3199 lines
140 KiB
Lua
3199 lines
140 KiB
Lua
-- vim: syntax=lua
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-- bgfx interface
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version(117)
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typedef "bool"
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typedef "char"
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typedef "float"
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typedef "int8_t"
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typedef "int32_t"
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typedef "int64_t"
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typedef "uint8_t"
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typedef "uint16_t"
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typedef "uint32_t"
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typedef "uint64_t"
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typedef "uintptr_t"
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typedef "va_list"
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typedef "void"
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typedef "ViewId"
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typedef "CallbackI" { cname = "callback_interface" }
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typedef "bx::AllocatorI" { cname = "allocator_interface" }
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--- Memory release callback.
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funcptr.ReleaseFn
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"void"
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.ptr "void*" --- Pointer to allocated data.
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.userData "void*" --- User defined data if needed.
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--- Color RGB/alpha/depth write. When it's not specified write will be disabled.
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flag.StateWrite { bits = 64 , base = 1 }
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.R --- Enable R write.
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.G --- Enable G write.
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.B --- Enable B write.
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.A --- Enable alpha write.
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.Z (39) --- Enable depth write.
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.Rgb { "R", "G", "B" } --- Enable RGB write.
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.Mask { "Rgb", "A", "Z" } --- Write all channels mask.
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--- Depth test state. When `BGFX_STATE_DEPTH_` is not specified depth test will be disabled.
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flag.StateDepthTest { bits = 64, shift = 4, range = 4, base = 1 , desc = "Depth test state" }
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.Less --- Enable depth test, less.
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.Lequal --- Enable depth test, less or equal.
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.Equal --- Enable depth test, equal.
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.Gequal --- Enable depth test, greater or equal.
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.Greater --- Enable depth test, greater.
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.Notequal --- Enable depth test, not equal.
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.Never --- Enable depth test, never.
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.Always --- Enable depth test, always.
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()
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--- Use BGFX_STATE_BLEND_FUNC(_src, _dst) or BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)
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--- helper macros.
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flag.StateBlend { bits = 64, shift = 12, range = 16, base = 1, desc = "Blend state" }
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.Zero --- 0, 0, 0, 0
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.One --- 1, 1, 1, 1
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.SrcColor --- Rs, Gs, Bs, As
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.InvSrcColor --- 1-Rs, 1-Gs, 1-Bs, 1-As
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.SrcAlpha --- As, As, As, As
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.InvSrcAlpha --- 1-As, 1-As, 1-As, 1-As
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.DstAlpha --- Ad, Ad, Ad, Ad
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.InvDstAlpha --- 1-Ad, 1-Ad, 1-Ad ,1-Ad
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.DstColor --- Rd, Gd, Bd, Ad
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.InvDstColor --- 1-Rd, 1-Gd, 1-Bd, 1-Ad
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.SrcAlphaSat --- f, f, f, 1; f = min(As, 1-Ad)
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.Factor --- Blend factor
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.InvFactor --- 1-Blend factor
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()
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--- Use BGFX_STATE_BLEND_EQUATION(_equation) or BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)
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--- helper macros.
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flag.StateBlendEquation { bits = 64, shift = 28, range = 6, base = 0, desc = "Blend equation" }
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.Add --- Blend add: src + dst.
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.Sub --- Blend subtract: src - dst.
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.Revsub --- Blend reverse subtract: dst - src.
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.Min --- Blend min: min(src, dst).
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.Max --- Blend max: max(src, dst).
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()
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--- Cull state. When `BGFX_STATE_CULL_*` is not specified culling will be disabled.
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flag.StateCull { bits = 64, shift = 36, range = 2, base = 1, desc = "Culling mode" }
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.Cw --- Cull clockwise triangles.
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.Ccw --- Cull counter-clockwise triangles.
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()
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--- Alpha reference value.
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flag.StateAlphaRef { bits = 64, shift = 40, range = 8, desc = "Alpha reference", "helper" }
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flag.StatePt { bits = 64, shift = 48, range = 3, base = 1, desc = "Primitive type" }
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.Tristrip --- Tristrip.
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.Lines --- Lines.
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.Linestrip --- Line strip.
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.Points --- Points.
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()
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--- Point size value.
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flag.StatePointSize { bits = 64, shift = 52, range = 4, desc = "Point size", "helper" }
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--- Enable MSAA write when writing into MSAA frame buffer.
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--- This flag is ignored when not writing into MSAA frame buffer.
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flag.State { bits = 64 , range = 64 , desc = "State" }
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.Msaa (57) --- Enable MSAA rasterization.
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.Lineaa (58) --- Enable line AA rasterization.
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.ConservativeRaster (59) --- Enable conservative rasterization.
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.None (0) --- No state.
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.FrontCcw(40) --- Front counter-clockwise (default is clockwise).
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.BlendIndependent(35) --- Enable blend independent.
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.BlendAlphaToCoverage (36) --- Enable alpha to coverage.
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.Default { "WriteRgb", "WriteA", "WriteZ", "DepthTestLess", "CullCw", "Msaa" }
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--- Default state is write to RGB, alpha, and depth with depth test less enabled, with clockwise
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--- culling and MSAA (when writing into MSAA frame buffer, otherwise this flag is ignored).
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--- Do not use!
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flag.StateReserved { bits = 64, shift = 61, range = 3 }
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--- Set stencil ref value.
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flag.StencilFuncRef { bits = 32, shift = 0, range = 8, "helper" }
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--- Set stencil rmask value.
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flag.StencilFuncRmask { bits = 32, shift = 8, range = 8, "helper" }
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flag.Stencil { bits = 32, const }
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.None (0x00000000)
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.Mask (0xffffffff)
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.Default (0x00000000)
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flag.StencilTest { bits = 32, shift = 16, range = 4 , base = 1, desc = "Stencil test" }
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.Less --- Enable stencil test, less.
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.Lequal --- Enable stencil test, less or equal.
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.Equal --- Enable stencil test, equal.
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.Gequal --- Enable stencil test, greater or equal.
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.Greater --- Enable stencil test, greater.
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.Notequal --- Enable stencil test, not equal.
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.Never --- Enable stencil test, never.
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.Always --- Enable stencil test, always.
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()
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flag.StencilOpFailS { bits = 32, shift = 20, range = 4, base = 0, desc = "Stencil operation fail" }
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.Zero --- Zero.
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.Keep --- Keep.
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.Replace --- Replace.
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.Incr --- Increment and wrap.
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.Incrsat --- Increment and clamp.
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.Decr --- Decrement and wrap.
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.Decrsat --- Decrement and clamp.
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.Invert --- Invert.
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()
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flag.StencilOpFailZ { bits = 32, shift = 24, range = 4, base = 0, desc = "Stencil operation depth fail" }
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.Zero --- Zero.
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.Keep --- Keep.
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.Replace --- Replace.
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.Incr --- Increment and wrap.
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.Incrsat --- Increment and clamp.
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.Decr --- Decrement and wrap.
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.Decrsat --- Decrement and clamp.
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.Invert --- Invert.
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()
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flag.StencilOpPassZ { bits = 32, shift = 28, range = 4 , base = 0, desc = "Stencil operation depth pass" }
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.Zero --- Zero.
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.Keep --- Keep.
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.Replace --- Replace.
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.Incr --- Increment and wrap.
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.Incrsat --- Increment and clamp.
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.Decr --- Decrement and wrap.
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.Decrsat --- Decrement and clamp.
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.Invert --- Invert.
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()
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flag.Clear { bits = 16 }
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.None --- No clear flags.
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.Color --- Clear color.
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.Depth --- Clear depth.
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.Stencil --- Clear stencil.
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.DiscardColor_0 --- Discard frame buffer attachment 0.
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.DiscardColor_1 --- Discard frame buffer attachment 1.
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.DiscardColor_2 --- Discard frame buffer attachment 2.
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.DiscardColor_3 --- Discard frame buffer attachment 3.
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.DiscardColor_4 --- Discard frame buffer attachment 4.
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.DiscardColor_5 --- Discard frame buffer attachment 5.
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.DiscardColor_6 --- Discard frame buffer attachment 6.
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.DiscardColor_7 --- Discard frame buffer attachment 7.
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.DiscardDepth --- Discard frame buffer depth attachment.
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.DiscardStencil --- Discard frame buffer stencil attachment.
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.DiscardColorMask {
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"DiscardColor_0",
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"DiscardColor_1",
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"DiscardColor_2",
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"DiscardColor_3",
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"DiscardColor_4",
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"DiscardColor_5",
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"DiscardColor_6",
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"DiscardColor_7"
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}
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.DiscardMask {
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"DiscardColorMask",
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"DiscardDepth",
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"DiscardStencil"
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}
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--- Rendering state discard. When state is preserved in submit, rendering states can be discarded
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--- on a finer grain.
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flag.Discard { bits = 8, const, desc = "Discard flags" }
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.None (0x00) --- Preserve everything.
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.Bindings (0x01) --- Discard texture sampler and buffer bindings.
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.IndexBuffer (0x02) --- Discard index buffer.
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.InstanceData (0x04) --- Discard instance data.
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.State (0x08) --- Discard state and uniform bindings.
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.Transform (0x10) --- Discard transform.
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.VertexStreams (0x20) --- Discard vertex streams.
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.All (0xff) --- Discard all states.
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()
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flag.Debug { bits = 32 }
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.None --- No debug.
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.Wireframe --- Enable wireframe for all primitives.
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.Ifh --- Enable infinitely fast hardware test. No draw calls will be submitted to driver.
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--- It's useful when profiling to quickly assess bottleneck between CPU and GPU.
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.Stats --- Enable statistics display.
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.Text --- Enable debug text display.
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.Profiler --- Enable profiler. This causes per-view statistics to be collected, available through `bgfx::Stats::ViewStats`. This is unrelated to the profiler functions in `bgfx::CallbackI`.
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()
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flag.BufferComputeFormat { bits = 16, shift = 0, range = 4, base = 1 }
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._8x1 --- 1 8-bit value
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._8x2 --- 2 8-bit values
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._8x4 --- 4 8-bit values
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._16x1 --- 1 16-bit value
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._16x2 --- 2 16-bit values
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._16x4 --- 4 16-bit values
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._32x1 --- 1 32-bit value
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._32x2 --- 2 32-bit values
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._32x4 --- 4 32-bit values
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()
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flag.BufferComputeType { bits = 16, shift = 4, range = 2, base = 1 }
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.Int --- Type `int`.
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.Uint --- Type `uint`.
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.Float --- Type `float`.
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()
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flag.Buffer { bits = 16, base = 8 }
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.None(0)
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.ComputeRead --- Buffer will be read by shader.
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.ComputeWrite --- Buffer will be used for writing.
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.DrawIndirect --- Buffer will be used for storing draw indirect commands.
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.AllowResize --- Allow dynamic index/vertex buffer resize during update.
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.Index32 --- Index buffer contains 32-bit indices.
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.ComputeReadWrite { "ComputeRead" , "ComputeWrite" }
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()
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flag.Texture { bits = 64 }
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.None (0)
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.MsaaSample (36) --- Texture will be used for MSAA sampling.
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.Rt (37) --- Render target no MSAA.
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.ComputeWrite (45) --- Texture will be used for compute write.
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.Srgb (46) --- Sample texture as sRGB.
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.BlitDst (47) --- Texture will be used as blit destination.
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.ReadBack (48) --- Texture will be used for read back from GPU.
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()
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flag.TextureRtMsaa { bits = 64, shift = 36, range = 3 , base = 2 }
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.X2 --- Render target MSAAx2 mode.
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.X4 --- Render target MSAAx4 mode.
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.X8 --- Render target MSAAx8 mode.
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.X16 --- Render target MSAAx16 mode.
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()
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flag.TextureRt { bits = 64, shift = 36, range = 4 }
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.WriteOnly (9) --- Render target will be used for writing
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--- Sampler flags.
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flag.SamplerU { bits = 32, shift = 0, range = 2, base = 1 }
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.Mirror --- Wrap U mode: Mirror
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.Clamp --- Wrap U mode: Clamp
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.Border --- Wrap U mode: Border
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()
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flag.SamplerV { bits = 32, shift = 2, range = 2, base = 1 }
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.Mirror --- Wrap V mode: Mirror
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.Clamp --- Wrap V mode: Clamp
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.Border --- Wrap V mode: Border
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()
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flag.SamplerW { bits = 32, shift = 4, range = 2, base = 1 }
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.Mirror --- Wrap W mode: Mirror
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.Clamp --- Wrap W mode: Clamp
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.Border --- Wrap W mode: Border
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()
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flag.SamplerMin { bits = 32, shift = 6, range = 2, base = 1 }
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.Point --- Min sampling mode: Point
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.Anisotropic --- Min sampling mode: Anisotropic
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()
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flag.SamplerMag { bits = 32, shift = 8, range = 2, base = 1 }
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.Point --- Mag sampling mode: Point
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.Anisotropic --- Mag sampling mode: Anisotropic
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()
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flag.SamplerMip { bits = 32, shift = 10, range = 1, base = 1 }
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.Point --- Mip sampling mode: Point
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()
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flag.SamplerCompare { bits = 32 , shift = 16, range = 4, base = 1 }
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.Less --- Compare when sampling depth texture: less.
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.Lequal --- Compare when sampling depth texture: less or equal.
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.Equal --- Compare when sampling depth texture: equal.
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.Gequal --- Compare when sampling depth texture: greater or equal.
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.Greater --- Compare when sampling depth texture: greater.
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.Notequal --- Compare when sampling depth texture: not equal.
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.Never --- Compare when sampling depth texture: never.
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.Always --- Compare when sampling depth texture: always.
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()
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flag.SamplerBorderColor { bits = 32, shift = 24, range = 4, "helper" }
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flag.SamplerReserved { bits = 32, shift = 28, range = 4 }
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flag.Sampler { bits = 32 }
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.None
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.SampleStencil (21) --- Sample stencil instead of depth.
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.Point { "MinPoint", "MagPoint", "MipPoint" }
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.UvwMirror { "UMirror", "VMirror", "WMirror" }
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.UvwClamp { "UClamp", "VClamp", "WClamp" }
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.UvwBorder { "UBorder", "VBorder", "WBorder" }
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.BitsMask {
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"UMask",
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"VMask",
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"WMask",
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"MinMask",
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"MagMask",
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"MipMask",
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"CompareMask"
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}
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()
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flag.ResetMsaa { bits = 32, shift = 4, range = 3, base = 1 }
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.X2 --- Enable 2x MSAA.
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.X4 --- Enable 4x MSAA.
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.X8 --- Enable 8x MSAA.
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.X16 --- Enable 16x MSAA.
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()
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flag.Reset { bits = 32 }
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.None ( 0) --- No reset flags.
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.Fullscreen ( 1) --- Not supported yet.
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.Vsync ( 8) --- Enable V-Sync.
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.Maxanisotropy ( 9) --- Turn on/off max anisotropy.
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.Capture (10) --- Begin screen capture.
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.FlushAfterRender (14) --- Flush rendering after submitting to GPU.
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.FlipAfterRender (15) --- This flag specifies where flip occurs. Default behaviour is that flip occurs
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--- before rendering new frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
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.SrgbBackbuffer (16) --- Enable sRGB backbuffer.
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.Hdr10 (17) --- Enable HDR10 rendering.
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.Hidpi (18) --- Enable HiDPI rendering.
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.DepthClamp (19) --- Enable depth clamp.
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.Suspend (20) --- Suspend rendering.
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.TransparentBackbuffer (21) --- Transparent backbuffer. Availability depends on: `BGFX_CAPS_TRANSPARENT_BACKBUFFER`.
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()
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flag.ResetFullscreen { bits = 32, shift = 0, range = 1, base = 1 }
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()
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flag.ResetReserved { bits = 32, shift = 31, range = 1 , desc = "Internal" }
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flag.Caps { bits = 64, base = 1, name = "Caps" }
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.AlphaToCoverage --- Alpha to coverage is supported.
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.BlendIndependent --- Blend independent is supported.
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.Compute --- Compute shaders are supported.
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.ConservativeRaster --- Conservative rasterization is supported.
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.DrawIndirect --- Draw indirect is supported.
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.FragmentDepth --- Fragment depth is available in fragment shader.
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.FragmentOrdering --- Fragment ordering is available in fragment shader.
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.GraphicsDebugger --- Graphics debugger is present.
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.Hdr10 --- HDR10 rendering is supported.
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.Hidpi --- HiDPI rendering is supported.
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.ImageRw --- Image Read/Write is supported.
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.Index32 --- 32-bit indices are supported.
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.Instancing --- Instancing is supported.
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.OcclusionQuery --- Occlusion query is supported.
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.RendererMultithreaded --- Renderer is on separate thread.
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.SwapChain --- Multiple windows are supported.
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.Texture_2dArray --- 2D texture array is supported.
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.Texture_3d --- 3D textures are supported.
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.TextureBlit --- Texture blit is supported.
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.TransparentBackbuffer --- Transparent back buffer supported.
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.TextureCompareReserved
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.TextureCompareLequal --- Texture compare less equal mode is supported.
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.TextureCubeArray --- Cubemap texture array is supported.
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.TextureDirectAccess --- CPU direct access to GPU texture memory.
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.TextureReadBack --- Read-back texture is supported.
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.VertexAttribHalf --- Vertex attribute half-float is supported.
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.VertexAttribUint10 --- Vertex attribute 10_10_10_2 is supported.
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.VertexId --- Rendering with VertexID only is supported.
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.ViewportLayerArray --- Viewport layer is available in vertex shader.
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.DrawIndirectCount --- Draw indirect with indirect count is supported.
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.TextureCompareAll --- All texture compare modes are supported.
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{ "TextureCompareReserved", "TextureCompareLequal" }
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()
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flag.CapsFormat { bits = 32 }
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.TextureNone --- Texture format is not supported.
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||
.Texture_2d --- Texture format is supported.
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.Texture_2dSrgb --- Texture as sRGB format is supported.
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.Texture_2dEmulated --- Texture format is emulated.
|
||
.Texture_3d --- Texture format is supported.
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.Texture_3dSrgb --- Texture as sRGB format is supported.
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.Texture_3dEmulated --- Texture format is emulated.
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||
.TextureCube --- Texture format is supported.
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||
.TextureCubeSrgb --- Texture as sRGB format is supported.
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.TextureCubeEmulated --- Texture format is emulated.
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||
.TextureVertex --- Texture format can be used from vertex shader.
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.TextureImageRead --- Texture format can be used as image and read from.
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.TextureImageWrite --- Texture format can be used as image and written to.
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.TextureFramebuffer --- Texture format can be used as frame buffer.
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.TextureFramebufferMsaa --- Texture format can be used as MSAA frame buffer.
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.TextureMsaa --- Texture can be sampled as MSAA.
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.TextureMipAutogen --- Texture format supports auto-generated mips.
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()
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flag.Resolve { bits = 8 }
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||
.None --- No resolve flags.
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||
.AutoGenMips --- Auto-generate mip maps on resolve.
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()
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flag.PciId { bits = 16 , const }
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||
.None (0x0000) --- Autoselect adapter.
|
||
.SoftwareRasterizer (0x0001) --- Software rasterizer.
|
||
.Amd (0x1002) --- AMD adapter.
|
||
.Apple (0x106b) --- Apple adapter.
|
||
.Intel (0x8086) --- Intel adapter.
|
||
.Nvidia (0x10de) --- nVidia adapter.
|
||
.Microsoft (0x1414) --- Microsoft adapter.
|
||
.Arm (0x13b5) --- ARM adapter.
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()
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flag.CubeMap { bits = 8, const }
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||
.PositiveX (0x00) --- Cubemap +x.
|
||
.NegativeX (0x01) --- Cubemap -x.
|
||
.PositiveY (0x02) --- Cubemap +y.
|
||
.NegativeY (0x03) --- Cubemap -y.
|
||
.PositiveZ (0x04) --- Cubemap +z.
|
||
.NegativeZ (0x05) --- Cubemap -z.
|
||
()
|
||
|
||
--- Fatal error enum.
|
||
enum.Fatal { underscore, comment = "" }
|
||
.DebugCheck
|
||
.InvalidShader
|
||
.UnableToInitialize
|
||
.UnableToCreateTexture
|
||
.DeviceLost
|
||
()
|
||
|
||
--- Renderer backend type enum.
|
||
enum.RendererType { comment = "Renderer types:" }
|
||
.Noop --- No rendering.
|
||
.Agc --- AGC
|
||
.Direct3D9 --- Direct3D 9.0
|
||
.Direct3D11 --- Direct3D 11.0
|
||
.Direct3D12 --- Direct3D 12.0
|
||
.Gnm --- GNM
|
||
.Metal --- Metal
|
||
.Nvn --- NVN
|
||
.OpenGLES --- OpenGL ES 2.0+
|
||
.OpenGL --- OpenGL 2.1+
|
||
.Vulkan --- Vulkan
|
||
.WebGPU --- WebGPU
|
||
()
|
||
|
||
--- Access mode enum.
|
||
enum.Access { comment = "Access:" }
|
||
.Read --- Read.
|
||
.Write --- Write.
|
||
.ReadWrite --- Read and write.
|
||
()
|
||
|
||
--- Vertex attribute enum.
|
||
enum.Attrib { comment = "Corresponds to vertex shader attribute." }
|
||
.Position --- a_position
|
||
.Normal --- a_normal
|
||
.Tangent --- a_tangent
|
||
.Bitangent --- a_bitangent
|
||
.Color0 --- a_color0
|
||
.Color1 --- a_color1
|
||
.Color2 --- a_color2
|
||
.Color3 --- a_color3
|
||
.Indices --- a_indices
|
||
.Weight --- a_weight
|
||
.TexCoord0 --- a_texcoord0
|
||
.TexCoord1 --- a_texcoord1
|
||
.TexCoord2 --- a_texcoord2
|
||
.TexCoord3 --- a_texcoord3
|
||
.TexCoord4 --- a_texcoord4
|
||
.TexCoord5 --- a_texcoord5
|
||
.TexCoord6 --- a_texcoord6
|
||
.TexCoord7 --- a_texcoord7
|
||
()
|
||
|
||
--- Vertex attribute type enum.
|
||
enum.AttribType { comment = "Attribute types:" }
|
||
.Uint8 --- Uint8
|
||
.Uint10 --- Uint10, availability depends on: `BGFX_CAPS_VERTEX_ATTRIB_UINT10`.
|
||
.Int16 --- Int16
|
||
.Half --- Half, availability depends on: `BGFX_CAPS_VERTEX_ATTRIB_HALF`.
|
||
.Float --- Float
|
||
()
|
||
|
||
--- Texture format enum.
|
||
---
|
||
--- Notation:
|
||
---
|
||
--- RGBA16S
|
||
--- ^ ^ ^
|
||
--- | | +-- [ ]Unorm
|
||
--- | | [F]loat
|
||
--- | | [S]norm
|
||
--- | | [I]nt
|
||
--- | | [U]int
|
||
--- | +---- Number of bits per component
|
||
--- +-------- Components
|
||
---
|
||
--- @attention Availability depends on Caps (see: formats).
|
||
enum.TextureFormat { comment = "Texture formats:" }
|
||
.BC1 --- DXT1 R5G6B5A1
|
||
.BC2 --- DXT3 R5G6B5A4
|
||
.BC3 --- DXT5 R5G6B5A8
|
||
.BC4 --- LATC1/ATI1 R8
|
||
.BC5 --- LATC2/ATI2 RG8
|
||
.BC6H --- BC6H RGB16F
|
||
.BC7 --- BC7 RGB 4-7 bits per color channel, 0-8 bits alpha
|
||
.ETC1 --- ETC1 RGB8
|
||
.ETC2 --- ETC2 RGB8
|
||
.ETC2A --- ETC2 RGBA8
|
||
.ETC2A1 --- ETC2 RGB8A1
|
||
.PTC12 --- PVRTC1 RGB 2BPP
|
||
.PTC14 --- PVRTC1 RGB 4BPP
|
||
.PTC12A --- PVRTC1 RGBA 2BPP
|
||
.PTC14A --- PVRTC1 RGBA 4BPP
|
||
.PTC22 --- PVRTC2 RGBA 2BPP
|
||
.PTC24 --- PVRTC2 RGBA 4BPP
|
||
.ATC --- ATC RGB 4BPP
|
||
.ATCE --- ATCE RGBA 8 BPP explicit alpha
|
||
.ATCI --- ATCI RGBA 8 BPP interpolated alpha
|
||
.ASTC4x4 --- ASTC 4x4 8.0 BPP
|
||
.ASTC5x5 --- ASTC 5x5 5.12 BPP
|
||
.ASTC6x6 --- ASTC 6x6 3.56 BPP
|
||
.ASTC8x5 --- ASTC 8x5 3.20 BPP
|
||
.ASTC8x6 --- ASTC 8x6 2.67 BPP
|
||
.ASTC10x5 --- ASTC 10x5 2.56 BPP
|
||
.Unknown --- Compressed formats above.
|
||
.R1
|
||
.A8
|
||
.R8
|
||
.R8I
|
||
.R8U
|
||
.R8S
|
||
.R16
|
||
.R16I
|
||
.R16U
|
||
.R16F
|
||
.R16S
|
||
.R32I
|
||
.R32U
|
||
.R32F
|
||
.RG8
|
||
.RG8I
|
||
.RG8U
|
||
.RG8S
|
||
.RG16
|
||
.RG16I
|
||
.RG16U
|
||
.RG16F
|
||
.RG16S
|
||
.RG32I
|
||
.RG32U
|
||
.RG32F
|
||
.RGB8
|
||
.RGB8I
|
||
.RGB8U
|
||
.RGB8S
|
||
.RGB9E5F
|
||
.BGRA8
|
||
.RGBA8
|
||
.RGBA8I
|
||
.RGBA8U
|
||
.RGBA8S
|
||
.RGBA16
|
||
.RGBA16I
|
||
.RGBA16U
|
||
.RGBA16F
|
||
.RGBA16S
|
||
.RGBA32I
|
||
.RGBA32U
|
||
.RGBA32F
|
||
.B5G6R5
|
||
.R5G6B5
|
||
.BGRA4
|
||
.RGBA4
|
||
.BGR5A1
|
||
.RGB5A1
|
||
.RGB10A2
|
||
.RG11B10F
|
||
.UnknownDepth --- Depth formats below.
|
||
.D16
|
||
.D24
|
||
.D24S8
|
||
.D32
|
||
.D16F
|
||
.D24F
|
||
.D32F
|
||
.D0S8
|
||
()
|
||
|
||
--- Uniform type enum.
|
||
enum.UniformType { comment = "Uniform types:" }
|
||
.Sampler --- Sampler.
|
||
.End --- Reserved, do not use.
|
||
.Vec4 --- 4 floats vector.
|
||
.Mat3 --- 3x3 matrix.
|
||
.Mat4 --- 4x4 matrix.
|
||
()
|
||
|
||
--- Backbuffer ratio enum.
|
||
enum.BackbufferRatio { comment = "Backbuffer ratios:" }
|
||
.Equal --- Equal to backbuffer.
|
||
.Half --- One half size of backbuffer.
|
||
.Quarter --- One quarter size of backbuffer.
|
||
.Eighth --- One eighth size of backbuffer.
|
||
.Sixteenth --- One sixteenth size of backbuffer.
|
||
.Double --- Double size of backbuffer.
|
||
()
|
||
|
||
--- Occlusion query result.
|
||
enum.OcclusionQueryResult { comment = "Occlusion query results:" }
|
||
.Invisible --- Query failed test.
|
||
.Visible --- Query passed test.
|
||
.NoResult --- Query result is not available yet.
|
||
()
|
||
|
||
--- Primitive topology.
|
||
enum.Topology { underscore, comment = "Primitive topology:" }
|
||
.TriList --- Triangle list.
|
||
.TriStrip --- Triangle strip.
|
||
.LineList --- Line list.
|
||
.LineStrip --- Line strip.
|
||
.PointList --- Point list.
|
||
()
|
||
|
||
--- Topology conversion function.
|
||
enum.TopologyConvert { underscore , comment = "Topology conversion functions:" }
|
||
.TriListFlipWinding --- Flip winding order of triangle list.
|
||
.TriStripFlipWinding --- Flip winding order of triangle strip.
|
||
.TriListToLineList --- Convert triangle list to line list.
|
||
.TriStripToTriList --- Convert triangle strip to triangle list.
|
||
.LineStripToLineList --- Convert line strip to line list.
|
||
()
|
||
|
||
--- Topology sort order.
|
||
enum.TopologySort { underscore, comment = "Topology sort order:" , }
|
||
.DirectionFrontToBackMin
|
||
.DirectionFrontToBackAvg
|
||
.DirectionFrontToBackMax
|
||
.DirectionBackToFrontMin
|
||
.DirectionBackToFrontAvg
|
||
.DirectionBackToFrontMax
|
||
.DistanceFrontToBackMin
|
||
.DistanceFrontToBackAvg
|
||
.DistanceFrontToBackMax
|
||
.DistanceBackToFrontMin
|
||
.DistanceBackToFrontAvg
|
||
.DistanceBackToFrontMax
|
||
()
|
||
|
||
--- View mode sets draw call sort order.
|
||
enum.ViewMode { underscore, comment = "View modes:" }
|
||
.Default --- Default sort order.
|
||
.Sequential --- Sort in the same order in which submit calls were called.
|
||
.DepthAscending --- Sort draw call depth in ascending order.
|
||
.DepthDescending --- Sort draw call depth in descending order.
|
||
()
|
||
|
||
--- Render frame enum.
|
||
enum.RenderFrame { underscore, comment = "" }
|
||
.NoContext --- Renderer context is not created yet.
|
||
.Render --- Renderer context is created and rendering.
|
||
.Timeout --- Renderer context wait for main thread signal timed out without rendering.
|
||
.Exiting --- Renderer context is getting destroyed.
|
||
()
|
||
|
||
--- GPU info.
|
||
struct.GPU { namespace = "Caps" }
|
||
.vendorId "uint16_t" --- Vendor PCI id. See `BGFX_PCI_ID_*`.
|
||
.deviceId "uint16_t" --- Device id.
|
||
|
||
--- Renderer runtime limits.
|
||
struct.Limits { namespace = "Caps" }
|
||
.maxDrawCalls "uint32_t" --- Maximum number of draw calls.
|
||
.maxBlits "uint32_t" --- Maximum number of blit calls.
|
||
.maxTextureSize "uint32_t" --- Maximum texture size.
|
||
.maxTextureLayers "uint32_t" --- Maximum texture layers.
|
||
.maxViews "uint32_t" --- Maximum number of views.
|
||
.maxFrameBuffers "uint32_t" --- Maximum number of frame buffer handles.
|
||
.maxFBAttachments "uint32_t" --- Maximum number of frame buffer attachments.
|
||
.maxPrograms "uint32_t" --- Maximum number of program handles.
|
||
.maxShaders "uint32_t" --- Maximum number of shader handles.
|
||
.maxTextures "uint32_t" --- Maximum number of texture handles.
|
||
.maxTextureSamplers "uint32_t" --- Maximum number of texture samplers.
|
||
.maxComputeBindings "uint32_t" --- Maximum number of compute bindings.
|
||
.maxVertexLayouts "uint32_t" --- Maximum number of vertex format layouts.
|
||
.maxVertexStreams "uint32_t" --- Maximum number of vertex streams.
|
||
.maxIndexBuffers "uint32_t" --- Maximum number of index buffer handles.
|
||
.maxVertexBuffers "uint32_t" --- Maximum number of vertex buffer handles.
|
||
.maxDynamicIndexBuffers "uint32_t" --- Maximum number of dynamic index buffer handles.
|
||
.maxDynamicVertexBuffers "uint32_t" --- Maximum number of dynamic vertex buffer handles.
|
||
.maxUniforms "uint32_t" --- Maximum number of uniform handles.
|
||
.maxOcclusionQueries "uint32_t" --- Maximum number of occlusion query handles.
|
||
.maxEncoders "uint32_t" --- Maximum number of encoder threads.
|
||
.minResourceCbSize "uint32_t" --- Minimum resource command buffer size.
|
||
.transientVbSize "uint32_t" --- Maximum transient vertex buffer size.
|
||
.transientIbSize "uint32_t" --- Maximum transient index buffer size.
|
||
|
||
--- Renderer capabilities.
|
||
struct.Caps
|
||
.rendererType "RendererType::Enum" --- Renderer backend type. See: `bgfx::RendererType`
|
||
.supported "uint64_t" --- Supported functionality.
|
||
--- @attention See `BGFX_CAPS_*` flags at https://bkaradzic.github.io/bgfx/bgfx.html#available-caps
|
||
.vendorId "uint16_t" --- Selected GPU vendor PCI id.
|
||
.deviceId "uint16_t" --- Selected GPU device id.
|
||
.homogeneousDepth "bool" --- True when NDC depth is in [-1, 1] range, otherwise its [0, 1].
|
||
.originBottomLeft "bool" --- True when NDC origin is at bottom left.
|
||
.numGPUs "uint8_t" --- Number of enumerated GPUs.
|
||
.gpu "GPU[4]" --- Enumerated GPUs.
|
||
.limits "Limits" --- Renderer runtime limits.
|
||
.formats "uint16_t[TextureFormat::Count]"
|
||
--- Supported texture format capabilities flags:
|
||
--- - `BGFX_CAPS_FORMAT_TEXTURE_NONE` - Texture format is not supported.
|
||
--- - `BGFX_CAPS_FORMAT_TEXTURE_2D` - Texture format is supported.
|
||
--- - `BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB` - Texture as sRGB format is supported.
|
||
--- - `BGFX_CAPS_FORMAT_TEXTURE_2D_EMULATED` - Texture format is emulated.
|
||
--- - `BGFX_CAPS_FORMAT_TEXTURE_3D` - Texture format is supported.
|
||
--- - `BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB` - Texture as sRGB format is supported.
|
||
--- - `BGFX_CAPS_FORMAT_TEXTURE_3D_EMULATED` - Texture format is emulated.
|
||
--- - `BGFX_CAPS_FORMAT_TEXTURE_CUBE` - Texture format is supported.
|
||
--- - `BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB` - Texture as sRGB format is supported.
|
||
--- - `BGFX_CAPS_FORMAT_TEXTURE_CUBE_EMULATED` - Texture format is emulated.
|
||
--- - `BGFX_CAPS_FORMAT_TEXTURE_VERTEX` - Texture format can be used from vertex shader.
|
||
--- - `BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ` - Texture format can be used as image
|
||
--- and read from.
|
||
--- - `BGFX_CAPS_FORMAT_TEXTURE_IMAGE_WRITE` - Texture format can be used as image
|
||
--- and written to.
|
||
--- - `BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER` - Texture format can be used as frame
|
||
--- buffer.
|
||
--- - `BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA` - Texture format can be used as MSAA
|
||
--- frame buffer.
|
||
--- - `BGFX_CAPS_FORMAT_TEXTURE_MSAA` - Texture can be sampled as MSAA.
|
||
--- - `BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN` - Texture format supports auto-generated
|
||
--- mips.
|
||
|
||
--- Internal data.
|
||
struct.InternalData
|
||
.caps "const Caps*" --- Renderer capabilities.
|
||
.context "void*" --- GL context, or D3D device.
|
||
|
||
--- Platform data.
|
||
struct.PlatformData { ctor }
|
||
.ndt "void*" --- Native display type (*nix specific).
|
||
.nwh "void*" --- Native window handle. If `NULL`, bgfx will create a headless
|
||
--- context/device, provided the rendering API supports it.
|
||
.context "void*" --- GL context, D3D device, or Vulkan device. If `NULL`, bgfx
|
||
--- will create context/device.
|
||
.backBuffer "void*" --- GL back-buffer, or D3D render target view. If `NULL` bgfx will
|
||
--- create back-buffer color surface.
|
||
.backBufferDS "void*" --- Backbuffer depth/stencil. If `NULL`, bgfx will create a back-buffer
|
||
--- depth/stencil surface.
|
||
|
||
--- Backbuffer resolution and reset parameters.
|
||
struct.Resolution { ctor }
|
||
.format "TextureFormat::Enum" --- Backbuffer format.
|
||
.width "uint32_t" --- Backbuffer width.
|
||
.height "uint32_t" --- Backbuffer height.
|
||
.reset "uint32_t" --- Reset parameters.
|
||
.numBackBuffers "uint8_t" --- Number of back buffers.
|
||
.maxFrameLatency "uint8_t" --- Maximum frame latency.
|
||
|
||
--- Configurable runtime limits parameters.
|
||
struct.Limits { namespace = "Init" }
|
||
.maxEncoders "uint16_t" --- Maximum number of encoder threads.
|
||
.minResourceCbSize "uint32_t" --- Minimum resource command buffer size.
|
||
.transientVbSize "uint32_t" --- Maximum transient vertex buffer size.
|
||
.transientIbSize "uint32_t" --- Maximum transient index buffer size.
|
||
|
||
--- Initialization parameters used by `bgfx::init`.
|
||
struct.Init { ctor }
|
||
.type "RendererType::Enum" --- Select rendering backend. When set to RendererType::Count
|
||
--- a default rendering backend will be selected appropriate to the platform.
|
||
--- See: `bgfx::RendererType`
|
||
|
||
.vendorId "uint16_t" --- Vendor PCI ID. If set to `BGFX_PCI_ID_NONE`, discrete and integrated
|
||
--- GPUs will be prioritised.
|
||
--- - `BGFX_PCI_ID_NONE` - Autoselect adapter.
|
||
--- - `BGFX_PCI_ID_SOFTWARE_RASTERIZER` - Software rasterizer.
|
||
--- - `BGFX_PCI_ID_AMD` - AMD adapter.
|
||
--- - `BGFX_PCI_ID_APPLE` - Apple adapter.
|
||
--- - `BGFX_PCI_ID_INTEL` - Intel adapter.
|
||
--- - `BGFX_PCI_ID_NVIDIA` - NVIDIA adapter.
|
||
--- - `BGFX_PCI_ID_MICROSOFT` - Microsoft adapter.
|
||
|
||
.deviceId "uint16_t" --- Device ID. If set to 0 it will select first device, or device with
|
||
--- matching ID.
|
||
.capabilities "uint64_t" --- Capabilities initialization mask (default: UINT64_MAX).
|
||
.debug "bool" --- Enable device for debugging.
|
||
.profile "bool" --- Enable device for profiling.
|
||
.platformData "PlatformData" --- Platform data.
|
||
.resolution "Resolution" --- Backbuffer resolution and reset parameters. See: `bgfx::Resolution`.
|
||
.limits "Limits" --- Configurable runtime limits parameters.
|
||
.callback "CallbackI*" --- Provide application specific callback interface.
|
||
--- See: `bgfx::CallbackI`
|
||
|
||
.allocator "bx::AllocatorI*" --- Custom allocator. When a custom allocator is not
|
||
--- specified, bgfx uses the CRT allocator. Bgfx assumes
|
||
--- custom allocator is thread safe.
|
||
|
||
--- Memory must be obtained by calling `bgfx::alloc`, `bgfx::copy`, or `bgfx::makeRef`.
|
||
---
|
||
--- @attention It is illegal to create this structure on stack and pass it to any bgfx API.
|
||
struct.Memory
|
||
.data "uint8_t*" --- Pointer to data.
|
||
.size "uint32_t" --- Data size.
|
||
|
||
--- Transient index buffer.
|
||
struct.TransientIndexBuffer
|
||
.data "uint8_t*" --- Pointer to data.
|
||
.size "uint32_t" --- Data size.
|
||
.startIndex "uint32_t" --- First index.
|
||
.handle "IndexBufferHandle" --- Index buffer handle.
|
||
.isIndex16 "bool" --- Index buffer format is 16-bits if true, otherwise it is 32-bit.
|
||
|
||
--- Transient vertex buffer.
|
||
struct.TransientVertexBuffer
|
||
.data "uint8_t*" --- Pointer to data.
|
||
.size "uint32_t" --- Data size.
|
||
.startVertex "uint32_t" --- First vertex.
|
||
.stride "uint16_t" --- Vertex stride.
|
||
.handle "VertexBufferHandle" --- Vertex buffer handle.
|
||
.layoutHandle "VertexLayoutHandle" --- Vertex layout handle.
|
||
|
||
--- Instance data buffer info.
|
||
struct.InstanceDataBuffer
|
||
.data "uint8_t*" --- Pointer to data.
|
||
.size "uint32_t" --- Data size.
|
||
.offset "uint32_t" --- Offset in vertex buffer.
|
||
.num "uint32_t" --- Number of instances.
|
||
.stride "uint16_t" --- Vertex buffer stride.
|
||
.handle "VertexBufferHandle" --- Vertex buffer object handle.
|
||
|
||
--- Texture info.
|
||
struct.TextureInfo
|
||
.format "TextureFormat::Enum" --- Texture format.
|
||
.storageSize "uint32_t" --- Total amount of bytes required to store texture.
|
||
.width "uint16_t" --- Texture width.
|
||
.height "uint16_t" --- Texture height.
|
||
.depth "uint16_t" --- Texture depth.
|
||
.numLayers "uint16_t" --- Number of layers in texture array.
|
||
.numMips "uint8_t" --- Number of MIP maps.
|
||
.bitsPerPixel "uint8_t" --- Format bits per pixel.
|
||
.cubeMap "bool" --- Texture is cubemap.
|
||
|
||
--- Uniform info.
|
||
struct.UniformInfo
|
||
.name "char[256]" --- Uniform name.
|
||
.type "UniformType::Enum" --- Uniform type.
|
||
.num "uint16_t" --- Number of elements in array.
|
||
|
||
--- Frame buffer texture attachment info.
|
||
struct.Attachment { shortname }
|
||
.access "Access::Enum" --- Attachment access. See `Access::Enum`.
|
||
.handle "TextureHandle" --- Render target texture handle.
|
||
.mip "uint16_t" --- Mip level.
|
||
.layer "uint16_t" --- Cubemap side or depth layer/slice to use.
|
||
.numLayers "uint16_t" --- Number of texture layer/slice(s) in array to use.
|
||
.resolve "uint8_t" --- Resolve flags. See: `BGFX_RESOLVE_*`
|
||
|
||
--- Init attachment.
|
||
func.Attachment.init
|
||
"void"
|
||
.handle "TextureHandle" --- Render target texture handle.
|
||
.access "Access::Enum" --- Access. See `Access::Enum`.
|
||
{ default = "Access::Write" }
|
||
.layer "uint16_t" --- Cubemap side or depth layer/slice to use.
|
||
{ default = 0 }
|
||
.numLayers "uint16_t" --- Number of texture layer/slice(s) in array to use.
|
||
{ default = 1 }
|
||
.mip "uint16_t" --- Mip level.
|
||
{ default = 0 }
|
||
.resolve "uint8_t" --- Resolve flags. See: `BGFX_RESOLVE_*`
|
||
{ default = "BGFX_RESOLVE_AUTO_GEN_MIPS" }
|
||
|
||
--- Transform data.
|
||
struct.Transform
|
||
.data "float*" --- Pointer to first 4x4 matrix.
|
||
.num "uint16_t" --- Number of matrices.
|
||
|
||
--- View stats.
|
||
struct.ViewStats
|
||
.name "char[256]" --- View name.
|
||
.view "ViewId" --- View id.
|
||
.cpuTimeBegin "int64_t" --- CPU (submit) begin time.
|
||
.cpuTimeEnd "int64_t" --- CPU (submit) end time.
|
||
.gpuTimeBegin "int64_t" --- GPU begin time.
|
||
.gpuTimeEnd "int64_t" --- GPU end time.
|
||
.gpuFrameNum "uint32_t" --- Frame which generated gpuTimeBegin, gpuTimeEnd.
|
||
|
||
--- Encoder stats.
|
||
struct.EncoderStats
|
||
.cpuTimeBegin "int64_t" --- Encoder thread CPU submit begin time.
|
||
.cpuTimeEnd "int64_t" --- Encoder thread CPU submit end time.
|
||
|
||
--- Renderer statistics data.
|
||
---
|
||
--- @remarks All time values are high-resolution timestamps, while
|
||
--- time frequencies define timestamps-per-second for that hardware.
|
||
struct.Stats
|
||
.cpuTimeFrame "int64_t" --- CPU time between two `bgfx::frame` calls.
|
||
.cpuTimeBegin "int64_t" --- Render thread CPU submit begin time.
|
||
.cpuTimeEnd "int64_t" --- Render thread CPU submit end time.
|
||
.cpuTimerFreq "int64_t" --- CPU timer frequency. Timestamps-per-second
|
||
|
||
.gpuTimeBegin "int64_t" --- GPU frame begin time.
|
||
.gpuTimeEnd "int64_t" --- GPU frame end time.
|
||
.gpuTimerFreq "int64_t" --- GPU timer frequency.
|
||
|
||
.waitRender "int64_t" --- Time spent waiting for render backend thread to finish issuing draw commands to underlying graphics API.
|
||
.waitSubmit "int64_t" --- Time spent waiting for submit thread to advance to next frame.
|
||
|
||
.numDraw "uint32_t" --- Number of draw calls submitted.
|
||
.numCompute "uint32_t" --- Number of compute calls submitted.
|
||
.numBlit "uint32_t" --- Number of blit calls submitted.
|
||
.maxGpuLatency "uint32_t" --- GPU driver latency.
|
||
.gpuFrameNum "uint32_t" --- Frame which generated gpuTimeBegin, gpuTimeEnd.
|
||
|
||
.numDynamicIndexBuffers "uint16_t" --- Number of used dynamic index buffers.
|
||
.numDynamicVertexBuffers "uint16_t" --- Number of used dynamic vertex buffers.
|
||
.numFrameBuffers "uint16_t" --- Number of used frame buffers.
|
||
.numIndexBuffers "uint16_t" --- Number of used index buffers.
|
||
.numOcclusionQueries "uint16_t" --- Number of used occlusion queries.
|
||
.numPrograms "uint16_t" --- Number of used programs.
|
||
.numShaders "uint16_t" --- Number of used shaders.
|
||
.numTextures "uint16_t" --- Number of used textures.
|
||
.numUniforms "uint16_t" --- Number of used uniforms.
|
||
.numVertexBuffers "uint16_t" --- Number of used vertex buffers.
|
||
.numVertexLayouts "uint16_t" --- Number of used vertex layouts.
|
||
|
||
.textureMemoryUsed "int64_t" --- Estimate of texture memory used.
|
||
.rtMemoryUsed "int64_t" --- Estimate of render target memory used.
|
||
.transientVbUsed "int32_t" --- Amount of transient vertex buffer used.
|
||
.transientIbUsed "int32_t" --- Amount of transient index buffer used.
|
||
|
||
.numPrims "uint32_t[Topology::Count]" --- Number of primitives rendered.
|
||
|
||
.gpuMemoryMax "int64_t" --- Maximum available GPU memory for application.
|
||
.gpuMemoryUsed "int64_t" --- Amount of GPU memory used by the application.
|
||
|
||
.width "uint16_t" --- Backbuffer width in pixels.
|
||
.height "uint16_t" --- Backbuffer height in pixels.
|
||
.textWidth "uint16_t" --- Debug text width in characters.
|
||
.textHeight "uint16_t" --- Debug text height in characters.
|
||
|
||
.numViews "uint16_t" --- Number of view stats.
|
||
.viewStats "ViewStats*" --- Array of View stats.
|
||
|
||
.numEncoders "uint8_t" --- Number of encoders used during frame.
|
||
.encoderStats "EncoderStats*" --- Array of encoder stats.
|
||
|
||
--- Vertex layout.
|
||
struct.VertexLayout { ctor }
|
||
.hash "uint32_t" --- Hash.
|
||
.stride "uint16_t" --- Stride.
|
||
.offset "uint16_t[Attrib::Count]" --- Attribute offsets.
|
||
.attributes "uint16_t[Attrib::Count]" --- Used attributes.
|
||
|
||
--- Encoders are used for submitting draw calls from multiple threads. Only one encoder
|
||
--- per thread should be used. Use `bgfx::begin()` to obtain an encoder for a thread.
|
||
struct.Encoder {}
|
||
|
||
handle "DynamicIndexBufferHandle"
|
||
handle "DynamicVertexBufferHandle"
|
||
handle "FrameBufferHandle"
|
||
handle "IndexBufferHandle"
|
||
handle "IndirectBufferHandle"
|
||
handle "OcclusionQueryHandle"
|
||
handle "ProgramHandle"
|
||
handle "ShaderHandle"
|
||
handle "TextureHandle"
|
||
handle "UniformHandle"
|
||
handle "VertexBufferHandle"
|
||
handle "VertexLayoutHandle"
|
||
|
||
--- Start VertexLayout.
|
||
func.VertexLayout.begin
|
||
"VertexLayout&" --- Returns itself.
|
||
.rendererType "RendererType::Enum" --- Renderer backend type. See: `bgfx::RendererType`
|
||
{ default = "RendererType::Noop" }
|
||
|
||
--- Add attribute to VertexLayout.
|
||
---
|
||
--- @remarks Must be called between begin/end.
|
||
---
|
||
func.VertexLayout.add
|
||
"VertexLayout&" --- Returns itself.
|
||
.attrib "Attrib::Enum" --- Attribute semantics. See: `bgfx::Attrib`
|
||
.num "uint8_t" --- Number of elements 1, 2, 3 or 4.
|
||
.type "AttribType::Enum" --- Element type.
|
||
.normalized "bool" --- When using fixed point AttribType (f.e. Uint8)
|
||
{ default = false } --- 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 "bool" --- Packaging rule for vertexPack, vertexUnpack, and
|
||
{ default = false } --- vertexConvert for AttribType::Uint8 and AttribType::Int16.
|
||
--- Unpacking code must be implemented inside vertex shader.
|
||
|
||
--- Decode attribute.
|
||
func.VertexLayout.decode { const }
|
||
"void"
|
||
.attrib "Attrib::Enum" --- Attribute semantics. See: `bgfx::Attrib`
|
||
.num "uint8_t &" { out } --- Number of elements.
|
||
.type "AttribType::Enum &" { out } --- Element type.
|
||
.normalized "bool &" { out } --- Attribute is normalized.
|
||
.asInt "bool &" { out } --- Attribute is packed as int.
|
||
|
||
--- Returns `true` if VertexLayout contains attribute.
|
||
func.VertexLayout.has { const }
|
||
"bool" --- True if VertexLayout contains attribute.
|
||
.attrib "Attrib::Enum" --- Attribute semantics. See: `bgfx::Attrib`
|
||
|
||
--- Skip `_num` bytes in vertex stream.
|
||
func.VertexLayout.skip
|
||
"VertexLayout&" --- Returns itself.
|
||
.num "uint8_t" --- Number of bytes to skip.
|
||
|
||
-- Notice: `end` is a keyword in lua.
|
||
--- End VertexLayout.
|
||
func.VertexLayout["end"]
|
||
"void"
|
||
|
||
--- Returns relative attribute offset from the vertex.
|
||
func.VertexLayout.getOffset { const , cpponly }
|
||
"uint16_t" --- Relative attribute offset from the vertex.
|
||
.attrib "Attrib::Enum" --- Attribute semantics. See: `bgfx::Attrib`
|
||
|
||
--- Returns vertex stride.
|
||
func.VertexLayout.getStride { const , cpponly }
|
||
"uint16_t" --- Vertex stride.
|
||
|
||
--- Returns size of vertex buffer for number of vertices.
|
||
func.VertexLayout.getSize { const, cpponly }
|
||
"uint32_t" --- Size of vertex buffer for number of vertices.
|
||
.num "uint32_t" --- Number of vertices.
|
||
|
||
--- Pack vertex attribute into vertex stream format.
|
||
func.vertexPack
|
||
"void"
|
||
.input "const float[4]" --- Value to be packed into vertex stream.
|
||
.inputNormalized "bool" --- `true` if input value is already normalized.
|
||
.attr "Attrib::Enum" --- Attribute to pack.
|
||
.layout "const VertexLayout &" --- Vertex stream layout.
|
||
.data "void*" --- Destination vertex stream where data will be packed.
|
||
.index "uint32_t" --- Vertex index that will be modified.
|
||
{ default = 0 }
|
||
|
||
--- Unpack vertex attribute from vertex stream format.
|
||
func.vertexUnpack
|
||
"void"
|
||
.output "float[4]" { out } --- Result of unpacking.
|
||
.attr "Attrib::Enum" --- Attribute to unpack.
|
||
.layout "const VertexLayout &" --- Vertex stream layout.
|
||
.data "const void*" --- Source vertex stream from where data will be unpacked.
|
||
.index "uint32_t" --- Vertex index that will be unpacked.
|
||
{ default = 0 }
|
||
|
||
--- Converts vertex stream data from one vertex stream format to another.
|
||
func.vertexConvert
|
||
"void"
|
||
.dstLayout "const VertexLayout &" --- Destination vertex stream layout.
|
||
.dstData "void*" --- Destination vertex stream.
|
||
.srcLayout "const VertexLayout &" --- Source vertex stream layout.
|
||
.srcData "const void*" --- Source vertex stream data.
|
||
.num "uint32_t" --- Number of vertices to convert from source to destination.
|
||
{ default = 1 }
|
||
|
||
--- Weld vertices.
|
||
func.weldVertices
|
||
"uint32_t" --- Number of unique vertices after vertex welding.
|
||
.output "void*" --- Welded vertices remapping table. The size of buffer
|
||
--- must be the same as number of vertices.
|
||
.layout "const VertexLayout &" --- Vertex stream layout.
|
||
.data "const void*" --- Vertex stream.
|
||
.num "uint32_t" --- Number of vertices in vertex stream.
|
||
.index32 "bool" --- Set to `true` if input indices are 32-bit.
|
||
.epsilon "float" --- Error tolerance for vertex position comparison.
|
||
{ default = "0.001f" }
|
||
|
||
--- Convert index buffer for use with different primitive topologies.
|
||
func.topologyConvert
|
||
"uint32_t" --- Number of output indices after conversion.
|
||
.conversion "TopologyConvert::Enum" --- Conversion type, see `TopologyConvert::Enum`.
|
||
.dst "void*" { out } --- Destination index buffer. If this argument is NULL
|
||
--- function will return number of indices after conversion.
|
||
.dstSize "uint32_t" --- 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 "const void*" --- Source indices.
|
||
.numIndices "uint32_t" --- Number of input indices.
|
||
.index32 "bool" --- Set to `true` if input indices are 32-bit.
|
||
|
||
--- Sort indices.
|
||
func.topologySortTriList
|
||
"void"
|
||
.sort "TopologySort::Enum" --- Sort order, see `TopologySort::Enum`.
|
||
.dst "void*" { out } --- Destination index buffer.
|
||
.dstSize "uint32_t" --- 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 "const float[3]" --- Direction (vector must be normalized).
|
||
.pos "const float[3]" --- Position.
|
||
.vertices "const void*" --- Pointer to first vertex represented as
|
||
--- float x, y, z. Must contain at least number of vertices
|
||
--- referencende by index buffer.
|
||
.stride "uint32_t" --- Vertex stride.
|
||
.indices "const void*" --- Source indices.
|
||
.numIndices "uint32_t" --- Number of input indices.
|
||
.index32 "bool" --- Set to `true` if input indices are 32-bit.
|
||
|
||
--- Returns supported backend API renderers.
|
||
func.getSupportedRenderers
|
||
"uint8_t" --- Number of supported renderers.
|
||
.max "uint8_t" --- Maximum number of elements in _enum array.
|
||
{ default = 0 }
|
||
.enum "RendererType::Enum*" { inout } --- Array where supported renderers will be written.
|
||
{ default = NULL }
|
||
|
||
--- Returns name of renderer.
|
||
func.getRendererName
|
||
"const char*" --- Name of renderer.
|
||
.type "RendererType::Enum" --- Renderer backend type. See: `bgfx::RendererType`
|
||
|
||
func.initCtor { cfunc }
|
||
"void"
|
||
.init "Init*"
|
||
|
||
--- Initialize the bgfx library.
|
||
func.init { cfunc }
|
||
"bool" --- `true` if initialization was successful.
|
||
.init "const Init &" --- Initialization parameters. See: `bgfx::Init` for more info.
|
||
|
||
--- Shutdown bgfx library.
|
||
func.shutdown
|
||
"void"
|
||
|
||
--- Reset graphic settings and back-buffer size.
|
||
---
|
||
--- @attention This call doesn’t change the window size, it just resizes
|
||
--- the back-buffer. Your windowing code controls the window size.
|
||
---
|
||
func.reset
|
||
"void"
|
||
.width "uint32_t" --- Back-buffer width.
|
||
.height "uint32_t" --- Back-buffer height.
|
||
.flags "uint32_t" --- See: `BGFX_RESET_*` for more info.
|
||
{ default = "BGFX_RESET_NONE" } --- - `BGFX_RESET_NONE` - No reset flags.
|
||
--- - `BGFX_RESET_FULLSCREEN` - Not supported yet.
|
||
--- - `BGFX_RESET_MSAA_X[2/4/8/16]` - Enable 2, 4, 8 or 16 x MSAA.
|
||
--- - `BGFX_RESET_VSYNC` - Enable V-Sync.
|
||
--- - `BGFX_RESET_MAXANISOTROPY` - Turn on/off max anisotropy.
|
||
--- - `BGFX_RESET_CAPTURE` - Begin screen capture.
|
||
--- - `BGFX_RESET_FLUSH_AFTER_RENDER` - Flush rendering after submitting to GPU.
|
||
--- - `BGFX_RESET_FLIP_AFTER_RENDER` - This flag specifies where flip
|
||
--- occurs. Default behaviour is that flip occurs before rendering new
|
||
--- frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
|
||
--- - `BGFX_RESET_SRGB_BACKBUFFER` - Enable sRGB back-buffer.
|
||
.format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
|
||
{ default = "TextureFormat::Count" }
|
||
|
||
--- 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.
|
||
func.frame
|
||
"uint32_t" --- Current frame number. This might be used in conjunction with
|
||
--- double/multi buffering data outside the library and passing it to
|
||
--- library via `bgfx::makeRef` calls.
|
||
.capture "bool" --- Capture frame with graphics debugger.
|
||
{ default = false }
|
||
|
||
--- Returns current renderer backend API type.
|
||
---
|
||
--- @remarks
|
||
--- Library must be initialized.
|
||
---
|
||
func.getRendererType
|
||
"RendererType::Enum" --- Renderer backend type. See: `bgfx::RendererType`
|
||
|
||
--- Returns renderer capabilities.
|
||
---
|
||
--- @remarks
|
||
--- Library must be initialized.
|
||
---
|
||
func.getCaps
|
||
"const Caps*" --- Pointer to static `bgfx::Caps` structure.
|
||
|
||
--- Returns performance counters.
|
||
---
|
||
--- @attention Pointer returned is valid until `bgfx::frame` is called.
|
||
---
|
||
func.getStats
|
||
"const Stats*" -- Performance counters.
|
||
|
||
--- Allocate buffer to pass to bgfx calls. Data will be freed inside bgfx.
|
||
func.alloc
|
||
"const Memory*" --- Allocated memory.
|
||
.size "uint32_t" --- Size to allocate.
|
||
|
||
--- Allocate buffer and copy data into it. Data will be freed inside bgfx.
|
||
func.copy
|
||
"const Memory*" --- Allocated memory.
|
||
.data "const void*" --- Pointer to data to be copied.
|
||
.size "uint32_t" --- Size of data to be copied.
|
||
|
||
--- 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.
|
||
---
|
||
func.makeRef { conly }
|
||
"const Memory*" --- Referenced memory.
|
||
.data "const void*" --- Pointer to data.
|
||
.size "uint32_t" --- Size of data.
|
||
|
||
--- 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.
|
||
---
|
||
func.makeRef { cname = "make_ref_release" }
|
||
"const Memory*" --- Referenced memory.
|
||
.data "const void*" --- Pointer to data.
|
||
.size "uint32_t" --- Size of data.
|
||
.releaseFn "ReleaseFn" --- Callback function to release memory after use.
|
||
{ default = NULL }
|
||
.userData "void*" --- User data to be passed to callback function.
|
||
{ default = NULL }
|
||
|
||
--- Set debug flags.
|
||
func.setDebug
|
||
"void"
|
||
.debug "uint32_t" --- 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.
|
||
|
||
--- Clear internal debug text buffer.
|
||
func.dbgTextClear
|
||
"void"
|
||
.attr "uint8_t" --- Background color.
|
||
{ default = 0 }
|
||
.small "bool" --- Default 8x16 or 8x8 font.
|
||
{ default = false }
|
||
|
||
--- Print formatted data to internal debug text character-buffer (VGA-compatible text mode).
|
||
func.dbgTextPrintf { vararg = "dbgTextPrintfVargs" }
|
||
"void"
|
||
.x "uint16_t" --- Position x from the left corner of the window.
|
||
.y "uint16_t" --- Position y from the top corner of the window.
|
||
.attr "uint8_t" --- 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 "const char*" --- `printf` style format.
|
||
|
||
--- Print formatted data from variable argument list to internal debug text character-buffer (VGA-compatible text mode).
|
||
func.dbgTextPrintfVargs { cname = "dbg_text_vprintf" }
|
||
"void"
|
||
.x "uint16_t" --- Position x from the left corner of the window.
|
||
.y "uint16_t" --- Position y from the top corner of the window.
|
||
.attr "uint8_t" --- 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 "const char*" --- `printf` style format.
|
||
.argList "va_list" --- Variable arguments list for format string.
|
||
|
||
--- Draw image into internal debug text buffer.
|
||
func.dbgTextImage
|
||
"void"
|
||
.x "uint16_t" --- Position x from the left corner of the window.
|
||
.y "uint16_t" --- Position y from the top corner of the window.
|
||
.width "uint16_t" --- Image width.
|
||
.height "uint16_t" --- Image height.
|
||
.data "const void*" --- Raw image data (character/attribute raw encoding).
|
||
.pitch "uint16_t" --- Image pitch in bytes.
|
||
|
||
--- Create static index buffer.
|
||
func.createIndexBuffer
|
||
"IndexBufferHandle"
|
||
.mem "const Memory*" --- Index buffer data.
|
||
.flags "uint16_t" --- Buffer creation flags.
|
||
{ default = "BGFX_BUFFER_NONE" } --- - `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.
|
||
|
||
--- Set static index buffer debug name.
|
||
func.setName { cname = "set_index_buffer_name" }
|
||
"void"
|
||
.handle "IndexBufferHandle" --- Static index buffer handle.
|
||
.name "const char*" --- Static index buffer name.
|
||
.len "int32_t" --- Static index buffer name length (if length is INT32_MAX, it's expected
|
||
{ default = INT32_MAX } --- that _name is zero terminated string.
|
||
|
||
--- Destroy static index buffer.
|
||
func.destroy { cname = "destroy_index_buffer" }
|
||
"void"
|
||
.handle "IndexBufferHandle" --- Static index buffer handle.
|
||
|
||
--- Create vertex layout.
|
||
func.createVertexLayout
|
||
"VertexLayoutHandle"
|
||
.layout "const VertexLayout &" --- Vertex layout.
|
||
|
||
--- Destroy vertex layout.
|
||
func.destroy { cname = "destroy_vertex_layout" }
|
||
"void"
|
||
.layoutHandle "VertexLayoutHandle" --- Vertex layout handle.
|
||
|
||
--- Create static vertex buffer.
|
||
func.createVertexBuffer
|
||
"VertexBufferHandle" --- Static vertex buffer handle.
|
||
.mem "const Memory*" --- Vertex buffer data.
|
||
.layout "const VertexLayout &" --- Vertex layout.
|
||
.flags "uint16_t" --- Buffer creation flags.
|
||
{ default = "BGFX_BUFFER_NONE" } --- - `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.
|
||
|
||
--- Set static vertex buffer debug name.
|
||
func.setName { cname = "set_vertex_buffer_name" }
|
||
"void"
|
||
.handle "VertexBufferHandle" --- Static vertex buffer handle.
|
||
.name "const char*" --- Static vertex buffer name.
|
||
.len "int32_t" --- Static vertex buffer name length (if length is INT32_MAX, it's expected
|
||
{ default = INT32_MAX } --- that _name is zero terminated string.
|
||
|
||
--- Destroy static vertex buffer.
|
||
func.destroy { cname = "destroy_vertex_buffer" }
|
||
"void"
|
||
.handle "VertexBufferHandle" --- Static vertex buffer handle.
|
||
|
||
--- Create empty dynamic index buffer.
|
||
func.createDynamicIndexBuffer
|
||
"DynamicIndexBufferHandle" --- Dynamic index buffer handle.
|
||
.num "uint32_t" --- Number of indices.
|
||
.flags "uint16_t" --- Buffer creation flags.
|
||
{ default = "BGFX_BUFFER_NONE" } --- - `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.
|
||
|
||
--- Create a dynamic index buffer and initialize it.
|
||
func.createDynamicIndexBuffer { cname = "create_dynamic_index_buffer_mem" }
|
||
"DynamicIndexBufferHandle" --- Dynamic index buffer handle.
|
||
.mem "const Memory*" --- Index buffer data.
|
||
.flags "uint16_t" --- Buffer creation flags.
|
||
{ default = "BGFX_BUFFER_NONE" } --- - `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.
|
||
|
||
--- Update dynamic index buffer.
|
||
func.update { cname = "update_dynamic_index_buffer" }
|
||
"void"
|
||
.handle "DynamicIndexBufferHandle" --- Dynamic index buffer handle.
|
||
.startIndex "uint32_t" --- Start index.
|
||
.mem "const Memory*" --- Index buffer data.
|
||
|
||
--- Destroy dynamic index buffer.
|
||
func.destroy { cname = "destroy_dynamic_index_buffer" }
|
||
"void"
|
||
.handle "DynamicIndexBufferHandle" --- Dynamic index buffer handle.
|
||
|
||
--- Create empty dynamic vertex buffer.
|
||
func.createDynamicVertexBuffer
|
||
"DynamicVertexBufferHandle" --- Dynamic vertex buffer handle.
|
||
.num "uint32_t" --- Number of vertices.
|
||
.layout "const VertexLayout&" --- Vertex layout.
|
||
.flags "uint16_t" --- Buffer creation flags.
|
||
{ default = "BGFX_BUFFER_NONE" } --- - `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.
|
||
|
||
--- Create dynamic vertex buffer and initialize it.
|
||
func.createDynamicVertexBuffer { cname = "create_dynamic_vertex_buffer_mem" }
|
||
"DynamicVertexBufferHandle" --- Dynamic vertex buffer handle.
|
||
.mem "const Memory*" --- Vertex buffer data.
|
||
.layout "const VertexLayout&" --- Vertex layout.
|
||
.flags "uint16_t" --- Buffer creation flags.
|
||
{ default = "BGFX_BUFFER_NONE" } --- - `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.
|
||
|
||
--- Update dynamic vertex buffer.
|
||
func.update { cname = "update_dynamic_vertex_buffer" }
|
||
"void"
|
||
.handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer handle.
|
||
.startVertex "uint32_t" --- Start vertex.
|
||
.mem "const Memory*" --- Vertex buffer data.
|
||
|
||
--- Destroy dynamic vertex buffer.
|
||
func.destroy { cname = "destroy_dynamic_vertex_buffer" }
|
||
"void"
|
||
.handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer handle.
|
||
|
||
--- Returns number of requested or maximum available indices.
|
||
func.getAvailTransientIndexBuffer
|
||
"uint32_t" --- Number of requested or maximum available indices.
|
||
.num "uint32_t" --- Number of required indices.
|
||
.index32 "bool" --- Set to `true` if input indices will be 32-bit.
|
||
{ default = false }
|
||
|
||
--- Returns number of requested or maximum available vertices.
|
||
func.getAvailTransientVertexBuffer
|
||
"uint32_t" --- Number of requested or maximum available vertices.
|
||
.num "uint32_t" --- Number of required vertices.
|
||
.layout "const VertexLayout &" --- Vertex layout.
|
||
|
||
--- Returns number of requested or maximum available instance buffer slots.
|
||
func.getAvailInstanceDataBuffer
|
||
"uint32_t" --- Number of requested or maximum available instance buffer slots.
|
||
.num "uint32_t" --- Number of required instances.
|
||
.stride "uint16_t" --- Stride per instance.
|
||
|
||
--- Allocate transient index buffer.
|
||
---
|
||
func.allocTransientIndexBuffer
|
||
"void"
|
||
.tib "TransientIndexBuffer*" { out } --- TransientIndexBuffer structure will be filled, and will be valid
|
||
--- for the duration of frame, and can be reused for multiple draw
|
||
--- calls.
|
||
.num "uint32_t" --- Number of indices to allocate.
|
||
.index32 "bool" --- Set to `true` if input indices will be 32-bit.
|
||
{ default = false }
|
||
|
||
--- Allocate transient vertex buffer.
|
||
func.allocTransientVertexBuffer
|
||
"void"
|
||
.tvb "TransientVertexBuffer*" { out } --- TransientVertexBuffer structure will be filled, and will be valid
|
||
--- for the duration of frame, and can be reused for multiple draw
|
||
--- calls.
|
||
.num "uint32_t" --- Number of vertices to allocate.
|
||
.layout "const VertexLayout &" --- Vertex layout.
|
||
|
||
--- Check for required space and allocate transient vertex and index
|
||
--- buffers. If both space requirements are satisfied function returns
|
||
--- true.
|
||
---
|
||
func.allocTransientBuffers
|
||
"bool"
|
||
.tvb "TransientVertexBuffer*" { out } --- TransientVertexBuffer structure will be filled, and will be valid
|
||
--- for the duration of frame, and can be reused for multiple draw
|
||
--- calls.
|
||
.layout "const VertexLayout &" --- Vertex layout.
|
||
.numVertices "uint32_t" --- Number of vertices to allocate.
|
||
.tib "TransientIndexBuffer*" { out } --- TransientIndexBuffer structure will be filled, and will be valid
|
||
--- for the duration of frame, and can be reused for multiple draw
|
||
--- calls.
|
||
.numIndices "uint32_t" --- Number of indices to allocate.
|
||
.index32 "bool" --- Set to `true` if input indices will be 32-bit.
|
||
{ default = false }
|
||
|
||
--- Allocate instance data buffer.
|
||
func.allocInstanceDataBuffer
|
||
"void"
|
||
.idb "InstanceDataBuffer*" { out } --- InstanceDataBuffer structure will be filled, and will be valid
|
||
--- for duration of frame, and can be reused for multiple draw
|
||
--- calls.
|
||
.num "uint32_t" --- Number of instances.
|
||
.stride "uint16_t" --- Instance stride. Must be multiple of 16.
|
||
|
||
--- Create draw indirect buffer.
|
||
func.createIndirectBuffer
|
||
"IndirectBufferHandle" --- Indirect buffer handle.
|
||
.num "uint32_t" --- Number of indirect calls.
|
||
|
||
--- Destroy draw indirect buffer.
|
||
func.destroy { cname = "destroy_indirect_buffer" }
|
||
"void"
|
||
.handle "IndirectBufferHandle" --- Indirect buffer handle.
|
||
|
||
--- Create shader from memory buffer.
|
||
func.createShader
|
||
"ShaderHandle" --- Shader handle.
|
||
.mem "const Memory*" --- Shader binary.
|
||
|
||
--- Returns the number of uniforms and uniform handles used inside a shader.
|
||
---
|
||
--- @remarks
|
||
--- Only non-predefined uniforms are returned.
|
||
---
|
||
func.getShaderUniforms
|
||
"uint16_t" --- Number of uniforms used by shader.
|
||
.handle "ShaderHandle" --- Shader handle.
|
||
.uniforms "UniformHandle*" { out } --- UniformHandle array where data will be stored.
|
||
{ default = NULL }
|
||
.max "uint16_t" --- Maximum capacity of array.
|
||
{ default = 0 }
|
||
|
||
--- Set shader debug name.
|
||
func.setName { cname = "set_shader_name" }
|
||
"void"
|
||
.handle "ShaderHandle" --- Shader handle.
|
||
.name "const char*" --- Shader name.
|
||
.len "int32_t" --- Shader name length (if length is INT32_MAX, it's expected
|
||
{ default = INT32_MAX } --- that _name is zero terminated string).
|
||
|
||
--- Destroy shader.
|
||
---
|
||
--- @remark Once a shader program is created with _handle,
|
||
--- it is safe to destroy that shader.
|
||
---
|
||
func.destroy { cname = "destroy_shader" }
|
||
"void"
|
||
.handle "ShaderHandle" --- Shader handle.
|
||
|
||
--- Create program with vertex and fragment shaders.
|
||
func.createProgram
|
||
"ProgramHandle" --- Program handle if vertex shader output and fragment shader
|
||
--- input are matching, otherwise returns invalid program handle.
|
||
.vsh "ShaderHandle" --- Vertex shader.
|
||
.fsh "ShaderHandle" --- Fragment shader.
|
||
.destroyShaders "bool" --- If true, shaders will be destroyed when program is destroyed.
|
||
{ default = false }
|
||
|
||
--- Create program with compute shader.
|
||
func.createProgram { cname = "create_compute_program" }
|
||
"ProgramHandle" --- Program handle.
|
||
.csh "ShaderHandle" --- Compute shader.
|
||
.destroyShaders "bool" --- If true, shaders will be destroyed when program is destroyed.
|
||
{ default = false }
|
||
|
||
--- Destroy program.
|
||
func.destroy { cname = "destroy_program" }
|
||
"void"
|
||
.handle "ProgramHandle" --- Program handle.
|
||
|
||
--- Validate texture parameters.
|
||
func.isTextureValid
|
||
"bool" --- True if a texture with the same parameters can be created.
|
||
.depth "uint16_t" --- Depth dimension of volume texture.
|
||
.cubeMap "bool" --- Indicates that texture contains cubemap.
|
||
.numLayers "uint16_t" --- Number of layers in texture array.
|
||
.format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
|
||
.flags "uint64_t" --- Texture flags. See `BGFX_TEXTURE_*`.
|
||
|
||
--- Validate frame buffer parameters.
|
||
func.isFrameBufferValid
|
||
"bool" --- True if a frame buffer with the same parameters can be created.
|
||
.num "uint8_t" --- Number of attachments.
|
||
.attachment "const Attachment*" --- Attachment texture info. See: `bgfx::Attachment`.
|
||
|
||
--- Calculate amount of memory required for texture.
|
||
func.calcTextureSize
|
||
"void"
|
||
.info "TextureInfo &" { out } --- Resulting texture info structure. See: `TextureInfo`.
|
||
.width "uint16_t" --- Width.
|
||
.height "uint16_t" --- Height.
|
||
.depth "uint16_t" --- Depth dimension of volume texture.
|
||
.cubeMap "bool" --- Indicates that texture contains cubemap.
|
||
.hasMips "bool" --- Indicates that texture contains full mip-map chain.
|
||
.numLayers "uint16_t" --- Number of layers in texture array.
|
||
.format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
|
||
|
||
--- Create texture from memory buffer.
|
||
func.createTexture
|
||
"TextureHandle" --- Texture handle.
|
||
.mem "const Memory*" --- DDS, KTX or PVR texture binary data.
|
||
.flags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
|
||
{ "BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE" } --- 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 "uint8_t" --- Skip top level mips when parsing texture.
|
||
{ default = 0 }
|
||
.info "TextureInfo*" { out } --- When non-`NULL` is specified it returns parsed texture information.
|
||
{ default = NULL }
|
||
|
||
--- Create 2D texture.
|
||
func.createTexture2D
|
||
"TextureHandle" --- Texture handle.
|
||
.width "uint16_t" --- Width.
|
||
.height "uint16_t" --- Height.
|
||
.hasMips "bool" --- Indicates that texture contains full mip-map chain.
|
||
.numLayers "uint16_t" --- Number of layers in texture array. Must be 1 if caps
|
||
--- `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
|
||
.format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
|
||
.flags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
|
||
{ "BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE" } --- 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 "const Memory*" --- Texture data. If `_mem` is non-NULL, created texture will be immutable. If
|
||
{ default = NULL } --- `_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.
|
||
|
||
--- Create texture with size based on back-buffer ratio. Texture will maintain ratio
|
||
--- if back buffer resolution changes.
|
||
func.createTexture2D { cname = "create_texture_2d_scaled" }
|
||
"TextureHandle" --- Texture handle.
|
||
.ratio "BackbufferRatio::Enum" --- Texture size in respect to back-buffer size. See: `BackbufferRatio::Enum`.
|
||
.hasMips "bool" --- Indicates that texture contains full mip-map chain.
|
||
.numLayers "uint16_t" --- Number of layers in texture array. Must be 1 if caps
|
||
--- `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
|
||
.format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
|
||
.flags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
|
||
{ default = "BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE" }
|
||
--- 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.
|
||
|
||
--- Create 3D texture.
|
||
func.createTexture3D
|
||
"TextureHandle" --- Texture handle.
|
||
.width "uint16_t" --- Width.
|
||
.height "uint16_t" --- Height.
|
||
.depth "uint16_t" --- Depth.
|
||
.hasMips "bool" --- Indicates that texture contains full mip-map chain.
|
||
.format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
|
||
.flags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
|
||
{ default = "BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE" }
|
||
--- 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 "const Memory*" --- Texture data. If `_mem` is non-NULL, created texture will be immutable. If
|
||
{ default = NULL } --- `_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.
|
||
|
||
--- Create Cube texture.
|
||
func.createTextureCube
|
||
"TextureHandle" --- Texture handle.
|
||
.size "uint16_t" --- Cube side size.
|
||
.hasMips "bool" --- Indicates that texture contains full mip-map chain.
|
||
.numLayers "uint16_t" --- Number of layers in texture array. Must be 1 if caps
|
||
--- `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
|
||
.format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
|
||
.flags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
|
||
{ default = "BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE" }
|
||
--- 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 "const Memory*" --- Texture data. If `_mem` is non-NULL, created texture will be immutable. If
|
||
{ default = NULL } --- `_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.
|
||
|
||
--- Update 2D texture.
|
||
---
|
||
--- @attention It's valid to update only mutable texture. See `bgfx::createTexture2D` for more info.
|
||
---
|
||
func.updateTexture2D
|
||
"void"
|
||
.handle "TextureHandle" --- Texture handle.
|
||
.layer "uint16_t" --- Layer in texture array.
|
||
.mip "uint8_t" --- Mip level.
|
||
.x "uint16_t" --- X offset in texture.
|
||
.y "uint16_t" --- Y offset in texture.
|
||
.width "uint16_t" --- Width of texture block.
|
||
.height "uint16_t" --- Height of texture block.
|
||
.mem "const Memory*" --- Texture update data.
|
||
.pitch "uint16_t" --- Pitch of input image (bytes). When _pitch is set to
|
||
--- UINT16_MAX, it will be calculated internally based on _width.
|
||
{ default = UINT16_MAX }
|
||
|
||
--- Update 3D texture.
|
||
---
|
||
--- @attention It's valid to update only mutable texture. See `bgfx::createTexture3D` for more info.
|
||
---
|
||
func.updateTexture3D
|
||
"void"
|
||
.handle "TextureHandle" --- Texture handle.
|
||
.mip "uint8_t" --- Mip level.
|
||
.x "uint16_t" --- X offset in texture.
|
||
.y "uint16_t" --- Y offset in texture.
|
||
.z "uint16_t" --- Z offset in texture.
|
||
.width "uint16_t" --- Width of texture block.
|
||
.height "uint16_t" --- Height of texture block.
|
||
.depth "uint16_t" --- Depth of texture block.
|
||
.mem "const Memory*" --- Texture update data.
|
||
|
||
--- Update Cube texture.
|
||
---
|
||
--- @attention It's valid to update only mutable texture. See `bgfx::createTextureCube` for more info.
|
||
---
|
||
func.updateTextureCube
|
||
"void"
|
||
.handle "TextureHandle" --- Texture handle.
|
||
.layer "uint16_t" --- Layer in texture array.
|
||
.side "uint8_t" --- Cubemap side `BGFX_CUBE_MAP_<POSITIVE or NEGATIVE>_<X, Y or Z>`,
|
||
--- 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 "uint8_t" --- Mip level.
|
||
.x "uint16_t" --- X offset in texture.
|
||
.y "uint16_t" --- Y offset in texture.
|
||
.width "uint16_t" --- Width of texture block.
|
||
.height "uint16_t" --- Height of texture block.
|
||
.mem "const Memory*" --- Texture update data.
|
||
.pitch "uint16_t" --- Pitch of input image (bytes). When _pitch is set to
|
||
--- UINT16_MAX, it will be calculated internally based on _width.
|
||
{ default = UINT16_MAX }
|
||
|
||
--- Read back texture content.
|
||
---
|
||
--- @attention Texture must be created with `BGFX_TEXTURE_READ_BACK` flag.
|
||
--- @attention Availability depends on: `BGFX_CAPS_TEXTURE_READ_BACK`.
|
||
---
|
||
func.readTexture
|
||
"uint32_t" --- Frame number when the result will be available. See: `bgfx::frame`.
|
||
.handle "TextureHandle" --- Texture handle.
|
||
.data "void*" --- Destination buffer.
|
||
.mip "uint8_t" --- Mip level.
|
||
{ default = 0 }
|
||
|
||
--- Set texture debug name.
|
||
func.setName { cname = "set_texture_name" }
|
||
"void"
|
||
.handle "TextureHandle" --- Texture handle.
|
||
.name "const char*" --- Texture name.
|
||
.len "int32_t" --- Texture name length (if length is INT32_MAX, it's expected
|
||
{ default = INT32_MAX } --- that _name is zero terminated string.
|
||
|
||
--- 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.
|
||
---
|
||
func.getDirectAccessPtr
|
||
"void*" --- Pointer to texture memory. If returned pointer is `NULL` direct access
|
||
--- is not available for this texture. If pointer is `UINTPTR_MAX` sentinel value
|
||
--- it means texture is pending creation. Pointer returned can be cached and it
|
||
--- will be valid until texture is destroyed.
|
||
.handle "TextureHandle" --- Texture handle.
|
||
|
||
--- Destroy texture.
|
||
func.destroy { cname = "destroy_texture" }
|
||
"void"
|
||
.handle "TextureHandle" --- Texture handle.
|
||
|
||
--- Create frame buffer (simple).
|
||
func.createFrameBuffer
|
||
"FrameBufferHandle" --- Frame buffer handle.
|
||
.width "uint16_t" --- Texture width.
|
||
.height "uint16_t" --- Texture height.
|
||
.format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
|
||
.textureFlags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
|
||
{ default = "BGFX_SAMPLER_U_CLAMP|BGFX_SAMPLER_V_CLAMP" }
|
||
--- 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.
|
||
|
||
--- Create frame buffer with size based on back-buffer ratio. Frame buffer will maintain ratio
|
||
--- if back buffer resolution changes.
|
||
func.createFrameBuffer { cname = "create_frame_buffer_scaled" }
|
||
"FrameBufferHandle" --- Frame buffer handle.
|
||
.ratio "BackbufferRatio::Enum" --- Frame buffer size in respect to back-buffer size. See:
|
||
--- `BackbufferRatio::Enum`.
|
||
.format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
|
||
.textureFlags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
|
||
{ default = "BGFX_SAMPLER_U_CLAMP|BGFX_SAMPLER_V_CLAMP" }
|
||
--- 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.
|
||
|
||
--- Create MRT frame buffer from texture handles (simple).
|
||
func.createFrameBuffer { cname = "create_frame_buffer_from_handles" }
|
||
"FrameBufferHandle" --- Frame buffer handle.
|
||
.num "uint8_t" --- Number of texture handles.
|
||
.handles "const TextureHandle*" --- Texture attachments.
|
||
.destroyTexture "bool" --- If true, textures will be destroyed when
|
||
{ default = false } --- frame buffer is destroyed.
|
||
|
||
--- Create MRT frame buffer from texture handles with specific layer and
|
||
--- mip level.
|
||
func.createFrameBuffer { cname = "create_frame_buffer_from_attachment" }
|
||
"FrameBufferHandle" --- Frame buffer handle.
|
||
.num "uint8_t" --- Number of attachments.
|
||
.attachment "const Attachment*" --- Attachment texture info. See: `bgfx::Attachment`.
|
||
.destroyTexture "bool" --- If true, textures will be destroyed when
|
||
{ default = false } --- frame buffer is destroyed.
|
||
|
||
--- Create frame buffer for multiple window rendering.
|
||
---
|
||
--- @remarks
|
||
--- Frame buffer cannot be used for sampling.
|
||
---
|
||
--- @attention Availability depends on: `BGFX_CAPS_SWAP_CHAIN`.
|
||
---
|
||
func.createFrameBuffer { cname = "create_frame_buffer_from_nwh" }
|
||
"FrameBufferHandle" --- Frame buffer handle.
|
||
.nwh "void*" --- OS' target native window handle.
|
||
.width "uint16_t" --- Window back buffer width.
|
||
.height "uint16_t" --- Window back buffer height.
|
||
.format "TextureFormat::Enum" --- Window back buffer color format.
|
||
{ default = "TextureFormat::Count" }
|
||
.depthFormat "TextureFormat::Enum" --- Window back buffer depth format.
|
||
{ default = "TextureFormat::Count" }
|
||
|
||
--- Set frame buffer debug name.
|
||
func.setName { cname = "set_frame_buffer_name" }
|
||
"void"
|
||
.handle "FrameBufferHandle" --- Frame buffer handle.
|
||
.name "const char*" --- Frame buffer name.
|
||
.len "int32_t" --- Frame buffer name length (if length is INT32_MAX, it's expected
|
||
{ default = INT32_MAX } --- that _name is zero terminated string.
|
||
|
||
--- Obtain texture handle of frame buffer attachment.
|
||
func.getTexture
|
||
"TextureHandle"
|
||
.handle "FrameBufferHandle" --- Frame buffer handle.
|
||
.attachment "uint8_t"
|
||
{ default = 0 }
|
||
|
||
--- Destroy frame buffer.
|
||
func.destroy { cname = "destroy_frame_buffer" }
|
||
"void"
|
||
.handle "FrameBufferHandle" --- Frame buffer 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.
|
||
---
|
||
func.createUniform
|
||
"UniformHandle" --- Handle to uniform object.
|
||
.name "const char*" --- Uniform name in shader.
|
||
.type "UniformType::Enum" --- Type of uniform (See: `bgfx::UniformType`).
|
||
.num "uint16_t" --- Number of elements in array.
|
||
{ default = 1 }
|
||
|
||
--- Retrieve uniform info.
|
||
func.getUniformInfo
|
||
"void"
|
||
.handle "UniformHandle" --- Handle to uniform object.
|
||
.info "UniformInfo &" { out } --- Uniform info.
|
||
|
||
--- Destroy shader uniform parameter.
|
||
func.destroy { cname = "destroy_uniform" }
|
||
"void"
|
||
.handle "UniformHandle" --- Handle to uniform object.
|
||
|
||
--- Create occlusion query.
|
||
func.createOcclusionQuery
|
||
"OcclusionQueryHandle" --- Handle to occlusion query object.
|
||
|
||
--- Retrieve occlusion query result from previous frame.
|
||
func.getResult
|
||
"OcclusionQueryResult::Enum" --- Occlusion query result.
|
||
.handle "OcclusionQueryHandle" --- Handle to occlusion query object.
|
||
.result "int32_t*" { out } --- Number of pixels that passed test. This argument
|
||
--- can be `NULL` if result of occlusion query is not needed.
|
||
{ default = NULL }
|
||
|
||
--- Destroy occlusion query.
|
||
func.destroy { cname = "destroy_occlusion_query" }
|
||
"void"
|
||
.handle "OcclusionQueryHandle" --- Handle to occlusion query object.
|
||
|
||
--- Set palette color value.
|
||
func.setPaletteColor
|
||
"void"
|
||
.index "uint8_t" --- Index into palette.
|
||
.rgba "const float[4]" --- RGBA floating point values.
|
||
|
||
--- Set palette color value.
|
||
func.setPaletteColor { cname = "set_palette_color_rgba8" }
|
||
"void"
|
||
.index "uint8_t" --- Index into palette.
|
||
.rgba "uint32_t" --- Packed 32-bit RGBA value.
|
||
|
||
--- Set view name.
|
||
---
|
||
--- @remarks
|
||
--- This is debug only feature.
|
||
---
|
||
--- In graphics debugger view name will appear as:
|
||
---
|
||
--- "nnnc <view name>"
|
||
--- ^ ^ ^
|
||
--- | +--- compute (C)
|
||
--- +------ view id
|
||
---
|
||
func.setViewName
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.name "const char*" --- View name.
|
||
|
||
--- Set view rectangle. Draw primitive outside view will be clipped.
|
||
func.setViewRect
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.x "uint16_t" --- Position x from the left corner of the window.
|
||
.y "uint16_t" --- Position y from the top corner of the window.
|
||
.width "uint16_t" --- Width of view port region.
|
||
.height "uint16_t" --- Height of view port region.
|
||
|
||
--- Set view rectangle. Draw primitive outside view will be clipped.
|
||
func.setViewRect { cname = "set_view_rect_ratio" }
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.x "uint16_t" --- Position x from the left corner of the window.
|
||
.y "uint16_t" --- Position y from the top corner of the window.
|
||
.ratio "BackbufferRatio::Enum" --- Width and height will be set in respect to back-buffer size.
|
||
--- See: `BackbufferRatio::Enum`.
|
||
|
||
--- Set view scissor. Draw primitive outside view will be clipped. When
|
||
--- _x, _y, _width and _height are set to 0, scissor will be disabled.
|
||
func.setViewScissor
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.x "uint16_t" --- Position x from the left corner of the window.
|
||
{ default = 0 }
|
||
.y "uint16_t" --- Position y from the top corner of the window.
|
||
{ default = 0 }
|
||
.width "uint16_t" --- Width of view scissor region.
|
||
{ default = 0 }
|
||
.height "uint16_t" --- Height of view scissor region.
|
||
{ default = 0 }
|
||
|
||
--- Set view clear flags.
|
||
func.setViewClear
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.flags "uint16_t" --- Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear
|
||
--- operation. See: `BGFX_CLEAR_*`.
|
||
.rgba "uint32_t" --- Color clear value.
|
||
{ default = "0x000000ff" }
|
||
.depth "float" --- Depth clear value.
|
||
{ default = "1.0f" }
|
||
.stencil "uint8_t" --- Stencil clear value.
|
||
{ default = 0 }
|
||
|
||
--- Set view clear flags with different clear color for each
|
||
--- frame buffer texture. `bgfx::setPaletteColor` must be used to set up a
|
||
--- clear color palette.
|
||
func.setViewClear { cname = "set_view_clear_mrt" }
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.flags "uint16_t" --- Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear
|
||
--- operation. See: `BGFX_CLEAR_*`.
|
||
.depth "float" --- Depth clear value.
|
||
.stencil "uint8_t" --- Stencil clear value.
|
||
.c0 "uint8_t" --- Palette index for frame buffer attachment 0.
|
||
{ default = UINT8_MAX }
|
||
.c1 "uint8_t" --- Palette index for frame buffer attachment 1.
|
||
{ default = UINT8_MAX }
|
||
.c2 "uint8_t" --- Palette index for frame buffer attachment 2.
|
||
{ default = UINT8_MAX }
|
||
.c3 "uint8_t" --- Palette index for frame buffer attachment 3.
|
||
{ default = UINT8_MAX }
|
||
.c4 "uint8_t" --- Palette index for frame buffer attachment 4.
|
||
{ default = UINT8_MAX }
|
||
.c5 "uint8_t" --- Palette index for frame buffer attachment 5.
|
||
{ default = UINT8_MAX }
|
||
.c6 "uint8_t" --- Palette index for frame buffer attachment 6.
|
||
{ default = UINT8_MAX }
|
||
.c7 "uint8_t" --- Palette index for frame buffer attachment 7.
|
||
{ default = UINT8_MAX }
|
||
|
||
--- Set view sorting mode.
|
||
---
|
||
--- @remarks
|
||
--- View mode must be set prior calling `bgfx::submit` for the view.
|
||
---
|
||
func.setViewMode
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.mode "ViewMode::Enum" --- View sort mode. See `ViewMode::Enum`.
|
||
{ default = "ViewMode::Default" }
|
||
|
||
--- Set view frame buffer.
|
||
---
|
||
--- @remarks
|
||
--- Not persistent after `bgfx::reset` call.
|
||
---
|
||
func.setViewFrameBuffer
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.handle "FrameBufferHandle" --- Frame buffer handle. Passing `BGFX_INVALID_HANDLE` as
|
||
--- frame buffer handle will draw primitives from this view into
|
||
--- default back buffer.
|
||
|
||
--- Set view's view matrix and projection matrix,
|
||
--- all draw primitives in this view will use these two matrices.
|
||
func.setViewTransform
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.view "const void*" --- View matrix.
|
||
.proj "const void*" --- Projection matrix.
|
||
|
||
--- Post submit view reordering.
|
||
func.setViewOrder
|
||
"void"
|
||
.id "ViewId" --- First view id.
|
||
{ default = 0 }
|
||
.num "uint16_t" --- Number of views to remap.
|
||
{ default = UINT16_MAX }
|
||
.order "const ViewId*" --- View remap id table. Passing `NULL` will reset view ids
|
||
--- to default state.
|
||
{ default = NULL }
|
||
|
||
--- Reset all view settings to default.
|
||
func.resetView
|
||
"void"
|
||
.id "ViewId" -- _id View id.
|
||
|
||
--- Begin submitting draw calls from thread.
|
||
func.begin { cname = "encoder_begin" }
|
||
"Encoder*" --- Encoder.
|
||
.forThread "bool" --- Explicitly request an encoder for a worker thread.
|
||
|
||
--- End submitting draw calls from thread.
|
||
func["end"] { cname = "encoder_end" }
|
||
"void"
|
||
.encoder "Encoder*" --- Encoder.
|
||
|
||
--- Sets a debug marker. This allows you to group graphics calls together for easy browsing in
|
||
--- graphics debugging tools.
|
||
func.Encoder.setMarker
|
||
"void"
|
||
.marker "const char*" --- Marker string.
|
||
|
||
--- Set render states for draw primitive.
|
||
---
|
||
--- @remarks
|
||
--- 1. To set up more complex states use:
|
||
--- `BGFX_STATE_ALPHA_REF(_ref)`,
|
||
--- `BGFX_STATE_POINT_SIZE(_size)`,
|
||
--- `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
|
||
--- `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`,
|
||
--- `BGFX_STATE_BLEND_EQUATION(_equation)`,
|
||
--- `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)`
|
||
--- 2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend
|
||
--- equation is specified.
|
||
---
|
||
func.Encoder.setState
|
||
"void"
|
||
.state "uint64_t" --- 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 "uint32_t" --- Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and
|
||
--- `BGFX_STATE_BLEND_INV_FACTOR` blend modes.
|
||
{ default = 0 }
|
||
|
||
--- Set condition for rendering.
|
||
func.Encoder.setCondition
|
||
"void"
|
||
.handle "OcclusionQueryHandle" --- Occlusion query handle.
|
||
.visible "bool" --- Render if occlusion query is visible.
|
||
|
||
--- Set stencil test state.
|
||
func.Encoder.setStencil
|
||
"void"
|
||
.fstencil "uint32_t" --- Front stencil state.
|
||
.bstencil "uint32_t" --- Back stencil state. If back is set to `BGFX_STENCIL_NONE`
|
||
--- _fstencil is applied to both front and back facing primitives.
|
||
{ default = "BGFX_STENCIL_NONE" }
|
||
|
||
--- Set scissor for draw primitive.
|
||
---
|
||
--- @remark
|
||
--- To scissor for all primitives in view see `bgfx::setViewScissor`.
|
||
---
|
||
func.Encoder.setScissor
|
||
"uint16_t" --- Scissor cache index.
|
||
.x "uint16_t" --- Position x from the left corner of the window.
|
||
.y "uint16_t" --- Position y from the top corner of the window.
|
||
.width "uint16_t" --- Width of view scissor region.
|
||
.height "uint16_t" --- Height of view scissor region.
|
||
|
||
--- Set scissor from cache for draw primitive.
|
||
---
|
||
--- @remark
|
||
--- To scissor for all primitives in view see `bgfx::setViewScissor`.
|
||
---
|
||
func.Encoder.setScissor { cname = "set_scissor_cached" }
|
||
"void"
|
||
.cache "uint16_t" --- Index in scissor cache.
|
||
{ default = UINT16_MAX }
|
||
|
||
--- Set model matrix for draw primitive. If it is not called,
|
||
--- the model will be rendered with an identity model matrix.
|
||
func.Encoder.setTransform
|
||
"uint32_t" --- Index into matrix cache in case the same model matrix has
|
||
--- to be used for other draw primitive call.
|
||
.mtx "const void*" --- Pointer to first matrix in array.
|
||
.num "uint16_t" --- Number of matrices in array.
|
||
|
||
--- Set model matrix from matrix cache for draw primitive.
|
||
func.Encoder.setTransform { cname = "set_transform_cached" }
|
||
"void"
|
||
.cache "uint32_t" --- Index in matrix cache.
|
||
.num "uint16_t" --- Number of matrices from cache.
|
||
{ default = 1 }
|
||
|
||
--- Reserve matrices in internal matrix cache.
|
||
---
|
||
--- @attention Pointer returned can be modified until `bgfx::frame` is called.
|
||
---
|
||
func.Encoder.allocTransform
|
||
"uint32_t" --- Index in matrix cache.
|
||
.transform "Transform*" { out } --- Pointer to `Transform` structure.
|
||
.num "uint16_t" --- Number of matrices.
|
||
|
||
--- Set shader uniform parameter for draw primitive.
|
||
func.Encoder.setUniform
|
||
"void"
|
||
.handle "UniformHandle" --- Uniform.
|
||
.value "const void*" --- Pointer to uniform data.
|
||
.num "uint16_t" --- Number of elements. Passing `UINT16_MAX` will
|
||
--- use the _num passed on uniform creation.
|
||
{ default = 1 }
|
||
|
||
--- Set index buffer for draw primitive.
|
||
func.Encoder.setIndexBuffer { cpponly }
|
||
"void"
|
||
.handle "IndexBufferHandle" --- Index buffer.
|
||
|
||
--- Set index buffer for draw primitive.
|
||
func.Encoder.setIndexBuffer
|
||
"void"
|
||
.handle "IndexBufferHandle" --- Index buffer.
|
||
.firstIndex "uint32_t" --- First index to render.
|
||
.numIndices "uint32_t" --- Number of indices to render.
|
||
|
||
--- Set index buffer for draw primitive.
|
||
func.Encoder.setIndexBuffer { cpponly }
|
||
"void"
|
||
.handle "DynamicIndexBufferHandle" --- Dynamic index buffer.
|
||
|
||
--- Set index buffer for draw primitive.
|
||
func.Encoder.setIndexBuffer { cname = "set_dynamic_index_buffer" }
|
||
"void"
|
||
.handle "DynamicIndexBufferHandle" --- Dynamic index buffer.
|
||
.firstIndex "uint32_t" --- First index to render.
|
||
.numIndices "uint32_t" --- Number of indices to render.
|
||
|
||
--- Set index buffer for draw primitive.
|
||
func.Encoder.setIndexBuffer { cpponly }
|
||
"void"
|
||
.tib "const TransientIndexBuffer*" --- Transient index buffer.
|
||
|
||
--- Set index buffer for draw primitive.
|
||
func.Encoder.setIndexBuffer { cname = "set_transient_index_buffer" }
|
||
"void"
|
||
.tib "const TransientIndexBuffer*" --- Transient index buffer.
|
||
.firstIndex "uint32_t" --- First index to render.
|
||
.numIndices "uint32_t" --- Number of indices to render.
|
||
|
||
--- Set vertex buffer for draw primitive.
|
||
func.Encoder.setVertexBuffer { cpponly }
|
||
"void"
|
||
.stream "uint8_t" --- Vertex stream.
|
||
.handle "VertexBufferHandle" --- Vertex buffer.
|
||
|
||
--- Set vertex buffer for draw primitive.
|
||
func.Encoder.setVertexBuffer { conly }
|
||
"void"
|
||
.stream "uint8_t" --- Vertex stream.
|
||
.handle "VertexBufferHandle" --- Vertex buffer.
|
||
.startVertex "uint32_t" --- First vertex to render.
|
||
.numVertices "uint32_t" --- Number of vertices to render.
|
||
|
||
--- Set vertex buffer for draw primitive.
|
||
func.Encoder.setVertexBuffer { cname = "set_vertex_buffer_with_layout" }
|
||
"void"
|
||
.stream "uint8_t" --- Vertex stream.
|
||
.handle "VertexBufferHandle" --- Vertex buffer.
|
||
.startVertex "uint32_t" --- First vertex to render.
|
||
.numVertices "uint32_t" --- Number of vertices to render.
|
||
.layoutHandle "VertexLayoutHandle" --- Vertex layout for aliasing vertex buffer. If invalid
|
||
--- handle is used, vertex layout used for creation
|
||
--- of vertex buffer will be used.
|
||
{ default = "BGFX_INVALID_HANDLE" }
|
||
|
||
--- Set vertex buffer for draw primitive.
|
||
func.Encoder.setVertexBuffer { cpponly }
|
||
"void"
|
||
.stream "uint8_t" --- Vertex stream.
|
||
.handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
|
||
|
||
--- Set vertex buffer for draw primitive.
|
||
func.Encoder.setVertexBuffer { conly, cname = "set_dynamic_vertex_buffer" }
|
||
"void"
|
||
.stream "uint8_t" --- Vertex stream.
|
||
.handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
|
||
.startVertex "uint32_t" --- First vertex to render.
|
||
.numVertices "uint32_t" --- Number of vertices to render.
|
||
|
||
func.Encoder.setVertexBuffer { cname = "set_dynamic_vertex_buffer_with_layout" }
|
||
"void"
|
||
.stream "uint8_t" --- Vertex stream.
|
||
.handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
|
||
.startVertex "uint32_t" --- First vertex to render.
|
||
.numVertices "uint32_t" --- Number of vertices to render.
|
||
.layoutHandle "VertexLayoutHandle" --- Vertex layout for aliasing vertex buffer. If invalid
|
||
--- handle is used, vertex layout used for creation
|
||
--- of vertex buffer will be used.
|
||
{ default = "BGFX_INVALID_HANDLE" }
|
||
|
||
--- Set vertex buffer for draw primitive.
|
||
func.Encoder.setVertexBuffer { cpponly }
|
||
"void"
|
||
.stream "uint8_t" --- Vertex stream.
|
||
.tvb "const TransientVertexBuffer*" --- Transient vertex buffer.
|
||
|
||
--- Set vertex buffer for draw primitive.
|
||
func.Encoder.setVertexBuffer { conly, cname = "set_transient_vertex_buffer" }
|
||
"void"
|
||
.stream "uint8_t" --- Vertex stream.
|
||
.tvb "const TransientVertexBuffer*" --- Transient vertex buffer.
|
||
.startVertex "uint32_t" --- First vertex to render.
|
||
.numVertices "uint32_t" --- Number of vertices to render.
|
||
|
||
--- Set vertex buffer for draw primitive.
|
||
func.Encoder.setVertexBuffer { cname = "set_transient_vertex_buffer_with_layout" }
|
||
"void"
|
||
.stream "uint8_t" --- Vertex stream.
|
||
.tvb "const TransientVertexBuffer*" --- Transient vertex buffer.
|
||
.startVertex "uint32_t" --- First vertex to render.
|
||
.numVertices "uint32_t" --- Number of vertices to render.
|
||
.layoutHandle "VertexLayoutHandle" --- Vertex layout for aliasing vertex buffer. If invalid
|
||
--- handle is used, vertex layout used for creation
|
||
--- of vertex buffer will be used.
|
||
{ default = "BGFX_INVALID_HANDLE" }
|
||
|
||
--- Set number of vertices for auto generated vertices use in conjunction
|
||
--- with gl_VertexID.
|
||
---
|
||
--- @attention Availability depends on: `BGFX_CAPS_VERTEX_ID`.
|
||
---
|
||
func.Encoder.setVertexCount
|
||
"void"
|
||
.numVertices "uint32_t" --- Number of vertices.
|
||
|
||
--- Set instance data buffer for draw primitive.
|
||
func.Encoder.setInstanceDataBuffer { cpponly }
|
||
"void"
|
||
.idb "const InstanceDataBuffer*" --- Transient instance data buffer.
|
||
|
||
--- Set instance data buffer for draw primitive.
|
||
func.Encoder.setInstanceDataBuffer
|
||
"void"
|
||
.idb "const InstanceDataBuffer*" --- Transient instance data buffer.
|
||
.start "uint32_t" --- First instance data.
|
||
.num "uint32_t" --- Number of data instances.
|
||
|
||
--- Set instance data buffer for draw primitive.
|
||
func.Encoder.setInstanceDataBuffer { cpponly }
|
||
"void"
|
||
.handle "VertexBufferHandle" --- Vertex buffer.
|
||
|
||
--- Set instance data buffer for draw primitive.
|
||
func.Encoder.setInstanceDataBuffer { cname = "set_instance_data_from_vertex_buffer" }
|
||
"void"
|
||
.handle "VertexBufferHandle" --- Vertex buffer.
|
||
.startVertex "uint32_t" --- First instance data.
|
||
.num "uint32_t" --- Number of data instances.
|
||
|
||
--- Set instance data buffer for draw primitive.
|
||
func.Encoder.setInstanceDataBuffer { cpponly }
|
||
"void"
|
||
.handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
|
||
|
||
--- Set instance data buffer for draw primitive.
|
||
func.Encoder.setInstanceDataBuffer { cname = "set_instance_data_from_dynamic_vertex_buffer" }
|
||
"void"
|
||
.handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
|
||
.startVertex "uint32_t" --- First instance data.
|
||
.num "uint32_t" --- Number of data instances.
|
||
|
||
--- Set number of instances for auto generated instances use in conjunction
|
||
--- with gl_InstanceID.
|
||
---
|
||
--- @attention Availability depends on: `BGFX_CAPS_VERTEX_ID`.
|
||
---
|
||
func.Encoder.setInstanceCount
|
||
"void"
|
||
.numInstances "uint32_t" -- Number of instances.
|
||
|
||
--- Set texture stage for draw primitive.
|
||
func.Encoder.setTexture
|
||
"void"
|
||
.stage "uint8_t" --- Texture unit.
|
||
.sampler "UniformHandle" --- Program sampler.
|
||
.handle "TextureHandle" --- Texture handle.
|
||
.flags "uint32_t" --- Texture sampling mode. Default value UINT32_MAX uses
|
||
{ default = UINT32_MAX } --- 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.
|
||
|
||
--- Submit an empty primitive for rendering. Uniforms and draw state
|
||
--- will be applied but no geometry will be submitted. Useful in cases
|
||
--- when no other draw/compute primitive is submitted to view, but it's
|
||
--- desired to execute clear view.
|
||
---
|
||
--- @remark
|
||
--- These empty draw calls will sort before ordinary draw calls.
|
||
---
|
||
func.Encoder.touch
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
|
||
--- Submit primitive for rendering.
|
||
func.Encoder.submit
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.program "ProgramHandle" --- Program.
|
||
.depth "uint32_t" --- Depth for sorting.
|
||
{ default = 0 }
|
||
.flags "uint8_t" --- Discard or preserve states. See `BGFX_DISCARD_*`.
|
||
{ default = "BGFX_DISCARD_ALL" }
|
||
|
||
--- Submit primitive with occlusion query for rendering.
|
||
func.Encoder.submit { cname = "submit_occlusion_query" }
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.program "ProgramHandle" --- Program.
|
||
.occlusionQuery "OcclusionQueryHandle" --- Occlusion query.
|
||
.depth "uint32_t" --- Depth for sorting.
|
||
{ default = 0 }
|
||
.flags "uint8_t" --- Discard or preserve states. See `BGFX_DISCARD_*`.
|
||
{ default = "BGFX_DISCARD_ALL" }
|
||
|
||
--- Submit primitive for rendering with index and instance data info from
|
||
--- indirect buffer.
|
||
---
|
||
--- @attention Availability depends on: `BGFX_CAPS_DRAW_INDIRECT`.
|
||
---
|
||
func.Encoder.submit { cname = "submit_indirect" }
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.program "ProgramHandle" --- Program.
|
||
.indirectHandle "IndirectBufferHandle" --- Indirect buffer.
|
||
.start "uint16_t" --- First element in indirect buffer.
|
||
{ default = 0 }
|
||
.num "uint16_t" --- Number of draws.
|
||
{ default = 1 }
|
||
.depth "uint32_t" --- Depth for sorting.
|
||
{ default = 0 }
|
||
.flags "uint8_t" --- Discard or preserve states. See `BGFX_DISCARD_*`.
|
||
{ default = "BGFX_DISCARD_ALL" }
|
||
|
||
--- Submit primitive for rendering with index and instance data info and
|
||
--- draw count from indirect buffers.
|
||
---
|
||
--- @attention Availability depends on: `BGFX_CAPS_DRAW_INDIRECT_COUNT`.
|
||
---
|
||
func.Encoder.submit { cname = "submit_indirect_count" }
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.program "ProgramHandle" --- Program.
|
||
.indirectHandle "IndirectBufferHandle" --- Indirect buffer.
|
||
.start "uint16_t" --- First element in indirect buffer.
|
||
.numHandle "IndexBufferHandle" --- Buffer for number of draws. Must be
|
||
--- created with `BGFX_BUFFER_INDEX32` and `BGFX_BUFFER_DRAW_INDIRECT`.
|
||
.numIndex "uint32_t" --- Element in number buffer.
|
||
{ default = 0 }
|
||
.numMax "uint16_t" --- Max number of draws.
|
||
{ default = UINT16_MAX }
|
||
.depth "uint32_t" --- Depth for sorting.
|
||
{ default = 0 }
|
||
.flags "uint8_t" --- Discard or preserve states. See `BGFX_DISCARD_*`.
|
||
{ default = "BGFX_DISCARD_ALL" }
|
||
|
||
--- Set compute index buffer.
|
||
func.Encoder.setBuffer { cname = "set_compute_index_buffer" }
|
||
"void"
|
||
.stage "uint8_t" --- Compute stage.
|
||
.handle "IndexBufferHandle" --- Index buffer handle.
|
||
.access "Access::Enum" --- Buffer access. See `Access::Enum`.
|
||
|
||
--- Set compute vertex buffer.
|
||
func.Encoder.setBuffer { cname = "set_compute_vertex_buffer" }
|
||
"void"
|
||
.stage "uint8_t" --- Compute stage.
|
||
.handle "VertexBufferHandle" --- Vertex buffer handle.
|
||
.access "Access::Enum" --- Buffer access. See `Access::Enum`.
|
||
|
||
--- Set compute dynamic index buffer.
|
||
func.Encoder.setBuffer { cname = "set_compute_dynamic_index_buffer" }
|
||
"void"
|
||
.stage "uint8_t" --- Compute stage.
|
||
.handle "DynamicIndexBufferHandle" --- Dynamic index buffer handle.
|
||
.access "Access::Enum" --- Buffer access. See `Access::Enum`.
|
||
|
||
--- Set compute dynamic vertex buffer.
|
||
func.Encoder.setBuffer { cname = "set_compute_dynamic_vertex_buffer" }
|
||
"void"
|
||
.stage "uint8_t" --- Compute stage.
|
||
.handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer handle.
|
||
.access "Access::Enum" --- Buffer access. See `Access::Enum`.
|
||
|
||
--- Set compute indirect buffer.
|
||
func.Encoder.setBuffer { cname = "set_compute_indirect_buffer" }
|
||
"void"
|
||
.stage "uint8_t" --- Compute stage.
|
||
.handle "IndirectBufferHandle" --- Indirect buffer handle.
|
||
.access "Access::Enum" --- Buffer access. See `Access::Enum`.
|
||
|
||
--- Set compute image from texture.
|
||
func.Encoder.setImage
|
||
"void"
|
||
.stage "uint8_t" --- Compute stage.
|
||
.handle "TextureHandle" --- Texture handle.
|
||
.mip "uint8_t" --- Mip level.
|
||
.access "Access::Enum" --- Image access. See `Access::Enum`.
|
||
.format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
|
||
{ default = "TextureFormat::Count" }
|
||
|
||
--- Dispatch compute.
|
||
func.Encoder.dispatch
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.program "ProgramHandle" --- Compute program.
|
||
.numX "uint32_t" --- Number of groups X.
|
||
{ default = 1 }
|
||
.numY "uint32_t" --- Number of groups Y.
|
||
{ default = 1 }
|
||
.numZ "uint32_t" --- Number of groups Z.
|
||
{ default = 1 }
|
||
.flags "uint8_t" --- Discard or preserve states. See `BGFX_DISCARD_*`.
|
||
{ default = "BGFX_DISCARD_ALL" }
|
||
|
||
--- Dispatch compute indirect.
|
||
func.Encoder.dispatch { cname = "dispatch_indirect" }
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.program "ProgramHandle" --- Compute program.
|
||
.indirectHandle "IndirectBufferHandle" --- Indirect buffer.
|
||
.start "uint16_t" --- First element in indirect buffer.
|
||
{ default = 0 }
|
||
.num "uint16_t" --- Number of dispatches.
|
||
{ default = 1 }
|
||
.flags "uint8_t" --- Discard or preserve states. See `BGFX_DISCARD_*`.
|
||
{ default = "BGFX_DISCARD_ALL" }
|
||
|
||
--- Discard previously set state for draw or compute call.
|
||
func.Encoder.discard
|
||
"void"
|
||
.flags "uint8_t" --- Discard or preserve states. See `BGFX_DISCARD_*`.
|
||
{ default = "BGFX_DISCARD_ALL" }
|
||
|
||
--- 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`.
|
||
---
|
||
func.Encoder.blit { cpponly }
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.dst "TextureHandle" --- Destination texture handle.
|
||
.dstX "uint16_t" --- Destination texture X position.
|
||
.dstY "uint16_t" --- Destination texture Y position.
|
||
.src "TextureHandle" --- Source texture handle.
|
||
.srcX "uint16_t" --- Source texture X position.
|
||
{ default = 0 }
|
||
.srcY "uint16_t" --- Source texture Y position.
|
||
{ default = 0 }
|
||
.width "uint16_t" --- Width of region.
|
||
{ default = UINT16_MAX }
|
||
.height "uint16_t" --- Height of region.
|
||
{ default = UINT16_MAX }
|
||
|
||
--- 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`.
|
||
---
|
||
func.Encoder.blit
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.dst "TextureHandle" --- Destination texture handle.
|
||
.dstMip "uint8_t" --- Destination texture mip level.
|
||
.dstX "uint16_t" --- Destination texture X position.
|
||
.dstY "uint16_t" --- Destination texture Y position.
|
||
.dstZ "uint16_t" --- 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 "TextureHandle" --- Source texture handle.
|
||
.srcMip "uint8_t" --- Source texture mip level.
|
||
{ default = 0 }
|
||
.srcX "uint16_t" --- Source texture X position.
|
||
{ default = 0 }
|
||
.srcY "uint16_t" --- Source texture Y position.
|
||
{ default = 0 }
|
||
.srcZ "uint16_t" --- 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.
|
||
{ default = 0 }
|
||
.width "uint16_t" --- Width of region.
|
||
{ default = UINT16_MAX }
|
||
.height "uint16_t" --- Height of region.
|
||
{ default = UINT16_MAX }
|
||
.depth "uint16_t" --- If texture is 3D this argument represents depth of region, otherwise it's
|
||
--- unused.
|
||
{ default = UINT16_MAX }
|
||
|
||
--- 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.
|
||
---
|
||
func.requestScreenShot
|
||
"void"
|
||
.handle "FrameBufferHandle" --- Frame buffer handle. If handle is `BGFX_INVALID_HANDLE` request will be
|
||
--- made for main window back buffer.
|
||
.filePath "const char*" --- Will be passed to `bgfx::CallbackI::screenShot` callback.
|
||
|
||
--- 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.
|
||
---
|
||
func.renderFrame
|
||
"RenderFrame::Enum" --- Current renderer context state. See: `bgfx::RenderFrame`.
|
||
.msecs "int32_t" --- Timeout in milliseconds.
|
||
{ default = -1 }
|
||
|
||
--- Set platform data.
|
||
---
|
||
--- @warning Must be called before `bgfx::init`.
|
||
---
|
||
func.setPlatformData
|
||
"void"
|
||
.data "const PlatformData &" --- 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.
|
||
---
|
||
func.getInternalData
|
||
"const InternalData*" --- 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.
|
||
---
|
||
func.overrideInternal { cname = "override_internal_texture_ptr" }
|
||
"uintptr_t" --- Native API pointer to texture. If result is 0, texture is not created
|
||
--- yet from the main thread.
|
||
.handle "TextureHandle" --- Texture handle.
|
||
.ptr "uintptr_t" --- Native API pointer to texture.
|
||
|
||
--- 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.
|
||
---
|
||
func.overrideInternal { cname = "override_internal_texture" }
|
||
"uintptr_t" --- Native API pointer to texture. If result is 0, texture is not created
|
||
--- yet from the main thread.
|
||
.handle "TextureHandle" --- Texture handle.
|
||
.width "uint16_t" --- Width.
|
||
.height "uint16_t" --- Height.
|
||
.numMips "uint8_t" --- Number of mip-maps.
|
||
.format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
|
||
.flags "uint64_t" --- 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.
|
||
|
||
-- Legacy API:
|
||
|
||
--- Sets a debug marker. This allows you to group graphics calls together for easy browsing in
|
||
--- graphics debugging tools.
|
||
func.setMarker
|
||
"void"
|
||
.marker "const char*" --- Marker string.
|
||
|
||
--- Set render states for draw primitive.
|
||
---
|
||
--- @remarks
|
||
--- 1. To set up more complex states use:
|
||
--- `BGFX_STATE_ALPHA_REF(_ref)`,
|
||
--- `BGFX_STATE_POINT_SIZE(_size)`,
|
||
--- `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
|
||
--- `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`,
|
||
--- `BGFX_STATE_BLEND_EQUATION(_equation)`,
|
||
--- `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)`
|
||
--- 2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend
|
||
--- equation is specified.
|
||
---
|
||
func.setState
|
||
"void"
|
||
.state "uint64_t" --- 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 "uint32_t" --- Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and
|
||
--- `BGFX_STATE_BLEND_INV_FACTOR` blend modes.
|
||
{ default = 0 }
|
||
|
||
--- Set condition for rendering.
|
||
func.setCondition
|
||
"void"
|
||
.handle "OcclusionQueryHandle" --- Occlusion query handle.
|
||
.visible "bool" --- Render if occlusion query is visible.
|
||
|
||
--- Set stencil test state.
|
||
func.setStencil
|
||
"void"
|
||
.fstencil "uint32_t" --- Front stencil state.
|
||
.bstencil "uint32_t" --- Back stencil state. If back is set to `BGFX_STENCIL_NONE`
|
||
--- _fstencil is applied to both front and back facing primitives.
|
||
{ default = "BGFX_STENCIL_NONE" }
|
||
|
||
--- Set scissor for draw primitive.
|
||
---
|
||
--- @remark
|
||
--- To scissor for all primitives in view see `bgfx::setViewScissor`.
|
||
---
|
||
func.setScissor
|
||
"uint16_t" --- Scissor cache index.
|
||
.x "uint16_t" --- Position x from the left corner of the window.
|
||
.y "uint16_t" --- Position y from the top corner of the window.
|
||
.width "uint16_t" --- Width of view scissor region.
|
||
.height "uint16_t" --- Height of view scissor region.
|
||
|
||
--- Set scissor from cache for draw primitive.
|
||
---
|
||
--- @remark
|
||
--- To scissor for all primitives in view see `bgfx::setViewScissor`.
|
||
---
|
||
func.setScissor { cname = "set_scissor_cached" }
|
||
"void"
|
||
.cache "uint16_t" --- Index in scissor cache.
|
||
{ default = UINT16_MAX }
|
||
|
||
--- Set model matrix for draw primitive. If it is not called,
|
||
--- the model will be rendered with an identity model matrix.
|
||
func.setTransform
|
||
"uint32_t" --- Index into matrix cache in case the same model matrix has
|
||
--- to be used for other draw primitive call.
|
||
.mtx "const void*" --- Pointer to first matrix in array.
|
||
.num "uint16_t" --- Number of matrices in array.
|
||
|
||
--- Set model matrix from matrix cache for draw primitive.
|
||
func.setTransform { cname = "set_transform_cached" }
|
||
"void"
|
||
.cache "uint32_t" --- Index in matrix cache.
|
||
.num "uint16_t" --- Number of matrices from cache.
|
||
{ default = 1 }
|
||
|
||
--- Reserve matrices in internal matrix cache.
|
||
---
|
||
--- @attention Pointer returned can be modified until `bgfx::frame` is called.
|
||
---
|
||
func.allocTransform
|
||
"uint32_t" --- Index in matrix cache.
|
||
.transform "Transform*" { out } --- Pointer to `Transform` structure.
|
||
.num "uint16_t" --- Number of matrices.
|
||
|
||
--- Set shader uniform parameter for draw primitive.
|
||
func.setUniform
|
||
"void"
|
||
.handle "UniformHandle" --- Uniform.
|
||
.value "const void*" --- Pointer to uniform data.
|
||
.num "uint16_t" --- Number of elements. Passing `UINT16_MAX` will
|
||
--- use the _num passed on uniform creation.
|
||
{ default = 1 }
|
||
|
||
--- Set index buffer for draw primitive.
|
||
func.setIndexBuffer { cpponly }
|
||
"void"
|
||
.handle "IndexBufferHandle" --- Index buffer.
|
||
|
||
--- Set index buffer for draw primitive.
|
||
func.setIndexBuffer
|
||
"void"
|
||
.handle "IndexBufferHandle" --- Index buffer.
|
||
.firstIndex "uint32_t" --- First index to render.
|
||
.numIndices "uint32_t" --- Number of indices to render.
|
||
|
||
--- Set index buffer for draw primitive.
|
||
func.setIndexBuffer { cpponly }
|
||
"void"
|
||
.handle "DynamicIndexBufferHandle" --- Dynamic index buffer.
|
||
|
||
--- Set index buffer for draw primitive.
|
||
func.setIndexBuffer { cname = "set_dynamic_index_buffer" }
|
||
"void"
|
||
.handle "DynamicIndexBufferHandle" --- Dynamic index buffer.
|
||
.firstIndex "uint32_t" --- First index to render.
|
||
.numIndices "uint32_t" --- Number of indices to render.
|
||
|
||
--- Set index buffer for draw primitive.
|
||
func.setIndexBuffer { cpponly }
|
||
"void"
|
||
.tib "const TransientIndexBuffer*" --- Transient index buffer.
|
||
|
||
--- Set index buffer for draw primitive.
|
||
func.setIndexBuffer { cname = "set_transient_index_buffer" }
|
||
"void"
|
||
.tib "const TransientIndexBuffer*" --- Transient index buffer.
|
||
.firstIndex "uint32_t" --- First index to render.
|
||
.numIndices "uint32_t" --- Number of indices to render.
|
||
|
||
--- Set vertex buffer for draw primitive.
|
||
func.setVertexBuffer { cpponly }
|
||
"void"
|
||
.stream "uint8_t" --- Vertex stream.
|
||
.handle "VertexBufferHandle" --- Vertex buffer.
|
||
|
||
--- Set vertex buffer for draw primitive.
|
||
func.setVertexBuffer { conly }
|
||
"void"
|
||
.stream "uint8_t" --- Vertex stream.
|
||
.handle "VertexBufferHandle" --- Vertex buffer.
|
||
.startVertex "uint32_t" --- First vertex to render.
|
||
.numVertices "uint32_t" --- Number of vertices to render.
|
||
|
||
--- Set vertex buffer for draw primitive.
|
||
func.setVertexBuffer { cname = "set_vertex_buffer_with_layout" }
|
||
"void"
|
||
.stream "uint8_t" --- Vertex stream.
|
||
.handle "VertexBufferHandle" --- Vertex buffer.
|
||
.startVertex "uint32_t" --- First vertex to render.
|
||
.numVertices "uint32_t" --- Number of vertices to render.
|
||
.layoutHandle "VertexLayoutHandle" --- Vertex layout for aliasing vertex buffer. If invalid
|
||
--- handle is used, vertex layout used for creation
|
||
--- of vertex buffer will be used.
|
||
{ default = "BGFX_INVALID_HANDLE" }
|
||
|
||
--- Set vertex buffer for draw primitive.
|
||
func.setVertexBuffer { cpponly }
|
||
"void"
|
||
.stream "uint8_t" --- Vertex stream.
|
||
.handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
|
||
|
||
--- Set vertex buffer for draw primitive.
|
||
func.setVertexBuffer { conly, cname = "set_dynamic_vertex_buffer" }
|
||
"void"
|
||
.stream "uint8_t" --- Vertex stream.
|
||
.handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
|
||
.startVertex "uint32_t" --- First vertex to render.
|
||
.numVertices "uint32_t" --- Number of vertices to render.
|
||
|
||
--- Set vertex buffer for draw primitive.
|
||
func.setVertexBuffer { cname = "set_dynamic_vertex_buffer_with_layout" }
|
||
"void"
|
||
.stream "uint8_t" --- Vertex stream.
|
||
.handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
|
||
.startVertex "uint32_t" --- First vertex to render.
|
||
.numVertices "uint32_t" --- Number of vertices to render.
|
||
.layoutHandle "VertexLayoutHandle" --- Vertex layout for aliasing vertex buffer. If invalid
|
||
--- handle is used, vertex layout used for creation
|
||
--- of vertex buffer will be used.
|
||
{ default = "BGFX_INVALID_HANDLE" }
|
||
|
||
|
||
--- Set vertex buffer for draw primitive.
|
||
func.setVertexBuffer { cpponly }
|
||
"void"
|
||
.stream "uint8_t" --- Vertex stream.
|
||
.tvb "const TransientVertexBuffer*" --- Transient vertex buffer.
|
||
|
||
--- Set vertex buffer for draw primitive.
|
||
func.setVertexBuffer { conly, cname = "set_transient_vertex_buffer" }
|
||
"void"
|
||
.stream "uint8_t" --- Vertex stream.
|
||
.tvb "const TransientVertexBuffer*" --- Transient vertex buffer.
|
||
.startVertex "uint32_t" --- First vertex to render.
|
||
.numVertices "uint32_t" --- Number of vertices to render.
|
||
|
||
--- Set vertex buffer for draw primitive.
|
||
func.setVertexBuffer { cname = "set_transient_vertex_buffer_with_layout" }
|
||
"void"
|
||
.stream "uint8_t" --- Vertex stream.
|
||
.tvb "const TransientVertexBuffer*" --- Transient vertex buffer.
|
||
.startVertex "uint32_t" --- First vertex to render.
|
||
.numVertices "uint32_t" --- Number of vertices to render.
|
||
.layoutHandle "VertexLayoutHandle" --- Vertex layout for aliasing vertex buffer. If invalid
|
||
--- handle is used, vertex layout used for creation
|
||
--- of vertex buffer will be used.
|
||
{ default = "BGFX_INVALID_HANDLE" }
|
||
|
||
--- Set number of vertices for auto generated vertices use in conjunction
|
||
--- with gl_VertexID.
|
||
---
|
||
--- @attention Availability depends on: `BGFX_CAPS_VERTEX_ID`.
|
||
---
|
||
func.setVertexCount
|
||
"void"
|
||
.numVertices "uint32_t" --- Number of vertices.
|
||
|
||
--- Set instance data buffer for draw primitive.
|
||
func.setInstanceDataBuffer { cpponly }
|
||
"void"
|
||
.idb "const InstanceDataBuffer*" --- Transient instance data buffer.
|
||
|
||
--- Set instance data buffer for draw primitive.
|
||
func.setInstanceDataBuffer
|
||
"void"
|
||
.idb "const InstanceDataBuffer*" --- Transient instance data buffer.
|
||
.start "uint32_t" --- First instance data.
|
||
.num "uint32_t" --- Number of data instances.
|
||
|
||
--- Set instance data buffer for draw primitive.
|
||
func.setInstanceDataBuffer { cpponly }
|
||
"void"
|
||
.handle "VertexBufferHandle" --- Vertex buffer.
|
||
|
||
--- Set instance data buffer for draw primitive.
|
||
func.setInstanceDataBuffer { cname = "set_instance_data_from_vertex_buffer" }
|
||
"void"
|
||
.handle "VertexBufferHandle" --- Vertex buffer.
|
||
.startVertex "uint32_t" --- First instance data.
|
||
.num "uint32_t" --- Number of data instances.
|
||
|
||
--- Set instance data buffer for draw primitive.
|
||
func.setInstanceDataBuffer { cpponly }
|
||
"void"
|
||
.handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
|
||
|
||
--- Set instance data buffer for draw primitive.
|
||
func.setInstanceDataBuffer { cname = "set_instance_data_from_dynamic_vertex_buffer" }
|
||
"void"
|
||
.handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
|
||
.startVertex "uint32_t" --- First instance data.
|
||
.num "uint32_t" --- Number of data instances.
|
||
|
||
--- Set number of instances for auto generated instances use in conjunction
|
||
--- with gl_InstanceID.
|
||
---
|
||
--- @attention Availability depends on: `BGFX_CAPS_VERTEX_ID`.
|
||
---
|
||
func.setInstanceCount
|
||
"void"
|
||
.numInstances "uint32_t" -- Number of instances.
|
||
|
||
--- Set texture stage for draw primitive.
|
||
func.setTexture
|
||
"void"
|
||
.stage "uint8_t" --- Texture unit.
|
||
.sampler "UniformHandle" --- Program sampler.
|
||
.handle "TextureHandle" --- Texture handle.
|
||
.flags "uint32_t" --- Texture sampling mode. Default value UINT32_MAX uses
|
||
{ default = UINT32_MAX } --- 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.
|
||
|
||
--- Submit an empty primitive for rendering. Uniforms and draw state
|
||
--- will be applied but no geometry will be submitted.
|
||
---
|
||
--- @remark
|
||
--- These empty draw calls will sort before ordinary draw calls.
|
||
---
|
||
func.touch
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
|
||
--- Submit primitive for rendering.
|
||
func.submit
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.program "ProgramHandle" --- Program.
|
||
.depth "uint32_t" --- Depth for sorting.
|
||
{ default = 0 }
|
||
.flags "uint8_t" --- Which states to discard for next draw. See `BGFX_DISCARD_*`.
|
||
{ default = "BGFX_DISCARD_ALL" }
|
||
|
||
--- Submit primitive with occlusion query for rendering.
|
||
func.submit { cname = "submit_occlusion_query" }
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.program "ProgramHandle" --- Program.
|
||
.occlusionQuery "OcclusionQueryHandle" --- Occlusion query.
|
||
.depth "uint32_t" --- Depth for sorting.
|
||
{ default = 0 }
|
||
.flags "uint8_t" --- Which states to discard for next draw. See `BGFX_DISCARD_*`.
|
||
{ default = "BGFX_DISCARD_ALL" }
|
||
|
||
--- Submit primitive for rendering with index and instance data info from
|
||
--- indirect buffer.
|
||
---
|
||
--- @attention Availability depends on: `BGFX_CAPS_DRAW_INDIRECT`.
|
||
---
|
||
func.submit { cname = "submit_indirect" }
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.program "ProgramHandle" --- Program.
|
||
.indirectHandle "IndirectBufferHandle" --- Indirect buffer.
|
||
.start "uint16_t" --- First element in indirect buffer.
|
||
{ default = 0 }
|
||
.num "uint16_t" --- Number of draws.
|
||
{ default = 1 }
|
||
.depth "uint32_t" --- Depth for sorting.
|
||
{ default = 0 }
|
||
.flags "uint8_t" --- Which states to discard for next draw. See `BGFX_DISCARD_*`.
|
||
{ default = "BGFX_DISCARD_ALL" }
|
||
|
||
--- Submit primitive for rendering with index and instance data info and
|
||
--- draw count from indirect buffers.
|
||
---
|
||
--- @attention Availability depends on: `BGFX_CAPS_DRAW_INDIRECT_COUNT`.
|
||
---
|
||
func.submit { cname = "submit_indirect_count" }
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.program "ProgramHandle" --- Program.
|
||
.indirectHandle "IndirectBufferHandle" --- Indirect buffer.
|
||
.start "uint16_t" --- First element in indirect buffer.
|
||
.numHandle "IndexBufferHandle" --- Buffer for number of draws. Must be
|
||
--- created with `BGFX_BUFFER_INDEX32` and `BGFX_BUFFER_DRAW_INDIRECT`.
|
||
.numIndex "uint32_t" --- Element in number buffer.
|
||
{ default = 0 }
|
||
.numMax "uint16_t" --- Max number of draws.
|
||
{ default = UINT16_MAX }
|
||
.depth "uint32_t" --- Depth for sorting.
|
||
{ default = 0 }
|
||
.flags "uint8_t" --- Which states to discard for next draw. See `BGFX_DISCARD_*`.
|
||
{ default = "BGFX_DISCARD_ALL" }
|
||
|
||
--- Set compute index buffer.
|
||
func.setBuffer { cname = "set_compute_index_buffer" }
|
||
"void"
|
||
.stage "uint8_t" --- Compute stage.
|
||
.handle "IndexBufferHandle" --- Index buffer handle.
|
||
.access "Access::Enum" --- Buffer access. See `Access::Enum`.
|
||
|
||
--- Set compute vertex buffer.
|
||
func.setBuffer { cname = "set_compute_vertex_buffer" }
|
||
"void"
|
||
.stage "uint8_t" --- Compute stage.
|
||
.handle "VertexBufferHandle" --- Vertex buffer handle.
|
||
.access "Access::Enum" --- Buffer access. See `Access::Enum`.
|
||
|
||
--- Set compute dynamic index buffer.
|
||
func.setBuffer { cname = "set_compute_dynamic_index_buffer" }
|
||
"void"
|
||
.stage "uint8_t" --- Compute stage.
|
||
.handle "DynamicIndexBufferHandle" --- Dynamic index buffer handle.
|
||
.access "Access::Enum" --- Buffer access. See `Access::Enum`.
|
||
|
||
--- Set compute dynamic vertex buffer.
|
||
func.setBuffer { cname = "set_compute_dynamic_vertex_buffer" }
|
||
"void"
|
||
.stage "uint8_t" --- Compute stage.
|
||
.handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer handle.
|
||
.access "Access::Enum" --- Buffer access. See `Access::Enum`.
|
||
|
||
--- Set compute indirect buffer.
|
||
func.setBuffer { cname = "set_compute_indirect_buffer" }
|
||
"void"
|
||
.stage "uint8_t" --- Compute stage.
|
||
.handle "IndirectBufferHandle" --- Indirect buffer handle.
|
||
.access "Access::Enum" --- Buffer access. See `Access::Enum`.
|
||
|
||
--- Set compute image from texture.
|
||
func.setImage
|
||
"void"
|
||
.stage "uint8_t" --- Compute stage.
|
||
.handle "TextureHandle" --- Texture handle.
|
||
.mip "uint8_t" --- Mip level.
|
||
.access "Access::Enum" --- Image access. See `Access::Enum`.
|
||
.format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
|
||
{ default = "TextureFormat::Count" }
|
||
|
||
--- Dispatch compute.
|
||
func.dispatch
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.program "ProgramHandle" --- Compute program.
|
||
.numX "uint32_t" --- Number of groups X.
|
||
{ default = 1 }
|
||
.numY "uint32_t" --- Number of groups Y.
|
||
{ default = 1 }
|
||
.numZ "uint32_t" --- Number of groups Z.
|
||
{ default = 1 }
|
||
.flags "uint8_t" --- Discard or preserve states. See `BGFX_DISCARD_*`.
|
||
{ default = "BGFX_DISCARD_ALL" }
|
||
|
||
--- Dispatch compute indirect.
|
||
func.dispatch { cname = "dispatch_indirect" }
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.program "ProgramHandle" --- Compute program.
|
||
.indirectHandle "IndirectBufferHandle" --- Indirect buffer.
|
||
.start "uint16_t" --- First element in indirect buffer.
|
||
{ default = 0 }
|
||
.num "uint16_t" --- Number of dispatches.
|
||
{ default = 1 }
|
||
.flags "uint8_t" --- Discard or preserve states. See `BGFX_DISCARD_*`.
|
||
{ default = "BGFX_DISCARD_ALL" }
|
||
|
||
--- Discard previously set state for draw or compute call.
|
||
func.discard
|
||
"void"
|
||
.flags "uint8_t" --- Draw/compute states to discard.
|
||
{ default = "BGFX_DISCARD_ALL" }
|
||
|
||
--- 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`.
|
||
---
|
||
func.blit { cpponly }
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.dst "TextureHandle" --- Destination texture handle.
|
||
.dstX "uint16_t" --- Destination texture X position.
|
||
.dstY "uint16_t" --- Destination texture Y position.
|
||
.src "TextureHandle" --- Source texture handle.
|
||
.srcX "uint16_t" --- Source texture X position.
|
||
{ default = 0 }
|
||
.srcY "uint16_t" --- Source texture Y position.
|
||
{ default = 0 }
|
||
.width "uint16_t" --- Width of region.
|
||
{ default = UINT16_MAX }
|
||
.height "uint16_t" --- Height of region.
|
||
{ default = UINT16_MAX }
|
||
|
||
--- 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`.
|
||
---
|
||
func.blit
|
||
"void"
|
||
.id "ViewId" --- View id.
|
||
.dst "TextureHandle" --- Destination texture handle.
|
||
.dstMip "uint8_t" --- Destination texture mip level.
|
||
.dstX "uint16_t" --- Destination texture X position.
|
||
.dstY "uint16_t" --- Destination texture Y position.
|
||
.dstZ "uint16_t" --- 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 "TextureHandle" --- Source texture handle.
|
||
.srcMip "uint8_t" --- Source texture mip level.
|
||
{ default = 0 }
|
||
.srcX "uint16_t" --- Source texture X position.
|
||
{ default = 0 }
|
||
.srcY "uint16_t" --- Source texture Y position.
|
||
{ default = 0 }
|
||
.srcZ "uint16_t" --- 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.
|
||
{ default = 0 }
|
||
.width "uint16_t" --- Width of region.
|
||
{ default = UINT16_MAX }
|
||
.height "uint16_t" --- Height of region.
|
||
{ default = UINT16_MAX }
|
||
.depth "uint16_t" --- If texture is 3D this argument represents depth of region, otherwise it's
|
||
--- unused.
|
||
{ default = UINT16_MAX }
|