e7936efa6a
Found via `codespell -q 3 -S ./3rdparty,*.ttf -L attribut,ba,clude,conly,indext,inout,lod,nclude,retur,struc,unknwn,utput`
295 lines
14 KiB
ReStructuredText
295 lines
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ReStructuredText
Overview
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========
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What is it?
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-----------
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Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library,
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licensed under permissive BSD-2 clause open source license.
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.. raw:: html
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<p>
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<iframe src="https://ghbtns.com/github-btn.html?user=bkaradzic&repo=bgfx&type=star&count=true&size=large" frameborder="0" scrolling="0" width="160px" height="30px"></iframe>
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<iframe src="https://ghbtns.com/github-btn.html?user=bkaradzic&repo=bgfx&type=fork&count=true&size=large" frameborder="0" scrolling="0" width="158px" height="30px"></iframe>
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</p>
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Supported rendering backends
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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- Direct3D 9
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- Direct3D 11
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- Direct3D 12
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- GNM (only for licensed PS4 developers, search DevNet forums for source)
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- Metal
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- OpenGL 2.1
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- OpenGL 3.1+
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- OpenGL ES 2
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- OpenGL ES 3.1
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- Vulkan
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- WebGL 1.0
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- WebGL 2.0
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- WebGPU/Dawn (experimental)
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Supported Platforms
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~~~~~~~~~~~~~~~~~~~
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- Android (14+, ARM, x86, MIPS)
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- FreeBSD
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- iOS (iPhone, iPad, AppleTV)
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- Linux
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- MIPS Creator CI20
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- OSX (10.12+)
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- PlayStation 4
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- RaspberryPi
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- UWP (Universal Windows, Xbox One)
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- Wasm/Emscripten
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- Windows (XP, Vista, 7, 8, 10)
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Supported Compilers
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~~~~~~~~~~~~~~~~~~~
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- Clang 3.3 and above
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- GCC 5 and above
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- vs2017 and above
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Supported Languages
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~~~~~~~~~~~~~~~~~~~
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- `C/C++ API documentation <https://bkaradzic.github.io/bgfx/bgfx.html>`__
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- `Beef API bindings <https://github.com/bkaradzic/bgfx/tree/master/bindings/bf>`__
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- `C# language API bindings #1 <https://github.com/bkaradzic/bgfx/tree/master/bindings/cs>`__
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- `D language API bindings <https://github.com/GoaLitiuM/bindbc-bgfx>`__
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- `Go language API bindings <https://github.com/james4k/go-bgfx>`__
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- `Haskell language API bindings <https://github.com/haskell-game/bgfx>`__
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- `Lightweight Java Game Library 3 bindings <https://github.com/LWJGL/lwjgl3#lwjgl---lightweight-java-game-library-3>`__
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- `Lua language API bindings <https://github.com/cloudwu/lua-bgfx>`__
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- `Nim language API bindings <https://github.com/Halsys/nim-bgfx>`__
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- `Pascal language API bindings <https://github.com/Akira13641/PasBGFX>`__
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- `Python language API bindings #1 <https://github.com/fbertola/bgfx-python#-----bgfx-python-->`__
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- `Python language API bindings #2 <https://github.com/jnadro/pybgfx#pybgfx>`__
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- `Rust language API bindings <https://github.com/rhoot/bgfx-rs#bgfx-rs>`__
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- `Swift language API bindings <https://github.com/stuartcarnie/SwiftBGFX>`__
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- `Zig language API bindings <https://github.com/bkaradzic/bgfx/tree/master/bindings/zig>`__
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Project Page
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~~~~~~~~~~~~
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- https://github.com/bkaradzic/bgfx
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Contact
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~~~~~~~
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- `GitHub Discussions <https://github.com/bkaradzic/bgfx/discussions>`__
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- `Discord Chat <https://discord.gg/9eMbv7J>`__
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- GitHub `@bkaradzic <https://github.com/bkaradzic>`__
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- Twitter `@bkaradzic <https://twitter.com/bkaradzic>`__
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Debugging and Profiling
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-----------------------
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RenderDoc
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~~~~~~~~~
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Loading of RenderDoc is integrated in bgfx when using DX11 or OpenGL
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renderer. You can drop in ``renderdoc.dll`` from RenderDoc distribution
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into working directory, and it will be automatically loaded during bgfx
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initialization. This allows frame capture at any time by pressing
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**F11**.
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Download: `RenderDoc <https://renderdoc.org/builds>`__
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RenderDoc `How do I ...? <https://renderdoc.org/docs/how/index.html>`__ documentation.
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`Shader debugging <https://software.intel.com/en-us/articles/shader-debugging-for-bgfx-rendering-engine>`__
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with RenderDoc and MSVC.
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IntelGPA
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~~~~~~~~
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Right click **Intel GPA Monitor** tray icon, choose preferences, check
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"Auto-detect launched applications" option. Find ``InjectionList.txt``
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in GPA directory and add ``examples-*`` to the list.
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Download:
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`IntelGPA <https://software.intel.com/en-us/vcsource/tools/intel-gpa>`__
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Other Debuggers and Profilers
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.. |x| unicode:: U+2713 .. CHECK MARK
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+-------------+-----------------+-------+--------+------+-------+------+------+-------+--------+
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| Name | OS | DX9 | DX11 | DX12 | Metal | GL | GLES | Vulkan| Source |
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+=============+=================+=======+========+======+=======+======+======+=======+========+
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| APITrace | Linux/OSX/Win | |x| | |x| | | | |x| | |x| | | |x| |
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+-------------+-----------------+-------+--------+------+-------+------+------+-------+--------+
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| CodeXL | Linux/Win | | | | | |x| | | | |
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+-------------+-----------------+-------+--------+------+-------+------+------+-------+--------+
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| Dissector | Win | |x| | | | | | | | |x| |
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+-------------+-----------------+-------+--------+------+-------+------+------+-------+--------+
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| IntelGPA | Linux/OSX/Win | |x| | |x| | | | | |x| | | |
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+-------------+-----------------+-------+--------+------+-------+------+------+-------+--------+
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| Nsight | Win | |x| | |x| | | | |x| | | | |
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+-------------+-----------------+-------+--------+------+-------+------+------+-------+--------+
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| PerfHUD | Win | |x| | |x| | | | | | | |
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+-------------+-----------------+-------+--------+------+-------+------+------+-------+--------+
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| PerfStudio | Win | | |x| | |x| | | |x| | |x| | | |
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+-------------+-----------------+-------+--------+------+-------+------+------+-------+--------+
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| PIX | Win | | | |x| | | | | | |
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+-------------+-----------------+-------+--------+------+-------+------+------+-------+--------+
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| RGP | Win | | | |x| | | | | |x| | |
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+-------------+-----------------+-------+--------+------+-------+------+------+-------+--------+
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| RenderDoc | Win/Linux | | |x| | | | |x| | | |x| | |x| |
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+-------------+-----------------+-------+--------+------+-------+------+------+-------+--------+
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| vogl | Linux | | | | | |x| | | | |x| |
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+-------------+-----------------+-------+--------+------+-------+------+------+-------+--------+
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Download:
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- `APITrace <https://apitrace.github.io/>`__
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- `CodeXL <http://developer.amd.com/tools-and-sdks/opencl-zone/codexl/>`__
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- `Dissector <https://github.com/imccown/Dissector>`__
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- `GPU PerfStudio <http://developer.amd.com/tools-and-sdks/graphics-development/gpu-perfstudio/>`__
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- `Linux Graphics Debugger <https://developer.nvidia.com/linux-graphics-debugger>`__
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- `Nsight <https://developer.nvidia.com/nsight-graphics>`__
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- `PIX <https://blogs.msdn.microsoft.com/pix/>`__
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- `PerfHUD <https://developer.nvidia.com/nvidia-perfhud>`__
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- `RGP (Radeon GPU Profiler) <https://github.com/GPUOpen-Tools/Radeon-GPUProfiler/releases>`__
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- `vogl <https://github.com/ValveSoftware/vogl>`__
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SDL, GLFW, etc.
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---------------
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It is possible to use bgfx with SDL, GLFW and similar cross platform
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windowing libraries. The main requirement is that windowing library
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provides access to native window handle that's used to create Direct3D
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device or OpenGL context.
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For more info see: :doc:`bgfx`.
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.. note:: You can use ``--with-sdl`` when running GENie to enable SDL2 integration with examples:
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``genie --with-sdl vs2012``
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.. note:: ``--with-glfw`` is also available, but it's just simple stub to be used to test GLFW
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integration API.
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.. note:: Special care is necessary to make custom windowing to work with multithreaded renderer.
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Each platform has rules about where renderer can be and how multithreading interacts
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with context/device. To disable multithreaded render use ``BGFX_CONFIG_MULTITHREADED=0``
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preprocessor define.
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Getting Involved
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----------------
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Everyone is welcome to contribute to bgfx by submitting bug reports, testing on different
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platforms, writing examples (see `ideas <https://github.com/bkaradzic/bgfx/issues?q=is%3Aissue+is%3Aopen+label%3A%22help+needed%22>`__),
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improving documentation, profiling and optimizing, etc.
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.. note:: **When contributing to the bgfx project you must agree to the BSD 2-clause
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licensing terms.**
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Contributors
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~~~~~~~~~~~~
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Chronological order:
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- Branimir Karadžić (`@bkaradzic <https://github.com/bkaradzic>`__)
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- Garett Bass (`@garettbass <https://github.com/garettbass>`__) - OSX port.
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- Jeremie Roy (`@jeremieroy <https://github.com/jeremieroy>`__) -
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`10-font <examples.html#font>`__,
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and `11-fontsdf <examples.html#fontsdf>`__ examples.
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- Miloš Tošić (`@milostosic <https://github.com/milostosic>`__) -
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`12-lod <examples.html#lod>`__ example.
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- Dario Manesku (`@dariomanesku <https://github.com/dariomanesku>`__) -
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`13-stencil <examples.html#stencil>`__,
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`14-shadowvolumes <examples.html#shadowvolumes>`__,
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`15-shadowmaps-simple <examples.html#shadowmaps-simple>`__,
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`16-shadowmaps <examples.html#shadowmaps>`__,
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`18-ibl <examples.html#ibl>`__,
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and `28-wireframe <examples.html#wireframe>`__ example.
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- James Gray (`@james4k <https://github.com/james4k>`__) - Go language API bindings.
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- Guillaume Piolat (`@p0nce <https://github.com/p0nce>`__) - D language API bindings.
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- Mike Popoloski (`@MikePopoloski <https://github.com/MikePopoloski>`__) - C#/VB/F# language API
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bindings, WinRT/WinPhone support.
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- Kai Jourdan (`@questor <https://github.com/questor>`__) -
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`23-vectordisplay <examples.html#vectordisplay>`__ example.
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- Stanlo Slasinski (`@stanlo <https://github.com/stanlo>`__) -
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`24-nbody <examples.html#nbody>`__ example.
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- Daniel Collin (`@emoon <https://github.com/emoon>`__) - Port of Ocornut's ImGui to bgfx.
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- Andre Weissflog (`@floooh <https://github.com/floooh>`__) - Alternative build system fips.
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- Andrew Johnson (`@ajohnson23 <https://github.com/ajohnson23>`__) - TeamCity build.
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- Tony McCrary (`@enleeten <https://github.com/enleeten>`__) - Java language API bindings.
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- Attila Kocsis (`@attilaz <https://github.com/attilaz>`__) - Metal rendering backend, various OSX
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and iOS improvements and bug fixes, `39-assao <examples.html#assao>`__ example.
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- Richard Gale (`@RichardGale <https://github.com/RichardGale>`__) - Emscripten entry input
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handling.
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- Andrew Mac (`@andr3wmac <https://github.com/andr3wmac>`__) -
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`27-terrain <examples.html#terrain>`__ example.
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- Oliver Charles (`@ocharles <https://github.com/ocharles>`__) - Haskel language API bindings.
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- Johan Sköld (`@rhoot <https://github.com/rhoot>`__) - Rust language API bindings.
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- Jean-François Verdon (`@Nodrev <https://github.com/Nodrev>`__) - Alternative deployment for
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Android.
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- Jason Nadro (`@jnadro <https://github.com/jnadro>`__) - Python language API bindings.
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- Krzysztof Kondrak (`@kondrak <https://github.com/kondrak>`__) - OculusVR integration.
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- Colby Klein (`@excessive <https://github.com/excessive>`__) - Lua language API bindings.
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- Stuart Carnie (`@stuartcarnie <https://github.com/stuartcarnie>`__) - Swift language API
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bindings.
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- Joseph Cherlin (`@jcherlin <https://github.com/jcherlin>`__) -
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`30-picking <examples.html#picking>`__,
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and `31-rsm <examples.html#rsm>`__ example.
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- Olli Wang (`@olliwang <https://github.com/olliwang>`__) - Various NanoVG integration improvements.
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- Cory Golden (`@Halsys <https://github.com/Halsys>`__) - Nim language API bindings.
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- Camilla Berglund (`@elmindreda <https://github.com/elmindreda>`__) - GLFW support.
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- Daniel Ludwig (`@code-disaster <https://github.com/code-disaster>`__) - Lightweight Java Game
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Library 3 bindings.
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- Benoit Jacquier (`@benoitjacquier <https://github.com/benoitjacquier>`__) - Added support for
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cubemap as texture 2D array in a compute shader.
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- Apoorva Joshi (`@ApoorvaJ <https://github.com/ApoorvaJ>`__) -
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`33-pom <examples.html#pom>`__ example.
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- Stanislav Pidhorsky (`@podgorskiy <https://github.com/podgorskiy>`__) -
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`36-sky <examples.html#sky>`__ example.
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- 云风 (`@cloudwu <https://github.com/cloudwu>`__) - Alternative Lua bindings, bgfx IDL scripts,
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`42-bunnylod <examples.html#bunnylod>`__ example.
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- Kostas Anagnostou (`@KostasAAA <https://github.com/KostasAAA>`__) -
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`37-gpudrivenrendering <examples.html#gpudrivenrendering>`__ example.
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- Andrew Willmott (`@andrewwillmott <https://github.com/andrewwillmott>`__) - ATC and ASTC support.
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- Aleš Mlakar (`@jazzbre <https://github.com/jazzbre>`__) -
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`40-svt <examples.html#svt>`__ example.
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- Matt Chiasson (`@mchiasson <https://github.com/mchiasson>`__) - Various fixes and improvements.
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- Phil Peron (`@pperon <https://github.com/pperon>`__) - Tutorial how to use bgfx API.
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- Vincent Cruz (`@BlockoS <https://github.com/BlockoS>`__) - Wayland support.
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- Jonathan Young (`@jpcy <https://github.com/jpcy>`__) - Renderer for ioquake3 that uses bgfx,
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minimal bgfx example.
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- Nick Waanders (`@NickWaanders <https://github.com/NickWaanders>`__) - shaderc: Metal fixes.
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- Vladimir Vukićević (`@vvuk <https://github.com/vvuk>`__) - HTML5 context.
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- Daniel Gavin (`@DanielGavin <https://github.com/DanielGavin>`__) - `41-tess <examples.html#tess>`__ example.
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- Ji-yong Kwon (`@rinthel <https://github.com/rinthel>`__) - Vulkan rendering backend.
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- Leandro Freire (`@leandrolfre <https://github.com/leandrolfre>`__).
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- Ari Vuollet (`@GoaLitiuM <https://github.com/GoaLitiuM>`__) IDL generator for D language
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bindings.
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- Sebastian Marketsmueller (`@sebastianmunity3d <https://github.com/sebastianmunity3d>`__).
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- Cedric Guillemet (`@CedricGuillemet <https://github.com/CedricGuillemet>`__).
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- Pablo Escobar (`@pezcode <https://github.com/pezcode>`__) - Various Vulkan fixes.
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- Paul Gruenbacher (`@pgruenbacher <https://github.com/pgruenbacher>`__) - Various bug fixes.
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- Jukka Jylänki (`@juj <https://github.com/juj>`__) - Various WebGL optimizations and fixes.
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- Hugo Amnov (`@hugoam <https://github.com/hugoam>`__) - WebGPU/Dawn rendering backend.
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- Christophe Dehais (`@goodartistscopy <https://github.com/goodartistscopy>`__) - Various bug fixes.
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- elvencache (`@elvencache <https://github.com/elvencache>`__) -
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`43-denoise <examples.html#denoise>`__,
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`44-sss <examples.html#sss>`__,
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and `45-bokeh <examples.html#bokeh>`__ example.
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- Richard Schubert (`@Hemofektik <https://github.com/Hemofektik/>`__) - `46-fsr <examples.html#fsr>`__ example.
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and `others <https://github.com/bkaradzic/bgfx/graphs/contributors>`__...
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Repository visualization
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~~~~~~~~~~~~~~~~~~~~~~~~
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.. raw:: html
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<p>
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<iframe width="694" height="390" src="https://www.youtube.com/embed/5ZeN_d_-BHo" frameborder="0" allowfullscreen></iframe>
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</p>
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