/* * * 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. * _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 _mip, byte _resolve); /** * Start VertexLayout. */ 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, byte _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, byte* _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. */ bgfx_vertex_layout_t* bgfx_vertex_layout_skip(bgfx_vertex_layout_t* _this, byte _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. * _epsilon = Error tolerance for vertex position comparison. */ ushort bgfx_weld_vertices(ushort* _output, const(bgfx_vertex_layout_t)* _layout, const(void)* _data, ushort _num, 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. */ byte bgfx_get_supported_renderers(byte _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 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 actually change window size, it just * resizes back-buffer. Windowing code has to change 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 behavior is that flip occurs before rendering new * frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`. * - `BGFX_RESET_SRGB_BACKBUFFER` - Enable sRGB backbuffer. * _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(byte _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, byte _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, byte _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 dynamic index buffer and initialized 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. */ uint bgfx_get_avail_transient_index_buffer(uint _num); /** * 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. * Remarks: * Only 16-bit index buffer is supported. * Params: * _tib = TransientIndexBuffer structure is filled and is valid * for the duration of frame, and it can be reused for multiple draw * calls. * _num = Number of indices to allocate. */ void bgfx_alloc_transient_index_buffer(bgfx_transient_index_buffer_t* _tib, uint _num); /** * Allocate transient vertex buffer. * Params: * _tvb = TransientVertexBuffer structure is filled and is valid * for the duration of frame, and it 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. * Remarks: * Only 16-bit index buffer is supported. * Params: * _tvb = TransientVertexBuffer structure is filled and is valid * for the duration of frame, and it can be reused for multiple draw * calls. * _layout = Vertex layout. * _numVertices = Number of vertices to allocate. * _tib = TransientIndexBuffer structure is filled and is valid * for the duration of frame, and it can be reused for multiple draw * calls. * _numIndices = Number of indices to allocate. */ 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); /** * Allocate instance data buffer. * Params: * _idb = InstanceDataBuffer structure is filled and is valid * for duration of frame, and it 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); /** * 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, byte _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 backbuffer 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, byte _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, byte _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, byte _side, byte _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, byte _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 backbuffer 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(byte _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 attachements. * _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(byte _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, byte _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(byte _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(byte _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, byte _stencil); /** * Set view clear flags with different clear color for each * frame buffer texture. Must use `bgfx::setPaletteColor` to setup 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, byte _stencil, byte _c0, byte _c1, byte _c2, byte _c3, byte _c4, byte _c5, byte _c6, byte _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 view and projection matrices, all draw primitives in this * view will use these 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); /** * 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 setup 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 modifed 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. * _layoutHandle = Vertex layout for aliasing vertex buffer. */ void bgfx_encoder_set_vertex_buffer(bgfx_encoder_t* _this, byte _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. * _layoutHandle = Vertex layout for aliasing vertex buffer. */ void bgfx_encoder_set_dynamic_vertex_buffer(bgfx_encoder_t* _this, byte _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. * _layoutHandle = Vertex layout for aliasing vertex buffer. */ void bgfx_encoder_set_transient_vertex_buffer(bgfx_encoder_t* _this, byte _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 conjuction * 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. * Set instance data buffer for draw primitive. */ 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 conjuction * 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, byte _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_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. * _preserveState = Preserve internal draw state for next draw call submit. */ void bgfx_encoder_submit(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _depth, bool _preserveState); /** * Submit primitive with occlusion query for rendering. * Params: * _id = View id. * _program = Program. * _occlusionQuery = Occlusion query. * _depth = Depth for sorting. * _preserveState = Preserve internal draw state for next draw call submit. */ 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, bool _preserveState); /** * Submit primitive for rendering with index and instance data info from * indirect buffer. * Params: * _id = View id. * _program = Program. * _indirectHandle = Indirect buffer. * _start = First element in indirect buffer. * _num = Number of dispatches. * _depth = Depth for sorting. * _preserveState = Preserve internal draw state for next draw call submit. */ 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, bool _preserveState); /** * 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, byte _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, byte _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, byte _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, byte _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, byte _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, byte _stage, bgfx_texture_handle_t _handle, byte _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. */ void bgfx_encoder_dispatch(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _numX, uint _numY, uint _numZ); /** * Dispatch compute indirect. * Params: * _id = View id. * _program = Compute program. * _indirectHandle = Indirect buffer. * _start = First element in indirect buffer. * _num = Number of dispatches. */ 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); /** * Discard previously set state for draw or compute call. * Params: * _flags = Draw/compute states to discard. */ void bgfx_encoder_discard(bgfx_encoder_t* _this, byte _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, byte _dstMip, ushort _dstX, ushort _dstY, ushort _dstZ, bgfx_texture_handle_t _src, byte _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, byte _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 setup 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 modifed 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(byte _stream, bgfx_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. */ void bgfx_set_dynamic_vertex_buffer(byte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, 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. */ void bgfx_set_transient_vertex_buffer(byte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices); /** * Set number of vertices for auto generated vertices use in conjuction * 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. * Set instance data buffer for draw primitive. */ 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 conjuction * 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(byte _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. * _preserveState = Preserve internal draw state for next draw call submit. */ void bgfx_submit(bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _depth, bool _preserveState); /** * Submit primitive with occlusion query for rendering. * Params: * _id = View id. * _program = Program. * _occlusionQuery = Occlusion query. * _depth = Depth for sorting. * _preserveState = Preserve internal draw state for next draw call submit. */ void bgfx_submit_occlusion_query(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_occlusion_query_handle_t _occlusionQuery, uint _depth, bool _preserveState); /** * Submit primitive for rendering with index and instance data info from * indirect buffer. * Params: * _id = View id. * _program = Program. * _indirectHandle = Indirect buffer. * _start = First element in indirect buffer. * _num = Number of dispatches. * _depth = Depth for sorting. * _preserveState = Preserve internal draw state for next draw call submit. */ 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, bool _preserveState); /** * Set compute index buffer. * Params: * _stage = Compute stage. * _handle = Index buffer handle. * _access = Buffer access. See `Access::Enum`. */ void bgfx_set_compute_index_buffer(byte _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(byte _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(byte _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(byte _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(byte _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(byte _stage, bgfx_texture_handle_t _handle, byte _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. */ void bgfx_dispatch(bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _numX, uint _numY, uint _numZ); /** * Dispatch compute indirect. * Params: * _id = View id. * _program = Compute program. * _indirectHandle = Indirect buffer. * _start = First element in indirect buffer. * _num = Number of dispatches. */ void bgfx_dispatch_indirect(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num); /** * Discard previously set state for draw or compute call. * Params: * _flags = Draw/compute states to discard. */ void bgfx_discard(byte _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, byte _dstMip, ushort _dstX, ushort _dstY, ushort _dstZ, bgfx_texture_handle_t _src, byte _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. * _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 _mip, byte _resolve); da_bgfx_attachment_init bgfx_attachment_init; /** * Start VertexLayout. */ 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, byte _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, byte* _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. */ alias da_bgfx_vertex_layout_skip = bgfx_vertex_layout_t* function(bgfx_vertex_layout_t* _this, byte _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. * _epsilon = Error tolerance for vertex position comparison. */ alias da_bgfx_weld_vertices = ushort function(ushort* _output, const(bgfx_vertex_layout_t)* _layout, const(void)* _data, ushort _num, 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 = byte function(byte _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 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 actually change window size, it just * resizes back-buffer. Windowing code has to change 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 behavior is that flip occurs before rendering new * frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`. * - `BGFX_RESET_SRGB_BACKBUFFER` - Enable sRGB backbuffer. * _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(byte _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, byte _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, byte _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 dynamic index buffer and initialized 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. */ alias da_bgfx_get_avail_transient_index_buffer = uint function(uint _num); 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. * Remarks: * Only 16-bit index buffer is supported. * Params: * _tib = TransientIndexBuffer structure is filled and is valid * for the duration of frame, and it can be reused for multiple draw * calls. * _num = Number of indices to allocate. */ alias da_bgfx_alloc_transient_index_buffer = void function(bgfx_transient_index_buffer_t* _tib, uint _num); da_bgfx_alloc_transient_index_buffer bgfx_alloc_transient_index_buffer; /** * Allocate transient vertex buffer. * Params: * _tvb = TransientVertexBuffer structure is filled and is valid * for the duration of frame, and it 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. * Remarks: * Only 16-bit index buffer is supported. * Params: * _tvb = TransientVertexBuffer structure is filled and is valid * for the duration of frame, and it can be reused for multiple draw * calls. * _layout = Vertex layout. * _numVertices = Number of vertices to allocate. * _tib = TransientIndexBuffer structure is filled and is valid * for the duration of frame, and it can be reused for multiple draw * calls. * _numIndices = Number of indices to allocate. */ 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); da_bgfx_alloc_transient_buffers bgfx_alloc_transient_buffers; /** * Allocate instance data buffer. * Params: * _idb = InstanceDataBuffer structure is filled and is valid * for duration of frame, and it 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; /** * 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, byte _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 backbuffer 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, byte _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, byte _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, byte _side, byte _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, byte _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 backbuffer 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(byte _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 attachements. * _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(byte _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, byte _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(byte _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(byte _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, byte _stencil); da_bgfx_set_view_clear bgfx_set_view_clear; /** * Set view clear flags with different clear color for each * frame buffer texture. Must use `bgfx::setPaletteColor` to setup 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, byte _stencil, byte _c0, byte _c1, byte _c2, byte _c3, byte _c4, byte _c5, byte _c6, byte _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 view and projection matrices, all draw primitives in this * view will use these 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; /** * 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 setup 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 modifed 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. * _layoutHandle = Vertex layout for aliasing vertex buffer. */ alias da_bgfx_encoder_set_vertex_buffer = void function(bgfx_encoder_t* _this, byte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle); da_bgfx_encoder_set_vertex_buffer bgfx_encoder_set_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. */ alias da_bgfx_encoder_set_dynamic_vertex_buffer = void function(bgfx_encoder_t* _this, byte _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 bgfx_encoder_set_dynamic_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. */ alias da_bgfx_encoder_set_transient_vertex_buffer = void function(bgfx_encoder_t* _this, byte _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 bgfx_encoder_set_transient_vertex_buffer; /** * Set number of vertices for auto generated vertices use in conjuction * 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. * Set instance data buffer for draw primitive. */ 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 conjuction * 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, byte _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. * 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. * _preserveState = Preserve internal draw state for next draw call submit. */ alias da_bgfx_encoder_submit = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _depth, bool _preserveState); 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. * _preserveState = Preserve internal draw state for next draw call submit. */ 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, bool _preserveState); da_bgfx_encoder_submit_occlusion_query bgfx_encoder_submit_occlusion_query; /** * Submit primitive for rendering with index and instance data info from * indirect buffer. * Params: * _id = View id. * _program = Program. * _indirectHandle = Indirect buffer. * _start = First element in indirect buffer. * _num = Number of dispatches. * _depth = Depth for sorting. * _preserveState = Preserve internal draw state for next draw call submit. */ 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, bool _preserveState); da_bgfx_encoder_submit_indirect bgfx_encoder_submit_indirect; /** * 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, byte _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, byte _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, byte _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, byte _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, byte _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, byte _stage, bgfx_texture_handle_t _handle, byte _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. */ 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); 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. */ 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); da_bgfx_encoder_dispatch_indirect bgfx_encoder_dispatch_indirect; /** * Discard previously set state for draw or compute call. * Params: * _flags = Draw/compute states to discard. */ alias da_bgfx_encoder_discard = void function(bgfx_encoder_t* _this, byte _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, byte _dstMip, ushort _dstX, ushort _dstY, ushort _dstZ, bgfx_texture_handle_t _src, byte _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, byte _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 setup 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 modifed 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(byte _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 = Dynamic vertex buffer. * _startVertex = First vertex to render. * _numVertices = Number of vertices to render. */ alias da_bgfx_set_dynamic_vertex_buffer = void function(byte _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. * _tvb = Transient vertex buffer. * _startVertex = First vertex to render. * _numVertices = Number of vertices to render. */ alias da_bgfx_set_transient_vertex_buffer = void function(byte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices); da_bgfx_set_transient_vertex_buffer bgfx_set_transient_vertex_buffer; /** * Set number of vertices for auto generated vertices use in conjuction * 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. * Set instance data buffer for draw primitive. */ 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 conjuction * 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(byte _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. * _preserveState = Preserve internal draw state for next draw call submit. */ alias da_bgfx_submit = void function(bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _depth, bool _preserveState); 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. * _preserveState = Preserve internal draw state for next draw call submit. */ 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, bool _preserveState); da_bgfx_submit_occlusion_query bgfx_submit_occlusion_query; /** * Submit primitive for rendering with index and instance data info from * indirect buffer. * Params: * _id = View id. * _program = Program. * _indirectHandle = Indirect buffer. * _start = First element in indirect buffer. * _num = Number of dispatches. * _depth = Depth for sorting. * _preserveState = Preserve internal draw state for next draw call submit. */ 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, bool _preserveState); da_bgfx_submit_indirect bgfx_submit_indirect; /** * 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(byte _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(byte _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(byte _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(byte _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(byte _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(byte _stage, bgfx_texture_handle_t _handle, byte _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. */ alias da_bgfx_dispatch = void function(bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _numX, uint _numY, uint _numZ); 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. */ 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); 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(byte _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, byte _dstMip, ushort _dstX, ushort _dstY, ushort _dstZ, bgfx_texture_handle_t _src, byte _srcMip, ushort _srcX, ushort _srcY, ushort _srcZ, ushort _width, ushort _height, ushort _depth); da_bgfx_blit bgfx_blit; } }