET_MSAA_X4 = 0x00000020; /// Enable 4x MSAA. -enum uint BGFX_RESET_MSAA_X8 = 0x00000030; /// Enable 8x MSAA. -enum uint BGFX_RESET_MSAA_X16 = 0x00000040; /// Enable 16x MSAA. -enum uint BGFX_RESET_MSAA_SHIFT = 4; -enum uint BGFX_RESET_MSAA_MASK = 0x00000070; - -enum uint BGFX_RESET_NONE = 0x00000000; /// No reset flags. -enum uint BGFX_RESET_FULLSCREEN = 0x00000001; /// Not supported yet. -enum uint BGFX_RESET_VSYNC = 0x00000080; /// Enable V-Sync. -enum uint BGFX_RESET_MAXANISOTROPY = 0x00000100; /// Turn on/off max anisotropy. -enum uint BGFX_RESET_CAPTURE = 0x00000200; /// Begin screen capture. -enum uint BGFX_RESET_FLUSH_AFTER_RENDER = 0x00002000; /// Flush rendering after submitting to GPU. -/** - * This flag specifies where flip occurs. Default behaviour is that flip occurs - * before rendering new frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`. - */ -enum uint BGFX_RESET_FLIP_AFTER_RENDER = 0x00004000; -enum uint BGFX_RESET_SRGB_BACKBUFFER = 0x00008000; /// Enable sRGB backbuffer. -enum uint BGFX_RESET_HDR10 = 0x00010000; /// Enable HDR10 rendering. -enum uint BGFX_RESET_HIDPI = 0x00020000; /// Enable HiDPI rendering. -enum uint BGFX_RESET_DEPTH_CLAMP = 0x00040000; /// Enable depth clamp. -enum uint BGFX_RESET_SUSPEND = 0x00080000; /// Suspend rendering. -enum uint BGFX_RESET_TRANSPARENT_BACKBUFFER = 0x00100000; /// Transparent backbuffer. Availability depends on: `BGFX_CAPS_TRANSPARENT_BACKBUFFER`. - -enum uint BGFX_RESET_FULLSCREEN_SHIFT = 0; -enum uint BGFX_RESET_FULLSCREEN_MASK = 0x00000001; - -enum uint BGFX_RESET_RESERVED_SHIFT = 31; /// Internal bit shift -enum uint BGFX_RESET_RESERVED_MASK = 0x80000000; /// Internal bit mask - -enum ulong BGFX_CAPS_ALPHA_TO_COVERAGE = 0x0000000000000001; /// Alpha to coverage is supported. -enum ulong BGFX_CAPS_BLEND_INDEPENDENT = 0x0000000000000002; /// Blend independent is supported. -enum ulong BGFX_CAPS_COMPUTE = 0x0000000000000004; /// Compute shaders are supported. -enum ulong BGFX_CAPS_CONSERVATIVE_RASTER = 0x0000000000000008; /// Conservative rasterization is supported. -enum ulong BGFX_CAPS_DRAW_INDIRECT = 0x0000000000000010; /// Draw indirect is supported. -enum ulong BGFX_CAPS_FRAGMENT_DEPTH = 0x0000000000000020; /// Fragment depth is available in fragment shader. -enum ulong BGFX_CAPS_FRAGMENT_ORDERING = 0x0000000000000040; /// Fragment ordering is available in fragment shader. -enum ulong BGFX_CAPS_GRAPHICS_DEBUGGER = 0x0000000000000080; /// Graphics debugger is present. -enum ulong BGFX_CAPS_HDR10 = 0x0000000000000100; /// HDR10 rendering is supported. -enum ulong BGFX_CAPS_HIDPI = 0x0000000000000200; /// HiDPI rendering is supported. -enum ulong BGFX_CAPS_IMAGE_RW = 0x0000000000000400; /// Image Read/Write is supported. -enum ulong BGFX_CAPS_INDEX32 = 0x0000000000000800; /// 32-bit indices are supported. -enum ulong BGFX_CAPS_INSTANCING = 0x0000000000001000; /// Instancing is supported. -enum ulong BGFX_CAPS_OCCLUSION_QUERY = 0x0000000000002000; /// Occlusion query is supported. -enum ulong BGFX_CAPS_RENDERER_MULTITHREADED = 0x0000000000004000; /// Renderer is on separate thread. -enum ulong BGFX_CAPS_SWAP_CHAIN = 0x0000000000008000; /// Multiple windows are supported. -enum ulong BGFX_CAPS_TEXTURE_2D_ARRAY = 0x0000000000010000; /// 2D texture array is supported. -enum ulong BGFX_CAPS_TEXTURE_3D = 0x0000000000020000; /// 3D textures are supported. -enum ulong BGFX_CAPS_TEXTURE_BLIT = 0x0000000000040000; /// Texture blit is supported. -enum ulong BGFX_CAPS_TRANSPARENT_BACKBUFFER = 0x0000000000080000; /// Transparent back buffer supported. -enum ulong BGFX_CAPS_TEXTURE_COMPARE_RESERVED = 0x0000000000100000; -enum ulong BGFX_CAPS_TEXTURE_COMPARE_LEQUAL = 0x0000000000200000; /// Texture compare less equal mode is supported. -enum ulong BGFX_CAPS_TEXTURE_CUBE_ARRAY = 0x0000000000400000; /// Cubemap texture array is supported. -enum ulong BGFX_CAPS_TEXTURE_DIRECT_ACCESS = 0x0000000000800000; /// CPU direct access to GPU texture memory. -enum ulong BGFX_CAPS_TEXTURE_READ_BACK = 0x0000000001000000; /// Read-back texture is supported. -enum ulong BGFX_CAPS_VERTEX_ATTRIB_HALF = 0x0000000002000000; /// Vertex attribute half-float is supported. -enum ulong BGFX_CAPS_VERTEX_ATTRIB_UINT10 = 0x0000000004000000; /// Vertex attribute 10_10_10_2 is supported. -enum ulong BGFX_CAPS_VERTEX_ID = 0x0000000008000000; /// Rendering with VertexID only is supported. -enum ulong BGFX_CAPS_VIEWPORT_LAYER_ARRAY = 0x0000000010000000; /// Viewport layer is available in vertex shader. -enum ulong BGFX_CAPS_DRAW_INDIRECT_COUNT = 0x0000000020000000; /// Draw indirect with indirect count is supported. -enum ulong BGFX_CAPS_TEXTURE_COMPARE_ALL = 0x0000000000300000; /// All texture compare modes are supported. - -enum uint BGFX_CAPS_FORMAT_TEXTURE_NONE = 0x00000000; /// Texture format is not supported. -enum uint BGFX_CAPS_FORMAT_TEXTURE_2D = 0x00000001; /// Texture format is supported. -enum uint BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB = 0x00000002; /// Texture as sRGB format is supported. -enum uint BGFX_CAPS_FORMAT_TEXTURE_2D_EMULATED = 0x00000004; /// Texture format is emulated. -enum uint BGFX_CAPS_FORMAT_TEXTURE_3D = 0x00000008; /// Texture format is supported. -enum uint BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB = 0x00000010; /// Texture as sRGB format is supported. -enum uint BGFX_CAPS_FORMAT_TEXTURE_3D_EMULATED = 0x00000020; /// Texture format is emulated. -enum uint BGFX_CAPS_FORMAT_TEXTURE_CUBE = 0x00000040; /// Texture format is supported. -enum uint BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB = 0x00000080; /// Texture as sRGB format is supported. -enum uint BGFX_CAPS_FORMAT_TEXTURE_CUBE_EMULATED = 0x00000100; /// Texture format is emulated. -enum uint BGFX_CAPS_FORMAT_TEXTURE_VERTEX = 0x00000200; /// Texture format can be used from vertex shader. -enum uint BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ = 0x00000400; /// Texture format can be used as image and read from. -enum uint BGFX_CAPS_FORMAT_TEXTURE_IMAGE_WRITE = 0x00000800; /// Texture format can be used as image and written to. -enum uint BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER = 0x00001000; /// Texture format can be used as frame buffer. -enum uint BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA = 0x00002000; /// Texture format can be used as MSAA frame buffer. -enum uint BGFX_CAPS_FORMAT_TEXTURE_MSAA = 0x00004000; /// Texture can be sampled as MSAA. -enum uint BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN = 0x00008000; /// Texture format supports auto-generated mips. - -enum ubyte BGFX_RESOLVE_NONE = 0x00; /// No resolve flags. -enum ubyte BGFX_RESOLVE_AUTO_GEN_MIPS = 0x01; /// Auto-generate mip maps on resolve. - -enum ushort BGFX_PCI_ID_NONE = 0x0000; /// Autoselect adapter. -enum ushort BGFX_PCI_ID_SOFTWARE_RASTERIZER = 0x0001; /// Software rasterizer. -enum ushort BGFX_PCI_ID_AMD = 0x1002; /// AMD adapter. -enum ushort BGFX_PCI_ID_APPLE = 0x106b; /// Apple adapter. -enum ushort BGFX_PCI_ID_INTEL = 0x8086; /// Intel adapter. -enum ushort BGFX_PCI_ID_NVIDIA = 0x10de; /// nVidia adapter. -enum ushort BGFX_PCI_ID_MICROSOFT = 0x1414; /// Microsoft adapter. -enum ushort BGFX_PCI_ID_ARM = 0x13b5; /// ARM adapter. - -enum ubyte BGFX_CUBE_MAP_POSITIVE_X = 0x00; /// Cubemap +x. -enum ubyte BGFX_CUBE_MAP_NEGATIVE_X = 0x01; /// Cubemap -x. -enum ubyte BGFX_CUBE_MAP_POSITIVE_Y = 0x02; /// Cubemap +y. -enum ubyte BGFX_CUBE_MAP_NEGATIVE_Y = 0x03; /// Cubemap -y. -enum ubyte BGFX_CUBE_MAP_POSITIVE_Z = 0x04; /// Cubemap +z. -enum ubyte BGFX_CUBE_MAP_NEGATIVE_Z = 0x05; /// Cubemap -z. - -/// Fatal error enum. -enum bgfx_fatal_t -{ - BGFX_FATAL_DEBUGCHECK, - BGFX_FATAL_INVALIDSHADER, - BGFX_FATAL_UNABLETOINITIALIZE, - BGFX_FATAL_UNABLETOCREATETEXTURE, - BGFX_FATAL_DEVICELOST, - - BGFX_FATAL_COUNT -} -mixin(expandEnum!bgfx_fatal_t); - -/// Renderer backend type enum. -enum bgfx_renderer_type_t -{ - BGFX_RENDERER_TYPE_NOOP, /// No rendering. - BGFX_RENDERER_TYPE_AGC, /// AGC - BGFX_RENDERER_TYPE_DIRECT3D9, /// Direct3D 9.0 - BGFX_RENDERER_TYPE_DIRECT3D11, /// Direct3D 11.0 - BGFX_RENDERER_TYPE_DIRECT3D12, /// Direct3D 12.0 - BGFX_RENDERER_TYPE_GNM, /// GNM - BGFX_RENDERER_TYPE_METAL, /// Metal - BGFX_RENDERER_TYPE_NVN, /// NVN - BGFX_RENDERER_TYPE_OPENGLES, /// OpenGL ES 2.0+ - BGFX_RENDERER_TYPE_OPENGL, /// OpenGL 2.1+ - BGFX_RENDERER_TYPE_VULKAN, /// Vulkan - BGFX_RENDERER_TYPE_WEBGPU, /// WebGPU - - BGFX_RENDERER_TYPE_COUNT -} -mixin(expandEnum!bgfx_renderer_type_t); - -/// Access mode enum. -enum bgfx_access_t -{ - BGFX_ACCESS_READ, /// Read. - BGFX_ACCESS_WRITE, /// Write. - BGFX_ACCESS_READWRITE, /// Read and write. - - BGFX_ACCESS_COUNT -} -mixin(expandEnum!bgfx_access_t); - -/// Vertex attribute enum. -enum bgfx_attrib_t -{ - BGFX_ATTRIB_POSITION, /// a_position - BGFX_ATTRIB_NORMAL, /// a_normal - BGFX_ATTRIB_TANGENT, /// a_tangent - BGFX_ATTRIB_BITANGENT, /// a_bitangent - BGFX_ATTRIB_COLOR0, /// a_color0 - BGFX_ATTRIB_COLOR1, /// a_color1 - BGFX_ATTRIB_COLOR2, /// a_color2 - BGFX_ATTRIB_COLOR3, /// a_color3 - BGFX_ATTRIB_INDICES, /// a_indices - BGFX_ATTRIB_WEIGHT, /// a_weight - BGFX_ATTRIB_TEXCOORD0, /// a_texcoord0 - BGFX_ATTRIB_TEXCOORD1, /// a_texcoord1 - BGFX_ATTRIB_TEXCOORD2, /// a_texcoord2 - BGFX_ATTRIB_TEXCOORD3, /// a_texcoord3 - BGFX_ATTRIB_TEXCOORD4, /// a_texcoord4 - BGFX_ATTRIB_TEXCOORD5, /// a_texcoord5 - BGFX_ATTRIB_TEXCOORD6, /// a_texcoord6 - BGFX_ATTRIB_TEXCOORD7, /// a_texcoord7 - - BGFX_ATTRIB_COUNT -} -mixin(expandEnum!bgfx_attrib_t); - -/// Vertex attribute type enum. -enum bgfx_attrib_type_t -{ - BGFX_ATTRIB_TYPE_UINT8, /// Uint8 - BGFX_ATTRIB_TYPE_UINT10, /// Uint10, availability depends on: `BGFX_CAPS_VERTEX_ATTRIB_UINT10`. - BGFX_ATTRIB_TYPE_INT16, /// Int16 - BGFX_ATTRIB_TYPE_HALF, /// Half, availability depends on: `BGFX_CAPS_VERTEX_ATTRIB_HALF`. - BGFX_ATTRIB_TYPE_FLOAT, /// Float - - BGFX_ATTRIB_TYPE_COUNT -} -mixin(expandEnum!bgfx_attrib_type_t); - -/** - * Texture format enum. - * Notation: - * RGBA16S - * ^ ^ ^ - * | | +-- [ ]Unorm - * | | [F]loat - * | | [S]norm - * | | [I]nt - * | | [U]int - * | +---- Number of bits per component - * +-------- Components - * @attention Availability depends on Caps (see: formats). - */ -enum bgfx_texture_format_t -{ - BGFX_TEXTURE_FORMAT_BC1, /// DXT1 R5G6B5A1 - BGFX_TEXTURE_FORMAT_BC2, /// DXT3 R5G6B5A4 - BGFX_TEXTURE_FORMAT_BC3, /// DXT5 R5G6B5A8 - BGFX_TEXTURE_FORMAT_BC4, /// LATC1/ATI1 R8 - BGFX_TEXTURE_FORMAT_BC5, /// LATC2/ATI2 RG8 - BGFX_TEXTURE_FORMAT_BC6H, /// BC6H RGB16F - BGFX_TEXTURE_FORMAT_BC7, /// BC7 RGB 4-7 bits per color channel, 0-8 bits alpha - BGFX_TEXTURE_FORMAT_ETC1, /// ETC1 RGB8 - BGFX_TEXTURE_FORMAT_ETC2, /// ETC2 RGB8 - BGFX_TEXTURE_FORMAT_ETC2A, /// ETC2 RGBA8 - BGFX_TEXTURE_FORMAT_ETC2A1, /// ETC2 RGB8A1 - BGFX_TEXTURE_FORMAT_PTC12, /// PVRTC1 RGB 2BPP - BGFX_TEXTURE_FORMAT_PTC14, /// PVRTC1 RGB 4BPP - BGFX_TEXTURE_FORMAT_PTC12A, /// PVRTC1 RGBA 2BPP - BGFX_TEXTURE_FORMAT_PTC14A, /// PVRTC1 RGBA 4BPP - BGFX_TEXTURE_FORMAT_PTC22, /// PVRTC2 RGBA 2BPP - BGFX_TEXTURE_FORMAT_PTC24, /// PVRTC2 RGBA 4BPP - BGFX_TEXTURE_FORMAT_ATC, /// ATC RGB 4BPP - BGFX_TEXTURE_FORMAT_ATCE, /// ATCE RGBA 8 BPP explicit alpha - BGFX_TEXTURE_FORMAT_ATCI, /// ATCI RGBA 8 BPP interpolated alpha - BGFX_TEXTURE_FORMAT_ASTC4X4, /// ASTC 4x4 8.0 BPP - BGFX_TEXTURE_FORMAT_ASTC5X4, /// ASTC 5x4 6.40 BPP - BGFX_TEXTURE_FORMAT_ASTC5X5, /// ASTC 5x5 5.12 BPP - BGFX_TEXTURE_FORMAT_ASTC6X5, /// ASTC 6x5 4.27 BPP - BGFX_TEXTURE_FORMAT_ASTC6X6, /// ASTC 6x6 3.56 BPP - BGFX_TEXTURE_FORMAT_ASTC8X5, /// ASTC 8x5 3.20 BPP - BGFX_TEXTURE_FORMAT_ASTC8X6, /// ASTC 8x6 2.67 BPP - BGFX_TEXTURE_FORMAT_ASTC8X8, /// ASTC 8x8 2.00 BPP - BGFX_TEXTURE_FORMAT_ASTC10X5, /// ASTC 10x5 2.56 BPP - BGFX_TEXTURE_FORMAT_ASTC10X6, /// ASTC 10x6 2.13 BPP - BGFX_TEXTURE_FORMAT_ASTC10X8, /// ASTC 10x8 1.60 BPP - BGFX_TEXTURE_FORMAT_ASTC10X10, /// ASTC 10x10 1.28 BPP - BGFX_TEXTURE_FORMAT_ASTC12X10, /// ASTC 12x10 1.07 BPP - BGFX_TEXTURE_FORMAT_ASTC12X12, /// ASTC 12x12 0.89 BPP - BGFX_TEXTURE_FORMAT_UNKNOWN, /// Compressed formats above. - BGFX_TEXTURE_FORMAT_R1, - BGFX_TEXTURE_FORMAT_A8, - BGFX_TEXTURE_FORMAT_R8, - BGFX_TEXTURE_FORMAT_R8I, - BGFX_TEXTURE_FORMAT_R8U, - BGFX_TEXTURE_FORMAT_R8S, - BGFX_TEXTURE_FORMAT_R16, - BGFX_TEXTURE_FORMAT_R16I, - BGFX_TEXTURE_FORMAT_R16U, - BGFX_TEXTURE_FORMAT_R16F, - BGFX_TEXTURE_FORMAT_R16S, - BGFX_TEXTURE_FORMAT_R32I, - BGFX_TEXTURE_FORMAT_R32U, - BGFX_TEXTURE_FORMAT_R32F, - BGFX_TEXTURE_FORMAT_RG8, - BGFX_TEXTURE_FORMAT_RG8I, - BGFX_TEXTURE_FORMAT_RG8U, - BGFX_TEXTURE_FORMAT_RG8S, - BGFX_TEXTURE_FORMAT_RG16, - BGFX_TEXTURE_FORMAT_RG16I, - BGFX_TEXTURE_FORMAT_RG16U, - BGFX_TEXTURE_FORMAT_RG16F, - BGFX_TEXTURE_FORMAT_RG16S, - BGFX_TEXTURE_FORMAT_RG32I, - BGFX_TEXTURE_FORMAT_RG32U, - BGFX_TEXTURE_FORMAT_RG32F, - BGFX_TEXTURE_FORMAT_RGB8, - BGFX_TEXTURE_FORMAT_RGB8I, - BGFX_TEXTURE_FORMAT_RGB8U, - BGFX_TEXTURE_FORMAT_RGB8S, - BGFX_TEXTURE_FORMAT_RGB9E5F, - BGFX_TEXTURE_FORMAT_BGRA8, - BGFX_TEXTURE_FORMAT_RGBA8, - BGFX_TEXTURE_FORMAT_RGBA8I, - BGFX_TEXTURE_FORMAT_RGBA8U, - BGFX_TEXTURE_FORMAT_RGBA8S, - BGFX_TEXTURE_FORMAT_RGBA16, - BGFX_TEXTURE_FORMAT_RGBA16I, - BGFX_TEXTURE_FORMAT_RGBA16U, - BGFX_TEXTURE_FORMAT_RGBA16F, - BGFX_TEXTURE_FORMAT_RGBA16S, - BGFX_TEXTURE_FORMAT_RGBA32I, - BGFX_TEXTURE_FORMAT_RGBA32U, - BGFX_TEXTURE_FORMAT_RGBA32F, - BGFX_TEXTURE_FORMAT_B5G6R5, - BGFX_TEXTURE_FORMAT_R5G6B5, - BGFX_TEXTURE_FORMAT_BGRA4, - BGFX_TEXTURE_FORMAT_RGBA4, - BGFX_TEXTURE_FORMAT_BGR5A1, - BGFX_TEXTURE_FORMAT_RGB5A1, - BGFX_TEXTURE_FORMAT_RGB10A2, - BGFX_TEXTURE_FORMAT_RG11B10F, - BGFX_TEXTURE_FORMAT_UNKNOWNDEPTH, /// Depth formats below. - BGFX_TEXTURE_FORMAT_D16, - BGFX_TEXTURE_FORMAT_D24, - BGFX_TEXTURE_FORMAT_D24S8, - BGFX_TEXTURE_FORMAT_D32, - BGFX_TEXTURE_FORMAT_D16F, - BGFX_TEXTURE_FORMAT_D24F, - BGFX_TEXTURE_FORMAT_D32F, - BGFX_TEXTURE_FORMAT_D0S8, - - BGFX_TEXTURE_FORMAT_COUNT -} -mixin(expandEnum!bgfx_texture_format_t); - -/// Uniform type enum. -enum bgfx_uniform_type_t -{ - BGFX_UNIFORM_TYPE_SAMPLER, /// Sampler. - BGFX_UNIFORM_TYPE_END, /// Reserved, do not use. - BGFX_UNIFORM_TYPE_VEC4, /// 4 floats vector. - BGFX_UNIFORM_TYPE_MAT3, /// 3x3 matrix. - BGFX_UNIFORM_TYPE_MAT4, /// 4x4 matrix. - - BGFX_UNIFORM_TYPE_COUNT -} -mixin(expandEnum!bgfx_uniform_type_t); - -/// Backbuffer ratio enum. -enum bgfx_backbuffer_ratio_t -{ - BGFX_BACKBUFFER_RATIO_EQUAL, /// Equal to backbuffer. - BGFX_BACKBUFFER_RATIO_HALF, /// One half size of backbuffer. - BGFX_BACKBUFFER_RATIO_QUARTER, /// One quarter size of backbuffer. - BGFX_BACKBUFFER_RATIO_EIGHTH, /// One eighth size of backbuffer. - BGFX_BACKBUFFER_RATIO_SIXTEENTH, /// One sixteenth size of backbuffer. - BGFX_BACKBUFFER_RATIO_DOUBLE, /// Double size of backbuffer. - - BGFX_BACKBUFFER_RATIO_COUNT -} -mixin(expandEnum!bgfx_backbuffer_ratio_t); - -/// Occlusion query result. -enum bgfx_occlusion_query_result_t -{ - BGFX_OCCLUSION_QUERY_RESULT_INVISIBLE, /// Query failed test. - BGFX_OCCLUSION_QUERY_RESULT_VISIBLE, /// Query passed test. - BGFX_OCCLUSION_QUERY_RESULT_NORESULT, /// Query result is not available yet. - - BGFX_OCCLUSION_QUERY_RESULT_COUNT -} -mixin(expandEnum!bgfx_occlusion_query_result_t); - -/// Primitive topology. -enum bgfx_topology_t -{ - BGFX_TOPOLOGY_TRILIST, /// Triangle list. - BGFX_TOPOLOGY_TRISTRIP, /// Triangle strip. - BGFX_TOPOLOGY_LINELIST, /// Line list. - BGFX_TOPOLOGY_LINESTRIP, /// Line strip. - BGFX_TOPOLOGY_POINTLIST, /// Point list. - - BGFX_TOPOLOGY_COUNT -} -mixin(expandEnum!bgfx_topology_t); - -/// Topology conversion function. -enum bgfx_topology_convert_t -{ - BGFX_TOPOLOGY_CONVERT_TRILISTFLIPWINDING, /// Flip winding order of triangle list. - BGFX_TOPOLOGY_CONVERT_TRISTRIPFLIPWINDING, /// Flip winding order of triangle strip. - BGFX_TOPOLOGY_CONVERT_TRILISTTOLINELIST, /// Convert triangle list to line list. - BGFX_TOPOLOGY_CONVERT_TRISTRIPTOTRILIST, /// Convert triangle strip to triangle list. - BGFX_TOPOLOGY_CONVERT_LINESTRIPTOLINELIST, /// Convert line strip to line list. - - BGFX_TOPOLOGY_CONVERT_COUNT -} -mixin(expandEnum!bgfx_topology_convert_t); - -/// Topology sort order. -enum bgfx_topology_sort_t -{ - BGFX_TOPOLOGY_SORT_DIRECTIONFRONTTOBACKMIN, - BGFX_TOPOLOGY_SORT_DIRECTIONFRONTTOBACKAVG, - BGFX_TOPOLOGY_SORT_DIRECTIONFRONTTOBACKMAX, - BGFX_TOPOLOGY_SORT_DIRECTIONBACKTOFRONTMIN, - BGFX_TOPOLOGY_SORT_DIRECTIONBACKTOFRONTAVG, - BGFX_TOPOLOGY_SORT_DIRECTIONBACKTOFRONTMAX, - BGFX_TOPOLOGY_SORT_DISTANCEFRONTTOBACKMIN, - BGFX_TOPOLOGY_SORT_DISTANCEFRONTTOBACKAVG, - BGFX_TOPOLOGY_SORT_DISTANCEFRONTTOBACKMAX, - BGFX_TOPOLOGY_SORT_DISTANCEBACKTOFRONTMIN, - BGFX_TOPOLOGY_SORT_DISTANCEBACKTOFRONTAVG, - BGFX_TOPOLOGY_SORT_DISTANCEBACKTOFRONTMAX, - - BGFX_TOPOLOGY_SORT_COUNT -} -mixin(expandEnum!bgfx_topology_sort_t); - -/// View mode sets draw call sort order. -enum bgfx_view_mode_t -{ - BGFX_VIEW_MODE_DEFAULT, /// Default sort order. - BGFX_VIEW_MODE_SEQUENTIAL, /// Sort in the same order in which submit calls were called. - BGFX_VIEW_MODE_DEPTHASCENDING, /// Sort draw call depth in ascending order. - BGFX_VIEW_MODE_DEPTHDESCENDING, /// Sort draw call depth in descending order. - - BGFX_VIEW_MODE_COUNT -} -mixin(expandEnum!bgfx_view_mode_t); - -/// Render frame enum. -enum bgfx_render_frame_t -{ - BGFX_RENDER_FRAME_NOCONTEXT, /// Renderer context is not created yet. - BGFX_RENDER_FRAME_RENDER, /// Renderer context is created and rendering. - BGFX_RENDER_FRAME_TIMEOUT, /// Renderer context wait for main thread signal timed out without rendering. - BGFX_RENDER_FRAME_EXITING, /// Renderer context is getting destroyed. - - BGFX_RENDER_FRAME_COUNT -} -mixin(expandEnum!bgfx_render_frame_t); - -/// GPU info. -struct bgfx_caps_gpu_t -{ - ushort vendorId; /// Vendor PCI id. See `BGFX_PCI_ID_*`. - ushort deviceId; /// Device id. -} - -/// Renderer runtime limits. -struct bgfx_caps_limits_t -{ - uint maxDrawCalls; /// Maximum number of draw calls. - uint maxBlits; /// Maximum number of blit calls. - uint maxTextureSize; /// Maximum texture size. - uint maxTextureLayers; /// Maximum texture layers. - uint maxViews; /// Maximum number of views. - uint maxFrameBuffers; /// Maximum number of frame buffer handles. - uint maxFBAttachments; /// Maximum number of frame buffer attachments. - uint maxPrograms; /// Maximum number of program handles. - uint maxShaders; /// Maximum number of shader handles. - uint maxTextures; /// Maximum number of texture handles. - uint maxTextureSamplers; /// Maximum number of texture samplers. - uint maxComputeBindings; /// Maximum number of compute bindings. - uint maxVertexLayouts; /// Maximum number of vertex format layouts. - uint maxVertexStreams; /// Maximum number of vertex streams. - uint maxIndexBuffers; /// Maximum number of index buffer handles. - uint maxVertexBuffers; /// Maximum number of vertex buffer handles. - uint maxDynamicIndexBuffers; /// Maximum number of dynamic index buffer handles. - uint maxDynamicVertexBuffers; /// Maximum number of dynamic vertex buffer handles. - uint maxUniforms; /// Maximum number of uniform handles. - uint maxOcclusionQueries; /// Maximum number of occlusion query handles. - uint maxEncoders; /// Maximum number of encoder threads. - uint minResourceCbSize; /// Minimum resource command buffer size. - uint transientVbSize; /// Maximum transient vertex buffer size. - uint transientIbSize; /// Maximum transient index buffer size. -} - -/// Renderer capabilities. -struct bgfx_caps_t -{ - bgfx_renderer_type_t rendererType; /// Renderer backend type. See: `bgfx::RendererType` - - /** - * Supported functionality. - * @attention See `BGFX_CAPS_*` flags at https://bkaradzic.github.io/bgfx/bgfx.html#available-caps - */ - ulong supported; - ushort vendorId; /// Selected GPU vendor PCI id. - ushort deviceId; /// Selected GPU device id. - bool homogeneousDepth; /// True when NDC depth is in [-1, 1] range, otherwise its [0, 1]. - bool originBottomLeft; /// True when NDC origin is at bottom left. - ubyte numGPUs; /// Number of enumerated GPUs. - bgfx_caps_gpu_t[4] gpu; /// Enumerated GPUs. - bgfx_caps_limits_t limits; /// Renderer runtime limits. - - /** - * Supported texture format capabilities flags: - * - `BGFX_CAPS_FORMAT_TEXTURE_NONE` - Texture format is not supported. - * - `BGFX_CAPS_FORMAT_TEXTURE_2D` - Texture format is supported. - * - `BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB` - Texture as sRGB format is supported. - * - `BGFX_CAPS_FORMAT_TEXTURE_2D_EMULATED` - Texture format is emulated. - * - `BGFX_CAPS_FORMAT_TEXTURE_3D` - Texture format is supported. - * - `BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB` - Texture as sRGB format is supported. - * - `BGFX_CAPS_FORMAT_TEXTURE_3D_EMULATED` - Texture format is emulated. - * - `BGFX_CAPS_FORMAT_TEXTURE_CUBE` - Texture format is supported. - * - `BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB` - Texture as sRGB format is supported. - * - `BGFX_CAPS_FORMAT_TEXTURE_CUBE_EMULATED` - Texture format is emulated. - * - `BGFX_CAPS_FORMAT_TEXTURE_VERTEX` - Texture format can be used from vertex shader. - * - `BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ` - Texture format can be used as image - * and read from. - * - `BGFX_CAPS_FORMAT_TEXTURE_IMAGE_WRITE` - Texture format can be used as image - * and written to. - * - `BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER` - Texture format can be used as frame - * buffer. - * - `BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA` - Texture format can be used as MSAA - * frame buffer. - * - `BGFX_CAPS_FORMAT_TEXTURE_MSAA` - Texture can be sampled as MSAA. - * - `BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN` - Texture format supports auto-generated - * mips. - */ - ushort[bgfx_texture_format_t.BGFX_TEXTURE_FORMAT_COUNT] formats; -} - -/// Internal data. -struct bgfx_internal_data_t -{ - const(bgfx_caps_t)* caps; /// Renderer capabilities. - void* context; /// GL context, or D3D device. -} - -/// Platform data. -struct bgfx_platform_data_t -{ - void* ndt; /// Native display type (*nix specific). - - /** - * Native window handle. If `NULL`, bgfx will create a headless - * context/device, provided the rendering API supports it. - */ - void* nwh; - - /** - * GL context, D3D device, or Vulkan device. If `NULL`, bgfx - * will create context/device. - */ - void* context; - - /** - * GL back-buffer, or D3D render target view. If `NULL` bgfx will - * create back-buffer color surface. - */ - void* backBuffer; - - /** - * Backbuffer depth/stencil. If `NULL`, bgfx will create a back-buffer - * depth/stencil surface. - */ - void* backBufferDS; -} - -/// Backbuffer resolution and reset parameters. -struct bgfx_resolution_t -{ - bgfx_texture_format_t format; /// Backbuffer format. - uint width; /// Backbuffer width. - uint height; /// Backbuffer height. - uint reset; /// Reset parameters. - ubyte numBackBuffers; /// Number of back buffers. - ubyte maxFrameLatency; /// Maximum frame latency. - ubyte debugTextScale; /// Scale factor for debug text. -} - -/// Configurable runtime limits parameters. -struct bgfx_init_limits_t -{ - ushort maxEncoders; /// Maximum number of encoder threads. - uint minResourceCbSize; /// Minimum resource command buffer size. - uint transientVbSize; /// Maximum transient vertex buffer size. - uint transientIbSize; /// Maximum transient index buffer size. -} - -/// Initialization parameters used by `bgfx::init`. -struct bgfx_init_t -{ - - /** - * Select rendering backend. When set to RendererType::Count - * a default rendering backend will be selected appropriate to the platform. - * See: `bgfx::RendererType` - */ - bgfx_renderer_type_t type; - - /** - * Vendor PCI ID. If set to `BGFX_PCI_ID_NONE`, discrete and integrated - * GPUs will be prioritised. - * - `BGFX_PCI_ID_NONE` - Autoselect adapter. - * - `BGFX_PCI_ID_SOFTWARE_RASTERIZER` - Software rasterizer. - * - `BGFX_PCI_ID_AMD` - AMD adapter. - * - `BGFX_PCI_ID_APPLE` - Apple adapter. - * - `BGFX_PCI_ID_INTEL` - Intel adapter. - * - `BGFX_PCI_ID_NVIDIA` - NVIDIA adapter. - * - `BGFX_PCI_ID_MICROSOFT` - Microsoft adapter. - */ - ushort vendorId; - - /** - * Device ID. If set to 0 it will select first device, or device with - * matching ID. - */ - ushort deviceId; - ulong capabilities; /// Capabilities initialization mask (default: UINT64_MAX). - bool debug_; /// Enable device for debugging. - bool profile; /// Enable device for profiling. - bgfx_platform_data_t platformData; /// Platform data. - bgfx_resolution_t resolution; /// Backbuffer resolution and reset parameters. See: `bgfx::Resolution`. - bgfx_init_limits_t limits; /// Configurable runtime limits parameters. - - /** - * Provide application specific callback interface. - * See: `bgfx::CallbackI` - */ - void* callback; - - /** - * Custom allocator. When a custom allocator is not - * specified, bgfx uses the CRT allocator. Bgfx assumes - * custom allocator is thread safe. - */ - void* allocator; -} - -/** - * Memory must be obtained by calling `bgfx::alloc`, `bgfx::copy`, or `bgfx::makeRef`. - * @attention It is illegal to create this structure on stack and pass it to any bgfx API. - */ -struct bgfx_memory_t -{ - ubyte* data; /// Pointer to data. - uint size; /// Data size. -} - -/// Transient index buffer. -struct bgfx_transient_index_buffer_t -{ - ubyte* data; /// Pointer to data. - uint size; /// Data size. - uint startIndex; /// First index. - bgfx_index_buffer_handle_t handle; /// Index buffer handle. - bool isIndex16; /// Index buffer format is 16-bits if true, otherwise it is 32-bit. -} - -/// Transient vertex buffer. -struct bgfx_transient_vertex_buffer_t -{ - ubyte* data; /// Pointer to data. - uint size; /// Data size. - uint startVertex; /// First vertex. - ushort stride; /// Vertex stride. - bgfx_vertex_buffer_handle_t handle; /// Vertex buffer handle. - bgfx_vertex_layout_handle_t layoutHandle; /// Vertex layout handle. -} - -/// Instance data buffer info. -struct bgfx_instance_data_buffer_t -{ - ubyte* data; /// Pointer to data. - uint size; /// Data size. - uint offset; /// Offset in vertex buffer. - uint num; /// Number of instances. - ushort stride; /// Vertex buffer stride. - bgfx_vertex_buffer_handle_t handle; /// Vertex buffer object handle. -} - -/// Texture info. -struct bgfx_texture_info_t -{ - bgfx_texture_format_t format; /// Texture format. - uint storageSize; /// Total amount of bytes required to store texture. - ushort width; /// Texture width. - ushort height; /// Texture height. - ushort depth; /// Texture depth. - ushort numLayers; /// Number of layers in texture array. - ubyte numMips; /// Number of MIP maps. - ubyte bitsPerPixel; /// Format bits per pixel. - bool cubeMap; /// Texture is cubemap. -} - -/// Uniform info. -struct bgfx_uniform_info_t -{ - char[256] name; /// Uniform name. - bgfx_uniform_type_t type; /// Uniform type. - ushort num; /// Number of elements in array. -} - -/// Frame buffer texture attachment info. -struct bgfx_attachment_t -{ - bgfx_access_t access; /// Attachment access. See `Access::Enum`. - bgfx_texture_handle_t handle; /// Render target texture handle. - ushort mip; /// Mip level. - ushort layer; /// Cubemap side or depth layer/slice to use. - ushort numLayers; /// Number of texture layer/slice(s) in array to use. - ubyte resolve; /// Resolve flags. See: `BGFX_RESOLVE_*` -} - -/// Transform data. -struct bgfx_transform_t -{ - float* data; /// Pointer to first 4x4 matrix. - ushort num; /// Number of matrices. -} - -/// View stats. -struct bgfx_view_stats_t -{ - char[256] name; /// View name. - bgfx_view_id_t view; /// View id. - long cpuTimeBegin; /// CPU (submit) begin time. - long cpuTimeEnd; /// CPU (submit) end time. - long gpuTimeBegin; /// GPU begin time. - long gpuTimeEnd; /// GPU end time. - uint gpuFrameNum; /// Frame which generated gpuTimeBegin, gpuTimeEnd. -} - -/// Encoder stats. -struct bgfx_encoder_stats_t -{ - long cpuTimeBegin; /// Encoder thread CPU submit begin time. - long cpuTimeEnd; /// Encoder thread CPU submit end time. -} - -/** - * Renderer statistics data. - * @remarks All time values are high-resolution timestamps, while - * time frequencies define timestamps-per-second for that hardware. - */ -struct bgfx_stats_t -{ - long cpuTimeFrame; /// CPU time between two `bgfx::frame` calls. - long cpuTimeBegin; /// Render thread CPU submit begin time. - long cpuTimeEnd; /// Render thread CPU submit end time. - long cpuTimerFreq; /// CPU timer frequency. Timestamps-per-second - long gpuTimeBegin; /// GPU frame begin time. - long gpuTimeEnd; /// GPU frame end time. - long gpuTimerFreq; /// GPU timer frequency. - long waitRender; /// Time spent waiting for render backend thread to finish issuing draw commands to underlying graphics API. - long waitSubmit; /// Time spent waiting for submit thread to advance to next frame. - uint numDraw; /// Number of draw calls submitted. - uint numCompute; /// Number of compute calls submitted. - uint numBlit; /// Number of blit calls submitted. - uint maxGpuLatency; /// GPU driver latency. - uint gpuFrameNum; /// Frame which generated gpuTimeBegin, gpuTimeEnd. - ushort numDynamicIndexBuffers; /// Number of used dynamic index buffers. - ushort numDynamicVertexBuffers; /// Number of used dynamic vertex buffers. - ushort numFrameBuffers; /// Number of used frame buffers. - ushort numIndexBuffers; /// Number of used index buffers. - ushort numOcclusionQueries; /// Number of used occlusion queries. - ushort numPrograms; /// Number of used programs. - ushort numShaders; /// Number of used shaders. - ushort numTextures; /// Number of used textures. - ushort numUniforms; /// Number of used uniforms. - ushort numVertexBuffers; /// Number of used vertex buffers. - ushort numVertexLayouts; /// Number of used vertex layouts. - long textureMemoryUsed; /// Estimate of texture memory used. - long rtMemoryUsed; /// Estimate of render target memory used. - int transientVbUsed; /// Amount of transient vertex buffer used. - int transientIbUsed; /// Amount of transient index buffer used. - uint[bgfx_topology_t.BGFX_TOPOLOGY_COUNT] numPrims; /// Number of primitives rendered. - long gpuMemoryMax; /// Maximum available GPU memory for application. - long gpuMemoryUsed; /// Amount of GPU memory used by the application. - ushort width; /// Backbuffer width in pixels. - ushort height; /// Backbuffer height in pixels. - ushort textWidth; /// Debug text width in characters. - ushort textHeight; /// Debug text height in characters. - ushort numViews; /// Number of view stats. - bgfx_view_stats_t* viewStats; /// Array of View stats. - ubyte numEncoders; /// Number of encoders used during frame. - bgfx_encoder_stats_t* encoderStats; /// Array of encoder stats. -} - -/// Vertex layout. -struct bgfx_vertex_layout_t -{ - uint hash; /// Hash. - ushort stride; /// Stride. - ushort[bgfx_attrib_t.BGFX_ATTRIB_COUNT] offset; /// Attribute offsets. - ushort[bgfx_attrib_t.BGFX_ATTRIB_COUNT] attributes; /// Used attributes. -} - -/** - * Encoders are used for submitting draw calls from multiple threads. Only one encoder - * per thread should be used. Use `bgfx::begin()` to obtain an encoder for a thread. - */ -struct bgfx_encoder_t -{ -} - -struct bgfx_dynamic_index_buffer_handle_t { ushort idx; } - -struct bgfx_dynamic_vertex_buffer_handle_t { ushort idx; } - -struct bgfx_frame_buffer_handle_t { ushort idx; } - -struct bgfx_index_buffer_handle_t { ushort idx; } - -struct bgfx_indirect_buffer_handle_t { ushort idx; } - -struct bgfx_occlusion_query_handle_t { ushort idx; } - -struct bgfx_program_handle_t { ushort idx; } - -struct bgfx_shader_handle_t { ushort idx; } - -struct bgfx_texture_handle_t { ushort idx; } - -struct bgfx_uniform_handle_t { ushort idx; } - -struct bgfx_vertex_buffer_handle_t { ushort idx; } - -struct bgfx_vertex_layout_handle_t { ushort idx; } - diff --git a/docs/overview.rst b/docs/overview.rst index e99888913..9ba94b01f 100644 --- a/docs/overview.rst +++ b/docs/overview.rst @@ -60,7 +60,7 @@ Supported Languages - `C/C++ API documentation `__ - `Beef API bindings `__ - `C# language API bindings #1 `__ -- `D language API bindings `__ +- `D language API bindings `__ - `Go language API bindings `__ - `Haskell language API bindings `__ - `Lightweight Java Game Library 3 bindings `__ diff --git a/scripts/bindings-d.lua b/scripts/bindings-d.lua index 21c81faa8..dd6405b0d 100644 --- a/scripts/bindings-d.lua +++ b/scripts/bindings-d.lua @@ -1,85 +1,123 @@ local codegen = require "codegen" local idl = codegen.idl "bgfx.idl" -local d_types_template = [[ -/* - * - * AUTO GENERATED! DO NOT EDIT! - * - */ +local template = [[ +/+ ++ ┌==============================┐ ++ │ AUTO GENERATED! DO NOT EDIT! │ ++ └==============================┘ ++/ +module bgfx; -module bindbc.bgfx.types; +import bindbc.bgfx.config; -public import core.stdc.stdarg : va_list; - -enum expandEnum(EnumType, string fqnEnumType = EnumType.stringof) = (){ - string expandEnum; - foreach(m; __traits(allMembers, EnumType)){ - expandEnum ~= "alias " ~ m ~ " = " ~ fqnEnumType ~ "." ~ m ~ ";"; - } - return expandEnum; -}(); - -extern(C) @nogc nothrow: +import bindbc.common.types: va_list; +static import bgfx.fakeenum; $version -alias bgfx_view_id_t = ushort; +alias ViewId = ushort; +enum invalidHandle(T) = T(ushort.max); -//NOTE: TEMPORARY fix to some missing preprocessor function-macros... -static BGFX_STATE_BLEND_FUNC_SEPARATE(ulong _srcRGB, ulong _dstRGB, ulong _srcA, ulong _dstA){ - return (0UL - | ( ( cast(ulong)_srcRGB | ( cast(ulong)_dstRGB<<4) ) ) - | ( ( cast(ulong)_srcA | ( cast(ulong)_dstA <<4) )<<8) - ); -} - -/// Blend equation separate. -static BGFX_STATE_BLEND_EQUATION_SEPARATE(ulong _equationRGB, ulong _equationA){ return ( cast(ulong)_equationRGB | (cast(ulong)_equationA<<3) ); } - -/// Blend function. -static BGFX_STATE_BLEND_FUNC(ulong _src, ulong _dst){ return BGFX_STATE_BLEND_FUNC_SEPARATE(_src, _dst, _src, _dst); } - -/// Blend equation. -static BGFX_STATE_BLEND_EQUATION(ulong _equation){ return BGFX_STATE_BLEND_EQUATION_SEPARATE(_equation, _equation); } - -/// Utility predefined blend modes. - -/// Additive blending. -static BGFX_STATE_BLEND_ADD(){ return (0 | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)); } - -/// Alpha blend. -static BGFX_STATE_BLEND_ALPHA(){ return (0 | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_ALPHA)); } +alias ReleaseFn = void function(void* _ptr, void* _userData); $types -]] - -local d_funcs_template = [[ -/* - * - * AUTO GENERATED! DO NOT EDIT! - * - */ - -module bindbc.bgfx.funcs; - -private import bindbc.bgfx.types; - -extern(C) @nogc nothrow: - -version(BindBgfx_Static) -{ - $funcs_static -} -else -{ - __gshared - { - $funcs_dynamic +pragma(inline,true) nothrow @nogc pure @safe{ + StateBlend_ blendFuncSeparate(StateBlend_ srcRGB, StateBlend_ dstRGB, StateBlend_ srcA, StateBlend_ dstA){ + return (srcRGB | ((dstRGB) << 4)) | ((srcA | (dstA << 4)) << 8); + } + + ///Blend equation separate. + StateBlendEquation_ blendEquationSeparate(StateBlendEquation_ equationRGB, StateBlendEquation_ equationA){ + return equationRGB | (equationA << 3); + } + + ///Blend function. + StateBlend_ blendFunc(StateBlend_ src, StateBlend_ dst){ return blendFuncSeparate(src, dst, src, dst); } + + ///Blend equation. + StateBlendEquation_ blendEquation(StateBlendEquation_ equation){ return blendEquationSeparate(equation, equation); } + + ///Utility predefined blend modes. + enum StateBlendFunc: StateBlend_{ + ///Additive blending. + add = blendFunc(StateBlend.one, StateBlend.one), + + ///Alpha blend. + alpha = blendFunc(StateBlend.srcAlpha, StateBlend.invSrcAlpha), + + ///Selects darker color of blend. + darken = blendFunc(StateBlend.one, StateBlend.one) | blendEquation(StateBlendEquation.min), + + ///Selects lighter color of blend. + lighten = blendFunc(StateBlend.one, StateBlend.one) | blendEquation(StateBlendEquation.max), + + ///Multiplies colors. + multiply = blendFunc(StateBlend.dstColor, StateBlend.zero), + + ///Opaque pixels will cover the pixels directly below them without any math or algorithm applied to them. + normal = blendFunc(StateBlend.one, StateBlend.invSrcAlpha), + + ///Multiplies the inverse of the blend and base colors. + screen = blendFunc(StateBlend.one, StateBlend.invSrcColor), + + ///Decreases the brightness of the base color based on the value of the blend color. + linearBurn = blendFunc(StateBlend.dstColor, StateBlend.invDstColor) | blendEquation(StateBlendEquation.sub), + } + + StateBlend_ blendFuncRTx(StateBlend_ src, StateBlend_ dst){ + return cast(uint)(src >> StateBlend.shift) | (cast(uint)(dst >> StateBlend.shift) << 4); + } + + StateBlend_ blendFuncRTxE(StateBlend_ src, StateBlend_ dst, StateBlendEquation_ equation){ + return blendFuncRTx(src, dst) | (cast(uint)(equation >> StateBlendEquation.shift) << 8); + } + + StateBlend_ blendFuncRT1(StateBlend_ src, StateBlend_ dst){ return blendFuncRTx(src, dst) << 0; } + StateBlend_ blendFuncRT2(StateBlend_ src, StateBlend_ dst){ return blendFuncRTx(src, dst) << 11; } + StateBlend_ blendFuncRT3(StateBlend_ src, StateBlend_ dst){ return blendFuncRTx(src, dst) << 22; } + + StateBlend_ blendFuncRT1E(StateBlend_ src, StateBlend_ dst, StateBlendEquation_ equation){ + return blendFuncRTxE(src, dst, equation) << 0; + } + StateBlend_ blendFuncRT2E(StateBlend_ src, StateBlend_ dst, StateBlendEquation_ equation){ + return blendFuncRTxE(src, dst, equation) << 11; + } + StateBlend_ blendFuncRT3E(StateBlend_ src, StateBlend_ dst, StateBlendEquation_ equation){ + return blendFuncRTxE(src, dst, equation) << 22; } } + +$structs +mixin(joinFnBinds((){ + string[][] ret; + ret ~= makeFnBinds([ + $funcs + ]); + return ret; +}(), __MODULE__, $membersWithFns)); + +static if(!staticBinding): +import bindbc.loader; + +debug{ + mixin(makeDynloadFns("Bgfx", makeLibPaths(["bgfx-shared-libDebug", "bgfxDebug", "bgfx"]), [__MODULE__])); +}else{ + mixin(makeDynloadFns("Bgfx", makeLibPaths(["bgfx-shared-libRelease", "bgfxRelease", "bgfx"]), [__MODULE__])); +} ]] +local dKeywords = {"abstract", "alias", "align", "asm", "assert", "auto", "bool", "break", "byte", "case", "cast", "catch", "char", "class", "const", "continue", "dchar", "debug", "default", "delegate", "deprecated", "do", "double", "else", "enum", "export", "extern", "false", "final", "finally", "float", "for", "foreach", "foreach_reverse", "function", "goto", "if", "immutable", "import", "in", "inout", "int", "interface", "invariant", "is", "lazy", "long", "macro", "mixin", "module", "new", "nothrow", "null", "out", "override", "package", "pragma", "private", "protected", "public", "pure", "real", "ref", "return", "scope", "shared", "short", "static", "struct", "super", "switch", "synchronized", "template", "this", "throw", "true", "try", "typeid", "typeof", "ubyte", "uint", "ulong", "union", "unittest", "ushort", "version", "void", "wchar", "while", "with"} + +local function contains(table, val) + for i=1,#table do + if table[i] == val then + return true + end + end + return false +end + local function hasPrefix(str, prefix) return prefix == "" or str:sub(1, #prefix) == prefix end @@ -88,88 +126,293 @@ local function hasSuffix(str, suffix) return suffix == "" or str:sub(-#suffix) == suffix end -local function to_underscorecase(name) - local tmp = {} - for v in name:gmatch "[_%u][%l%d]*" do - if v:byte() == 95 then -- '_' - v = v:sub(2) -- remove _ +local enumTypes = {} +local membersWithFns = "" + +local capsWords = {"Mip", "Id", "Rw", "Rt", "Pci", "Srgb", "Pt", "Ccw", "2d", "3d", "Msaa"} +local capsRepl = { + hidpi = "hiDPI", lineaa = "lineAA", maxanisotropy = "maxAnisotropy", + notequal = "notEqual", gequal = "gEqual", lequal = "lEqual", + decrsat = "decrSat", incrsat = "incrSat", revsub = "revSub", + linestrip = "lineStrip", tristrip = "triStrip", +} + +local function abbrevsToUpper(name) + if name:len() >= 3 then + for _, abbrev in pairs(capsWords) do + name = name:gsub(abbrev, function(s0) + return s0:upper() + end) + end + for from, to in pairs(capsRepl) do + name = name:gsub(from, to) end - tmp[#tmp+1] = v end - return table.concat(tmp, "_") + return name end -local function convert_array(member) - if string.find(member.array, "::") then - local name = "bgfx_" .. to_underscorecase(string.gsub(member.array, "::.*", "")):lower() .. "_t" - return "[" .. name .. ".BGFX_" .. to_underscorecase(member.array):upper() .. "]" +local function toCamelCase(name) + if name:len() >= 3 then + name = name:sub(0, 1) .. name:sub(2, -2):gsub("_", "") .. name:sub(-1) + end + if name:find("%u%u+%l") then + name = name:gsub("(%u-)(%u%l)", function(s0, s1) + return s0:lower() .. s1 + end) else - return member.array + name = (name:gsub("^([^%l]*)(%l?)", function(s0, s1) + if s1 ~= nil then + return s0:lower() .. s1 + end + return s0:lower() + end)) + end + return abbrevsToUpper(name) +end + +-- local function toPascalCase(name) +-- return (name:gsub("^%l", string.upper)) +-- end + +local usEnSubs = {Color = "Colour", Rasterize = "Rasterise", Initialize = "Initialise"} +local function toIntlEn(name) + local change = false + for us, intl in pairs(usEnSubs) do + if name:find(us) then + name = (name:gsub(us, intl)) + change = true + end + end + if change then + return name + else + return nil end end -local function convert_type(arg) - local ctype = arg.ctype:gsub("%s%*", "*") - if arg.fulltype == "bx::AllocatorI*" or arg.fulltype == "CallbackI*" or arg.fulltype == "ReleaseFn" then - ctype = "void*" - elseif hasPrefix(ctype, "uint64_t") then - ctype = ctype:gsub("uint64_t", "ulong") - elseif hasPrefix(ctype, "int64_t") then - ctype = ctype:gsub("int64_t", "long") - elseif hasPrefix(ctype, "uint32_t") then - ctype = ctype:gsub("uint32_t", "uint") - elseif hasPrefix(ctype, "int32_t") then - ctype = ctype:gsub("int32_t", "int") - elseif hasPrefix(ctype, "uint16_t") then - ctype = ctype:gsub("uint16_t", "ushort") - elseif hasPrefix(ctype, "uint8_t") then - ctype = ctype:gsub("uint8_t", "ubyte") - elseif hasPrefix(ctype, "uintptr_t") then - ctype = ctype:gsub("uintptr_t", "ulong") - elseif hasPrefix(ctype, "const ") and hasSuffix(ctype, "*") then - ctype = "const(" .. string.sub(ctype:gsub("const ", "", 1), 1, -2) .. ")*" +local function hexStr(val, bits) + local digits = bits / 4 + local str = string.format(string.format("%%0%iX", digits), val) + local i = 4 + while i < str:len() do + str = str:sub(0, i) .. "_" .. str:sub(i+1) + i = i + 5 end + + return "0x" .. str +end - if arg.array ~= nil then - ctype = ctype .. convert_array(arg) +local function convArray(array) + if string.find(array, "::") then + return string.gsub(array, "::.*", ".") .. toCamelCase(string.gsub(array, ".-::", "")) + else + return array end - - return ctype end -local function convert_struct_type(arg) - return convert_type(arg) -end +local typeSubs = { + uint32_t = "uint", int32_t = "int", + uint16_t = "ushort", int16_t = "short", + uint64_t = "ulong", int64_t = "long", + uint8_t = "ubyte", int8_t = "byte", + uintptr_t = "size_t" +} +local function convSomeType(arg, isFnArg) + local type = arg.fulltype + if type == "bx::AllocatorI*" or type == "CallbackI*" then + type = "void*" + else + for from, to in pairs(typeSubs) do + if type:find(from) then + type = type:gsub(from, to) + break + end + end + type = type:gsub("::Enum", "") --fix enums + type = type:gsub("%s+%*", "*") --remove spacing before `*` -local function convert_ret_type(arg) - return convert_type(arg) -end - -local function convert_name(arg) - if arg == "debug" then - return arg .. "_" + if isFnArg then + for _, enum in pairs(enumTypes) do --fix C++ linkage errors + if type == enum then + type = string.format("bgfx.fakeenum.%s.Enum", enum) + else + type = (type:gsub("(" .. enum .. ")([^A-Za-z0-9_])", function(s0, s1) + return string.format("bgfx.fakeenum.%s.Enum", enum) .. s1 + end)) + end + end + type = type:gsub("([^&]-)%s?&", "ref %1") --change `&` suffix to `ref` prefix + if arg.array ~= nil then + type = type .. "*" --append * + end + else + type = type:gsub("([^&]-)%s?&", "%1*") --change `&` to `*` + if arg.array ~= nil then + type = type .. convArray(arg.array) --append [n] + end + end + type = type:gsub("const%s+([A-Za-z_][A-Za-z0-9_]*)%s*%*", "const(%1)*") --change `const x*` to `const(x)*` end - return arg + + return type end -local function convert_struct_member(member) - return convert_struct_type(member) .. " " .. convert_name(member.name) +local function convType(arg) + return convSomeType(arg, false) end -local function gen_version() - return "enum uint BGFX_API_VERSION = " .. (idl._version or 0) .. ";" +local function convFnArgType(arg) + return convSomeType(arg, true) +end + +local valSubs = { + NULL = "null", + UINT8_MAX = "ubyte.max", + UINT16_MAX = "ushort.max", + UINT32_MAX = "uint.max", + + BGFX_INVALID_HANDLE = "invalidHandle", + + BGFX_DISCARD_ALL = "Discard.all", + BGFX_BUFFER_NONE = "Buffer.none", + BGFX_STENCIL_NONE = "Stencil.none", + BGFX_TEXTURE_NONE = "Texture.none", + BGFX_SAMPLER_NONE = "Sampler.none", + BGFX_RESET_NONE = "Reset.none", + BGFX_SAMPLER_U_CLAMP = "SamplerU.clamp", + BGFX_SAMPLER_V_CLAMP = "SamplerV.clamp", + BGFX_RESOLVE_AUTO_GEN_MIPS = "Resolve.autoGenMIPs", + ["ViewMode::Default"] = "ViewMode.default_", +} +local function convVal(arg, type) + local val = string.format("%s", arg) + for from, to in pairs(valSubs) do + if val:find(from) then + if from == "BGFX_INVALID_HANDLE" then + val = val:gsub(from, to .. "!" .. type) + else + val = val:gsub(from, to) + end + end + end + if val:find("INT32_MAX") then + val = val:gsub("INT32_MAX", "int.max") + end + val = convArray(val) + + return val +end + +local function convStructType(arg) + return convType(arg) +end + +local function convName(name) + name = abbrevsToUpper(name) + if contains(dKeywords, name) then + return name .. "_" + end + return name +end + +local function convStructMember(member) + return convStructType(member) .. " " .. convName(member.name) +end + +local allStructs = {} + +local function genVersion() + return "enum uint apiVersion = " .. (idl._version or 0) .. ";" +end + +local function genStructMemberFn(func) --NOTE: this does not work on nested structs + if func.class ~= nil and func.conly == nil then + local st = allStructs[func.class] + local attribs = "" + if func.comments ~= nil then + if #st.fns > 0 then + table.insert(st.fns, "") + end + table.insert(st.fns, "/**") + for _, line in ipairs(func.comments) do + local line = line:gsub("@remarks", "Remarks:") + line = line:gsub("@remark", "Remarks:") + line = line:gsub("@(%l)(%l+)", function(a, b) return a:upper() .. b .. ":" end) + table.insert(st.fns, line) + end + + local hasParamsComments = false + for _, arg in ipairs(func.args) do + if arg.comment ~= nil then + hasParamsComments = true + break + end + end + + if hasParamsComments then + table.insert(st.fns, "Params:") + end + + for _, arg in ipairs(func.args) do + if arg.comment ~= nil then + table.insert(st.fns, "\t" .. convName(arg.name:sub(2)) .. " = " .. arg.comment[1]) + for i, comment in ipairs(arg.comment) do + if i > 1 then + table.insert(st.fns, comment) + end + end + end + end + + table.insert(st.fns, "*/") + end + + local args = {} + for _, arg in ipairs(func.args) do + local def = "" + if arg.default ~= nil then + def = string.format("=%s", convVal(arg.default, convFnArgType(arg))) + end + if arg.fulltype == "..." then + table.insert(args, "..." .. def) + else + table.insert(args, convFnArgType(arg) .. " " .. convName(arg.name:sub(2)) .. def) + end + end + + if func.const ~= nil then + attribs = "const" + end + if attribs ~= "" then + attribs = ", q{" .. attribs .. "}" + end + + table.insert(st.fns, string.format("[q{%s}, q{%s}, q{%s}, `C++`%s],", convType(func.ret), func.name, table.concat(args, ", "), attribs)) + end end local converter = {} local yield = coroutine.yield local gen = {} -function gen.gen(template) +gen.fakeEnumFile = [[ +/+ ++ ┌==============================┐ ++ │ AUTO GENERATED! DO NOT EDIT! │ ++ └==============================┘ ++/ +module bgfx.fakeenum; + +//NOTE: Do NOT use this module! Use the enums with the same names in `bgfx/package.d` instead. +package: +]] + +function gen.gen() local indent = "" local idx = 1; local r = template:gsub("$([a-zA-Z_]+)", function(what) local tmp = {} - + local ind_end = template:find("$"..what, idx, true) local ind_start = ind_end for j = 1, ind_end-1 do @@ -180,29 +423,49 @@ function gen.gen(template) break end end - + indent = string.sub(template, ind_start+1, ind_end-1) - - local what_idl = what:gsub("funcs_dynamic", "funcs"):gsub("funcs_static", "funcs") - - if (what == "version") then - return gen_version() - end - - for _, object in ipairs(idl[what_idl]) do - local co = coroutine.create(converter[what]) - local any - while true do - local ok, v = coroutine.resume(co, object) - assert(ok, debug.traceback(co, v)) - if not v then - break - end - table.insert(tmp, v) - any = true + + if what == "version" then + return genVersion() + elseif what == "structs" then + for _, fn in ipairs(idl.funcs) do + genStructMemberFn(fn) end - if any and tmp[#tmp] ~= "" then - table.insert(tmp, "") + for name, object in pairs(allStructs) do + local co = coroutine.create(converter[what]) + local any + while true do + local ok, v = coroutine.resume(co, object, name, indent:len()) + assert(ok, debug.traceback(co, v)) + if not v then + break + end + table.insert(tmp, v) + any = true + end + if any and tmp[#tmp] ~= "" then + table.insert(tmp, "") + end + end + elseif what == "membersWithFns" then + table.insert(tmp, "\"" .. membersWithFns .. "\"") + else + for _, object in ipairs(idl[what]) do + local co = coroutine.create(converter[what]) + local any + while true do + local ok, v = coroutine.resume(co, object) + assert(ok, debug.traceback(co, v)) + if not v then + break + end + table.insert(tmp, v) + any = true + end + if any and tmp[#tmp] ~= "" then + table.insert(tmp, "") + end end end return table.concat(tmp, "\n" .. indent) @@ -210,222 +473,381 @@ function gen.gen(template) return r end -function gen.gen_types() - return gen.gen(d_types_template) -end - -function gen.gen_funcs() - return gen.gen(d_funcs_template) +function converter.structs(st, name) + for _, line in ipairs(st.comments) do + yield(line) + end + + yield("extern(C++, \"bgfx\") struct " .. name .. "{") + + local subN = 0 + for subName, subStruct in pairs(st.subs) do + subN = subN + 1 + local co = coroutine.create(converter.structs) + while true do + local ok, v = coroutine.resume(co, subStruct, subName) + assert(ok, debug.traceback(co, v)) + if not v then + break + end + yield("\t" .. v) + end + end + if subN > 0 then + yield("\t") + end + + for _, line in ipairs(st.fields) do + yield(line) + end + + if #st.fns > 0 then + membersWithFns = membersWithFns .. name .. ", " + yield("\textern(D) mixin(joinFnBinds((){") + yield("\t\tstring[][] ret;") + yield("\t\tret ~= makeFnBinds([") + for _, line in ipairs(st.fns) do + yield("\t\t\t" .. line) + end + yield("\t\t], true);") + yield("\t\treturn ret;") + yield("\t}(), typeof(this).stringof));") + end + + yield("}") end function converter.types(typ) - if typ.comments ~= nil then + if typ.comments ~= nil and not typ.struct then if #typ.comments == 1 then - yield("/// " .. typ.comments[1]) + yield("///" .. typ.comments[1]) else yield("/**") for _, comment in ipairs(typ.comments) do - yield(" * " .. comment) + yield("* " .. comment) end - yield(" */") + yield("*/") end end - - if typ.handle then - yield("struct " .. typ.cname .. " { ushort idx; }") + + if typ.handle then ---hnadle + yield("extern(C++, \"bgfx\") struct " .. typ.name .. "{") + yield("\tushort idx;") + yield("}") + --yield(typ.name .. " invalidHandle(){ return " .. typ.name .. "(ushort.max); }") + + elseif typ.funcptr then + local args = {} + for _, arg in ipairs(func.args) do + if arg.fulltype == "..." then + table.insert(args, "..." .. def) + else + table.insert(args, convFnArgType(arg) .. " " .. convName(arg.name:sub(2)) .. def) + end + end + + yield(string.format("alias %s = extern(C++) %s function(%s);", func.name, convType(func.ret), table.concat(args, ", "))) + elseif typ.enum then - local prefix = "BGFX_" .. to_underscorecase(string.gsub(typ.name, "::Enum", "")):upper() - yield("enum " .. typ.cname) - yield("{") + local typeName = abbrevsToUpper(typ.name:gsub("::Enum", "")) + local otherName = string.format("bgfx.fakeenum.%s.Enum", typeName) + + yield("") + yield("enum " .. typeName .. ": " .. otherName .. "{") + table.insert(enumTypes, typeName) + + local vals = "" for idx, enum in ipairs(typ.enum) do local comments = "" if enum.comment ~= nil then if #enum.comment == 1 then - comments = " /// " .. enum.comment[1]; + comments = " ///" .. enum.comment[1]; else yield("\t/**") for _, comment in ipairs(enum.comment) do - yield("\t * " .. comment) + yield("\t" .. comment) end - yield("\t */") + yield("\t*/") end end - - local enumname - if enum.underscore then - enumname = to_underscorecase(enum.name):upper() - else - enumname = enum.name:upper() + local name = convName(toCamelCase(enum.name)) + yield("\t" .. name .. " = " .. otherName .. "." .. name .. ",") + vals = vals .. name .. "," + + local intlName = toIntlEn(enum.name) + if intlName ~= nil then + yield("\t" .. convName(toCamelCase(intlName)) .. " = " .. otherName .. "." .. name .. ",") end - - yield("\t" .. prefix .. "_" .. enumname .. "," .. comments) end - yield(""); - --yield("\t" .. prefix .. "_COUNT = " .. #typ.enum) - yield("\t" .. prefix .. "_COUNT") + + gen.fakeEnumFile = gen.fakeEnumFile .. string.format([[ +extern(C++, "bgfx") package final abstract class %s{ + enum Enum{ + %scount + } +} +]], typeName, vals) + + yield("\t" .. "count = " .. otherName .. ".count,") yield("}") - yield("mixin(expandEnum!" .. typ.cname .. ");") - + elseif typ.bits ~= nil then - local prefix = "BGFX_" .. to_underscorecase(typ.name):upper() + local typeName = convName(typ.name) + if typeName == "Caps" then + typeName = "CapFlags" + end + local enumType = "uint" - format = "%u" if typ.bits == 64 then - format = "0x%016x" enumType = "ulong" elseif typ.bits == 32 then - format = "0x%08x" enumType = "uint" elseif typ.bits == 16 then - format = "0x%04x" enumType = "ushort" elseif typ.bits == 8 then - format = "0x%02x" enumType = "ubyte" end - + + local maxLen = 0 + if typ.shift then + maxLen = string.len("shift") + elseif typ.range then + maxLen = string.len("mask") + end + for _, flag in ipairs(typ.flag) do + maxLen = math.max(maxLen, flag.name:len()) + end + + yield("alias " .. typeName .. "_ = " .. enumType .. ";") + yield("enum " .. typeName .. ": " .. typeName .. "_{") + + local function getValOr(name) + local t = typeName + if typeName == "State" then + if hasPrefix(name, "Write") then + t = t .. name:sub(1, 5) + name = name:sub(6) + elseif hasPrefix(name, "DepthTest") then + t = t .. name:sub(1, 9) + name = name:sub(10) + elseif hasPrefix(name, "Cull") then + t = t .. name:sub(1, 4) + name = name:sub(5) + end + elseif typeName == "Sampler" then + if hasPrefix(name, "Min") then + t = t .. name:sub(1, 3) + name = name:sub(4) + elseif hasPrefix(name, "Mag") then + t = t .. name:sub(1, 3) + name = name:sub(4) + elseif hasPrefix(name, "Mip") then + t = t .. name:sub(1, 3) + name = name:sub(4) + elseif hasPrefix(name, "U") then + t = t .. name:sub(1, 1) + name = name:sub(2) + elseif hasPrefix(name, "V") then + t = t .. name:sub(1, 1) + name = name:sub(2) + elseif hasPrefix(name, "W") then + t = t .. name:sub(1, 1) + name = name:sub(2) + elseif hasPrefix(name, "Compare") then + t = t .. name:sub(1, 7) + name = name:sub(8) + end + end + return abbrevsToUpper(t) .. "." .. convName(toCamelCase(name)) + end + for idx, flag in ipairs(typ.flag) do local value = flag.value if value ~= nil then - value = string.format(flag.format or format, value) + value = hexStr(value, typ.bits) else for _, name in ipairs(flag) do - local fixedname = prefix .. "_" .. to_underscorecase(name):upper() if value ~= nil then - value = value .. " | " .. fixedname + value = value .. " | " .. getValOr(name) else - value = fixedname + value = getValOr(name) end end end + local comments = "" if flag.comment ~= nil then if #flag.comment == 1 then - comments = " /// " .. flag.comment[1] + comments = " ///" .. flag.comment[1] else yield("/**") for _, comment in ipairs(flag.comment) do - yield(" * " .. comment) + yield(comment) end - yield(" */") + yield("*/") end end - yield("enum " .. enumType .. " " .. prefix .. "_" .. to_underscorecase(flag.name):upper() .. " = " .. value .. ";" .. comments) + + local name = convName(toCamelCase(flag.name)) + yield("\t" .. name .. string.rep(" ", maxLen+2 - name:len()) .. "= " .. value .. "," .. comments) + + local intlName = toIntlEn(flag.name) + if intlName ~= nil then + intlName = convName(toCamelCase(intlName)) + yield("\t" .. intlName .. string.rep(" ", maxLen+2 - intlName:len()) .. "= " .. name .. ",") + end end - + if typ.shift then - local name = prefix .. "_SHIFT" + local name = convName("shift") local value = typ.shift local comments = "" if typ.desc then - comments = string.format(" /// %s bit shift", typ.desc) + comments = string.format(" ///%s bit shift", typ.desc) end - yield("enum " .. enumType .. " " .. name .. " = " .. value .. ";" .. comments) + yield("\t" .. name .. string.rep(" ", maxLen+2 - name:len()) .. "= " .. value .. "," .. comments) end if typ.range then - local name = prefix .. "_MASK" - local value = string.format(format, typ.mask) + local name = convName("mask") + local value = hexStr(typ.mask, typ.bits) local comments = "" if typ.desc then - comments = string.format(" /// %s bit mask", typ.desc) + comments = string.format(" ///%s bit mask", typ.desc) end - yield("enum " .. enumType .. " " .. name .. " = " .. value .. ";" .. comments) + yield("\t" .. name .. string.rep(" ", maxLen+2 - name:len()) .. "= " .. value .. "," .. comments) end - + yield("}") + + local intlName = toIntlEn(typeName) + if intlName ~= nil then + yield("alias " .. intlName .. " = " .. typeName .. ";") + end + if typ.helper then yield(string.format( - "%s %s (%s v) { return (v << %s) & %s; }", + "%s_ to%s(%s v){ return (v << %s) & %s; }", + typeName, + typeName, enumType, - prefix, - enumType, - (prefix .. "_SHIFT"), - (prefix .. "_MASK"))) + (typeName .. ".shift"), + (typeName .. ".mask"))) + if intlName ~= nil then + yield("alias to" .. intlName .. " = to" .. typeName .. ";") + end end elseif typ.struct ~= nil then - yield("struct " .. typ.cname) - yield("{") - + local st = {comments = {}, fields = {}, fns = {}, subs = {}} + + if typ.comments ~= nil then + if #typ.comments == 1 then + table.insert(st.comments, "///" .. typ.comments[1]) + else + table.insert(st.comments, "/**") + for _, comment in ipairs(typ.comments) do + table.insert(st.comments, comment) + end + table.insert(st.comments, "*/") + end + end + for _, member in ipairs(typ.struct) do local comments = "" if member.comment ~= nil then if #member.comment == 1 then - comments = " /// " .. member.comment[1] + comments = " ///" .. member.comment[1] else - yield("\n\t/**") + if #st.fields > 0 then + table.insert(st.fields, "\t") + end + table.insert(st.fields, "\t/**") for _, comment in ipairs(member.comment) do - yield("\t * " .. comment) + table.insert(st.fields, "\t" .. comment) end - yield("\t */") + table.insert(st.fields, "\t*/") end end - yield("\t" .. convert_struct_member(member) .. ";" .. comments) + table.insert(st.fields, "\t" .. convStructMember(member) .. ";" .. comments) end - - yield("}") - end -end - -function converter.funcs_static(func) - return converter.funcs(func, true) -end - -function converter.funcs_dynamic(func) - return converter.funcs(func, false) -end - -function converter.funcs(func, static) - if func.cpponly then - return - end - - if func.comments ~= nil then - yield("/**") - for _, line in ipairs(func.comments) do - local line = line:gsub("@remarks", "Remarks:") - line = line:gsub("@remark", "Remarks:") - line = line:gsub("@(%l)(%l+)", function(a, b) return a:upper()..b..":" end) - yield(" * " .. line) + + if typ.ctor ~= nil and typ.name ~= "PlatformData" then + table.insert(st.fns, "[q{void}, q{this}, q{}, `C++`],") end - - local hasParamsComments = false - for _, arg in ipairs(func.args) do - if arg.comment ~= nil then - hasParamsComments = true - break + + if typ.namespace ~= nil then + if allStructs[typ.namespace] ~= nil then + allStructs[typ.namespace].subs[typ.name] = st + else + allStructs[typ.namespace] = {subs = {[typ.name] = st}} end + else + if allStructs[typ.name] ~= nil then + st.subs = allStructs[typ.name].subs + end + allStructs[typ.name] = st end + end +end - if hasParamsComments then - yield(" * Params:") +function converter.funcs(func) + if func.class == nil and func.conly == nil then + local extern = "C++, \"bgfx\"" + local attribs = "" + if func.cfunc ~= nil and func.name ~= "init" then --what the is "cfunc" even meant to mean? + return end - - for _, arg in ipairs(func.args) do - if arg.comment ~= nil then - yield(" * " .. convert_name(arg.name) .. " = " .. arg.comment[1]) - for i, comment in ipairs(arg.comment) do - if (i > 1) then - yield(" * " .. comment) + if func.comments ~= nil then + yield("/**") + for _, line in ipairs(func.comments) do + local line = line:gsub("@remarks", "Remarks:") + line = line:gsub("@remark", "Remarks:") + line = line:gsub("@(%l)(%l+)", function(a, b) return a:upper() .. b .. ":" end) + yield("* " .. line) + end + + local hasParamsComments = false + for _, arg in ipairs(func.args) do + if arg.comment ~= nil then + hasParamsComments = true + break + end + end + + if hasParamsComments then + yield("Params:") + end + + for _, arg in ipairs(func.args) do + if arg.comment ~= nil then + yield("\t" .. convName(arg.name:sub(2)) .. " = " .. arg.comment[1]) + for i, comment in ipairs(arg.comment) do + if i > 1 then + yield(comment) + end end end end + + yield("*/") end - - yield(" */") - end - - local args = {} - if func.this ~= nil then - args[1] = convert_type(func.this_type) .. " _this" - end - for _, arg in ipairs(func.args) do - table.insert(args, convert_type(arg) .. " " .. convert_name(arg.name)) - end - - if static then - yield(convert_ret_type(func.ret) .. " bgfx_" .. func.cname .. "(" .. table.concat(args, ", ") .. ");") - else - yield("alias da_bgfx_" .. func.cname .. " = " .. convert_ret_type(func.ret) .. " function(" .. table.concat(args, ", ") .. ");") - yield("da_bgfx_" .. func.cname .. " bgfx_" .. func.cname .. ";") + + local args = {} + for _, arg in ipairs(func.args) do + local def = "" + if arg.default ~= nil then + def = string.format("=%s", convVal(arg.default, convFnArgType(arg))) + end + if arg.fulltype == "..." then + table.insert(args, "..." .. def) + else + table.insert(args, convFnArgType(arg) .. " " .. convName(arg.name:sub(2)) .. def) + end + end + + if attribs ~= "" then + attribs = ", q{" .. attribs .. "}" + end + + yield(string.format("[q{%s}, q{%s}, q{%s}, `%s`%s],", convType(func.ret), func.name, table.concat(args, ", "), extern, attribs)) end end @@ -441,8 +863,7 @@ end if (...) == nil then -- run `lua bindings-d.lua` in command line - print(gen.gen_types()) - print(gen.gen_funcs()) + print(gen.gen(dTemplate)) end return gen diff --git a/scripts/genie.lua b/scripts/genie.lua index 4bedaeab0..3ed8a94e7 100644 --- a/scripts/genie.lua +++ b/scripts/genie.lua @@ -79,8 +79,8 @@ newaction { csgen.write(csgen.gen_dllname(), "../bindings/cs/bgfx_dllname.cs") local dgen = require "bindings-d" - dgen.write(dgen.gen_types(), "../bindings/d/types.d") - dgen.write(dgen.gen_funcs(), "../bindings/d/funcs.d") + dgen.write(dgen.gen(), "../bindings/d/package.d") + dgen.write(dgen.fakeEnumFile, "../bindings/d/fakeenum.d") local csgen = require "bindings-bf" csgen.write(csgen.gen(), "../bindings/bf/bgfx.bf")