mirror of https://github.com/bkaradzic/bgfx
Cleanup.
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parent
bd9600e167
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254
scripts/bgfx.idl
254
scripts/bgfx.idl
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@ -120,69 +120,69 @@ flag.StencilFuncRef { bits = 32, shift = 0, range = 8, "helper" }
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flag.StencilFuncRmask { bits = 32, shift = 8, range = 8, "helper" }
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flag.Stencil { bits = 32, const }
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.None (0x00000000)
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.Mask (0xffffffff)
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.Default (0x00000000)
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.None (0x00000000)
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.Mask (0xffffffff)
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.Default (0x00000000)
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flag.StencilTest { bits = 32, shift = 16, range = 4 , base = 1, desc = "Stencil test" }
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.Less --- Enable stencil test, less.
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.Lequal --- Enable stencil test, less or equal.
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.Equal --- Enable stencil test, equal.
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.Gequal --- Enable stencil test, greater or equal.
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.Greater --- Enable stencil test, greater.
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.Notequal --- Enable stencil test, not equal.
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.Never --- Enable stencil test, never.
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.Always --- Enable stencil test, always.
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.Less --- Enable stencil test, less.
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.Lequal --- Enable stencil test, less or equal.
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.Equal --- Enable stencil test, equal.
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.Gequal --- Enable stencil test, greater or equal.
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.Greater --- Enable stencil test, greater.
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.Notequal --- Enable stencil test, not equal.
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.Never --- Enable stencil test, never.
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.Always --- Enable stencil test, always.
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()
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flag.StencilOpFailS { bits = 32, shift = 20, range = 4, base = 0, desc = "Stencil operation fail" }
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.Zero --- Zero.
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.Keep --- Keep.
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.Replace --- Replace.
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.Incr --- Increment and wrap.
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.Incrsat --- Increment and clamp.
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.Decr --- Decrement and wrap.
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.Decrsat --- Decrement and clamp.
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.Invert --- Invert.
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.Zero --- Zero.
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.Keep --- Keep.
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.Replace --- Replace.
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.Incr --- Increment and wrap.
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.Incrsat --- Increment and clamp.
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.Decr --- Decrement and wrap.
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.Decrsat --- Decrement and clamp.
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.Invert --- Invert.
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()
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flag.StencilOpFailZ { bits = 32, shift = 24, range = 4, base = 0, desc = "Stencil operation depth fail" }
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.Zero --- Zero.
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.Keep --- Keep.
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.Replace --- Replace.
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.Incr --- Increment and wrap.
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.Incrsat --- Increment and clamp.
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.Decr --- Decrement and wrap.
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.Decrsat --- Decrement and clamp.
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.Invert --- Invert.
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.Zero --- Zero.
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.Keep --- Keep.
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.Replace --- Replace.
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.Incr --- Increment and wrap.
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.Incrsat --- Increment and clamp.
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.Decr --- Decrement and wrap.
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.Decrsat --- Decrement and clamp.
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.Invert --- Invert.
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()
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flag.StencilOpPassZ { bits = 32, shift = 28, range = 4 , base = 0, desc = "Stencil operation depth pass" }
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.Zero --- Zero.
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.Keep --- Keep.
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.Replace --- Replace.
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.Incr --- Increment and wrap.
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.Incrsat --- Increment and clamp.
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.Decr --- Decrement and wrap.
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.Decrsat --- Decrement and clamp.
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.Invert --- Invert.
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.Zero --- Zero.
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.Keep --- Keep.
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.Replace --- Replace.
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.Incr --- Increment and wrap.
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.Incrsat --- Increment and clamp.
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.Decr --- Decrement and wrap.
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.Decrsat --- Decrement and clamp.
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.Invert --- Invert.
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()
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flag.Clear { bits = 16 }
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.None --- No clear flags.
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.Color --- Clear color.
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.Depth --- Clear depth.
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.Stencil --- Clear stencil.
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.DiscardColor_0 --- Discard frame buffer attachment 0.
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.DiscardColor_1 --- Discard frame buffer attachment 1.
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.DiscardColor_2 --- Discard frame buffer attachment 2.
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.DiscardColor_3 --- Discard frame buffer attachment 3.
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.DiscardColor_4 --- Discard frame buffer attachment 4.
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.DiscardColor_5 --- Discard frame buffer attachment 5.
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.DiscardColor_6 --- Discard frame buffer attachment 6.
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.DiscardColor_7 --- Discard frame buffer attachment 7.
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.DiscardDepth --- Discard frame buffer depth attachment.
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.DiscardStencil --- Discard frame buffer stencil attachment.
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.None --- No clear flags.
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.Color --- Clear color.
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.Depth --- Clear depth.
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.Stencil --- Clear stencil.
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.DiscardColor_0 --- Discard frame buffer attachment 0.
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.DiscardColor_1 --- Discard frame buffer attachment 1.
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.DiscardColor_2 --- Discard frame buffer attachment 2.
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.DiscardColor_3 --- Discard frame buffer attachment 3.
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.DiscardColor_4 --- Discard frame buffer attachment 4.
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.DiscardColor_5 --- Discard frame buffer attachment 5.
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.DiscardColor_6 --- Discard frame buffer attachment 6.
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.DiscardColor_7 --- Discard frame buffer attachment 7.
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.DiscardDepth --- Discard frame buffer depth attachment.
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.DiscardStencil --- Discard frame buffer stencil attachment.
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.DiscardColorMask {
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"DiscardColor_0",
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"DiscardColor_1",
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@ -200,31 +200,31 @@ flag.Clear { bits = 16 }
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}
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flag.Debug { bits = 32 }
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.None --- No debug.
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.Wireframe --- Enable wireframe for all primitives.
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.Ifh --- Enable infinitely fast hardware test. No draw calls will be submitted to driver.
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--- It's useful when profiling to quickly assess bottleneck between CPU and GPU.
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.Stats --- Enable statistics display.
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.Text --- Enable debug text display.
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.Profiler --- Enable profiler.
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.None --- No debug.
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.Wireframe --- Enable wireframe for all primitives.
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.Ifh --- Enable infinitely fast hardware test. No draw calls will be submitted to driver.
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--- It's useful when profiling to quickly assess bottleneck between CPU and GPU.
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.Stats --- Enable statistics display.
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.Text --- Enable debug text display.
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.Profiler --- Enable profiler.
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()
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flag.BufferComputeFormat { bits = 16, shift = 0, range = 4, base = 1 }
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._8x1 --- 1 8-bit value
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._8x2 --- 2 8-bit values
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._8x4 --- 4 8-bit values
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._16x1 --- 1 16-bit value
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._16x2 --- 2 16-bit values
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._16x4 --- 4 16-bit values
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._32x1 --- 1 32-bit value
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._32x2 --- 2 32-bit values
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._32x4 --- 4 32-bit values
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._8x1 --- 1 8-bit value
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._8x2 --- 2 8-bit values
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._8x4 --- 4 8-bit values
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._16x1 --- 1 16-bit value
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._16x2 --- 2 16-bit values
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._16x4 --- 4 16-bit values
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._32x1 --- 1 32-bit value
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._32x2 --- 2 32-bit values
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._32x4 --- 4 32-bit values
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()
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flag.BufferComputeType { bits = 16, shift = 4, range = 2, base = 1 }
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.Int --- Type `int`.
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.Uint --- Type `uint`.
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.Float --- Type `float`.
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.Int --- Type `int`.
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.Uint --- Type `uint`.
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.Float --- Type `float`.
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()
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flag.Buffer { bits = 16, base = 8 }
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@ -239,66 +239,66 @@ flag.Buffer { bits = 16, base = 8 }
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flag.Texture { bits = 64 }
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.None (0)
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.MsaaSample (36) --- Texture will be used for MSAA sampling.
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.Rt (37) --- Render target no MSAA.
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.ComputeWrite (45) --- Texture will be used for compute write.
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.Srgb (46) --- Sample texture as sRGB.
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.BlitDst (47) --- Texture will be used as blit destination.
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.ReadBack (48) --- Texture will be used for read back from GPU.
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.MsaaSample (36) --- Texture will be used for MSAA sampling.
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.Rt (37) --- Render target no MSAA.
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.ComputeWrite (45) --- Texture will be used for compute write.
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.Srgb (46) --- Sample texture as sRGB.
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.BlitDst (47) --- Texture will be used as blit destination.
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.ReadBack (48) --- Texture will be used for read back from GPU.
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()
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flag.TextureRtMsaa { bits = 64, shift = 36, range = 3 , base = 2 }
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.X2 --- Render target MSAAx2 mode.
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.X4 --- Render target MSAAx4 mode.
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.X8 --- Render target MSAAx8 mode.
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.X16 --- Render target MSAAx16 mode.
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.X2 --- Render target MSAAx2 mode.
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.X4 --- Render target MSAAx4 mode.
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.X8 --- Render target MSAAx8 mode.
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.X16 --- Render target MSAAx16 mode.
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()
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flag.TextureRt { bits = 64, shift = 36, range = 4 }
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.WriteOnly (9) --- Render target will be used for writing
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.WriteOnly (9) --- Render target will be used for writing
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--- Sampler flags.
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flag.SamplerU { bits = 32, shift = 0, range = 2, base = 1 }
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.Mirror --- Wrap U mode: Mirror
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.Clamp --- Wrap U mode: Clamp
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.Border --- Wrap U mode: Border
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.Mirror --- Wrap U mode: Mirror
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.Clamp --- Wrap U mode: Clamp
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.Border --- Wrap U mode: Border
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()
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flag.SamplerV { bits = 32, shift = 2, range = 2, base = 1 }
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.Mirror --- Wrap V mode: Mirror
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.Clamp --- Wrap V mode: Clamp
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.Border --- Wrap V mode: Border
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.Mirror --- Wrap V mode: Mirror
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.Clamp --- Wrap V mode: Clamp
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.Border --- Wrap V mode: Border
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()
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flag.SamplerW { bits = 32, shift = 4, range = 2, base = 1 }
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.Mirror --- Wrap W mode: Mirror
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.Clamp --- Wrap W mode: Clamp
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.Border --- Wrap W mode: Border
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.Mirror --- Wrap W mode: Mirror
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.Clamp --- Wrap W mode: Clamp
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.Border --- Wrap W mode: Border
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()
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flag.SamplerMin { bits = 32, shift = 6, range = 2, base = 1 }
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.Point --- Min sampling mode: Point
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.Anisotropic --- Min sampling mode: Anisotropic
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.Point --- Min sampling mode: Point
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.Anisotropic --- Min sampling mode: Anisotropic
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()
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flag.SamplerMag { bits = 32, shift = 8, range = 2, base = 1 }
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.Point --- Mag sampling mode: Point
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.Anisotropic --- Mag sampling mode: Anisotropic
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.Point --- Mag sampling mode: Point
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.Anisotropic --- Mag sampling mode: Anisotropic
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()
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flag.SamplerMip { bits = 32, shift = 10, range = 1, base = 1 }
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.Point --- Mip sampling mode: Point
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.Point --- Mip sampling mode: Point
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()
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flag.SamplerCompare { bits = 32 , shift = 16, range = 4, base = 1 }
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.Less --- Compare when sampling depth texture: less.
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.Lequal --- Compare when sampling depth texture: less or equal.
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.Equal --- Compare when sampling depth texture: equal.
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.Gequal --- Compare when sampling depth texture: greater or equal.
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.Greater --- Compare when sampling depth texture: greater.
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.Notequal --- Compare when sampling depth texture: not equal.
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.Never --- Compare when sampling depth texture: never.
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.Always --- Compare when sampling depth texture: always.
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.Less --- Compare when sampling depth texture: less.
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.Lequal --- Compare when sampling depth texture: less or equal.
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.Equal --- Compare when sampling depth texture: equal.
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.Gequal --- Compare when sampling depth texture: greater or equal.
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.Greater --- Compare when sampling depth texture: greater.
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.Notequal --- Compare when sampling depth texture: not equal.
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.Never --- Compare when sampling depth texture: never.
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.Always --- Compare when sampling depth texture: always.
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()
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flag.SamplerBorderColor { bits = 32, shift = 24, range = 4, "helper" }
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@ -307,35 +307,43 @@ flag.SamplerReserved { bits = 32, shift = 28, range = 4 }
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flag.Sampler { bits = 32 }
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.None
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.SampleStencil (21) --- Sample stencil instead of depth.
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.Point { "MinPoint", "MagPoint", "MipPoint" }
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.UvwMirror { "UMirror", "VMirror", "WMirror" }
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.UvwClamp { "UClamp", "VClamp", "WClamp" }
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.UvwBorder { "UBorder", "VBorder", "WBorder" }
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.BitsMask { "UMask", "VMask", "WMask", "MinMask", "MagMask", "MipMask", "CompareMask" }
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.Point { "MinPoint", "MagPoint", "MipPoint" }
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.UvwMirror { "UMirror", "VMirror", "WMirror" }
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.UvwClamp { "UClamp", "VClamp", "WClamp" }
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.UvwBorder { "UBorder", "VBorder", "WBorder" }
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.BitsMask {
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"UMask",
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"VMask",
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"WMask",
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"MinMask",
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"MagMask",
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"MipMask",
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"CompareMask"
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}
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()
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flag.ResetMsaa { bits = 32, shift = 4, range = 3, base = 1 }
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.X2 --- Enable 2x MSAA.
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.X4 --- Enable 4x MSAA.
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.X8 --- Enable 8x MSAA.
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.X16 --- Enable 16x MSAA.
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.X2 --- Enable 2x MSAA.
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.X4 --- Enable 4x MSAA.
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.X8 --- Enable 8x MSAA.
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.X16 --- Enable 16x MSAA.
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()
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flag.Reset { bits = 32 }
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.None (0) --- No reset flags.
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.Fullscreen (1) --- Not supported yet.
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.Vsync (8) --- Enable V-Sync.
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.Maxanisotropy (9) --- Turn on/off max anisotropy.
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.Capture (10) --- Begin screen capture.
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.FlushAfterRender (14) --- Flush rendering after submitting to GPU.
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.FlipAfterRender (15) --- This flag specifies where flip occurs. Default behavior is that flip occurs
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--- before rendering new frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
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.SrgbBackbuffer (16) --- Enable sRGB backbuffer.
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.Hdr10 (17) --- Enable HDR10 rendering.
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.Hidpi (18) --- Enable HiDPI rendering.
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.DepthClamp (19) --- Enable depth clamp.
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.Suspend (20) --- Suspend rendering.
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.None ( 0) --- No reset flags.
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.Fullscreen ( 1) --- Not supported yet.
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.Vsync ( 8) --- Enable V-Sync.
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.Maxanisotropy ( 9) --- Turn on/off max anisotropy.
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.Capture (10) --- Begin screen capture.
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.FlushAfterRender (14) --- Flush rendering after submitting to GPU.
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.FlipAfterRender (15) --- This flag specifies where flip occurs. Default behavior is that flip occurs
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--- before rendering new frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
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.SrgbBackbuffer (16) --- Enable sRGB backbuffer.
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.Hdr10 (17) --- Enable HDR10 rendering.
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.Hidpi (18) --- Enable HiDPI rendering.
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.DepthClamp (19) --- Enable depth clamp.
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.Suspend (20) --- Suspend rendering.
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()
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flag.ResetFullscreen { bits = 32, shift = 0, range = 1, base = 1 }
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