bgfx/bindings/d/funcs.d
Бранимир Караџић f06d7257b2 Fixed docs.
2022-07-11 05:45:02 -07:00

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/*
*
* AUTO GENERATED! DO NOT EDIT!
*
*/
module bindbc.bgfx.funcs;
private import bindbc.bgfx.types;
extern(C) @nogc nothrow:
version(BindBgfx_Static)
{
/**
* Init attachment.
* Params:
* _handle = Render target texture handle.
* _access = Access. See `Access::Enum`.
* _layer = Cubemap side or depth layer/slice to use.
* _numLayers = Number of texture layer/slice(s) in array to use.
* _mip = Mip level.
* _resolve = Resolve flags. See: `BGFX_RESOLVE_*`
*/
void bgfx_attachment_init(bgfx_attachment_t* _this, bgfx_texture_handle_t _handle, bgfx_access_t _access, ushort _layer, ushort _numLayers, ushort _mip, ubyte _resolve);
/**
* Start VertexLayout.
* Params:
* _rendererType = Renderer backend type. See: `bgfx::RendererType`
*/
bgfx_vertex_layout_t* bgfx_vertex_layout_begin(bgfx_vertex_layout_t* _this, bgfx_renderer_type_t _rendererType);
/**
* Add attribute to VertexLayout.
* Remarks: Must be called between begin/end.
* Params:
* _attrib = Attribute semantics. See: `bgfx::Attrib`
* _num = Number of elements 1, 2, 3 or 4.
* _type = Element type.
* _normalized = When using fixed point AttribType (f.e. Uint8)
* value will be normalized for vertex shader usage. When normalized
* is set to true, AttribType::Uint8 value in range 0-255 will be
* in range 0.0-1.0 in vertex shader.
* _asInt = Packaging rule for vertexPack, vertexUnpack, and
* vertexConvert for AttribType::Uint8 and AttribType::Int16.
* Unpacking code must be implemented inside vertex shader.
*/
bgfx_vertex_layout_t* bgfx_vertex_layout_add(bgfx_vertex_layout_t* _this, bgfx_attrib_t _attrib, ubyte _num, bgfx_attrib_type_t _type, bool _normalized, bool _asInt);
/**
* Decode attribute.
* Params:
* _attrib = Attribute semantics. See: `bgfx::Attrib`
* _num = Number of elements.
* _type = Element type.
* _normalized = Attribute is normalized.
* _asInt = Attribute is packed as int.
*/
void bgfx_vertex_layout_decode(const(bgfx_vertex_layout_t)* _this, bgfx_attrib_t _attrib, ubyte* _num, bgfx_attrib_type_t* _type, bool* _normalized, bool* _asInt);
/**
* Returns `true` if VertexLayout contains attribute.
* Params:
* _attrib = Attribute semantics. See: `bgfx::Attrib`
*/
bool bgfx_vertex_layout_has(const(bgfx_vertex_layout_t)* _this, bgfx_attrib_t _attrib);
/**
* Skip `_num` bytes in vertex stream.
* Params:
* _num = Number of bytes to skip.
*/
bgfx_vertex_layout_t* bgfx_vertex_layout_skip(bgfx_vertex_layout_t* _this, ubyte _num);
/**
* End VertexLayout.
*/
void bgfx_vertex_layout_end(bgfx_vertex_layout_t* _this);
/**
* Pack vertex attribute into vertex stream format.
* Params:
* _input = Value to be packed into vertex stream.
* _inputNormalized = `true` if input value is already normalized.
* _attr = Attribute to pack.
* _layout = Vertex stream layout.
* _data = Destination vertex stream where data will be packed.
* _index = Vertex index that will be modified.
*/
void bgfx_vertex_pack(const float[4] _input, bool _inputNormalized, bgfx_attrib_t _attr, const(bgfx_vertex_layout_t)* _layout, void* _data, uint _index);
/**
* Unpack vertex attribute from vertex stream format.
* Params:
* _output = Result of unpacking.
* _attr = Attribute to unpack.
* _layout = Vertex stream layout.
* _data = Source vertex stream from where data will be unpacked.
* _index = Vertex index that will be unpacked.
*/
void bgfx_vertex_unpack(float[4] _output, bgfx_attrib_t _attr, const(bgfx_vertex_layout_t)* _layout, const(void)* _data, uint _index);
/**
* Converts vertex stream data from one vertex stream format to another.
* Params:
* _dstLayout = Destination vertex stream layout.
* _dstData = Destination vertex stream.
* _srcLayout = Source vertex stream layout.
* _srcData = Source vertex stream data.
* _num = Number of vertices to convert from source to destination.
*/
void bgfx_vertex_convert(const(bgfx_vertex_layout_t)* _dstLayout, void* _dstData, const(bgfx_vertex_layout_t)* _srcLayout, const(void)* _srcData, uint _num);
/**
* Weld vertices.
* Params:
* _output = Welded vertices remapping table. The size of buffer
* must be the same as number of vertices.
* _layout = Vertex stream layout.
* _data = Vertex stream.
* _num = Number of vertices in vertex stream.
* _index32 = Set to `true` if input indices are 32-bit.
* _epsilon = Error tolerance for vertex position comparison.
*/
uint bgfx_weld_vertices(void* _output, const(bgfx_vertex_layout_t)* _layout, const(void)* _data, uint _num, bool _index32, float _epsilon);
/**
* Convert index buffer for use with different primitive topologies.
* Params:
* _conversion = Conversion type, see `TopologyConvert::Enum`.
* _dst = Destination index buffer. If this argument is NULL
* function will return number of indices after conversion.
* _dstSize = Destination index buffer in bytes. It must be
* large enough to contain output indices. If destination size is
* insufficient index buffer will be truncated.
* _indices = Source indices.
* _numIndices = Number of input indices.
* _index32 = Set to `true` if input indices are 32-bit.
*/
uint bgfx_topology_convert(bgfx_topology_convert_t _conversion, void* _dst, uint _dstSize, const(void)* _indices, uint _numIndices, bool _index32);
/**
* Sort indices.
* Params:
* _sort = Sort order, see `TopologySort::Enum`.
* _dst = Destination index buffer.
* _dstSize = Destination index buffer in bytes. It must be
* large enough to contain output indices. If destination size is
* insufficient index buffer will be truncated.
* _dir = Direction (vector must be normalized).
* _pos = Position.
* _vertices = Pointer to first vertex represented as
* float x, y, z. Must contain at least number of vertices
* referencende by index buffer.
* _stride = Vertex stride.
* _indices = Source indices.
* _numIndices = Number of input indices.
* _index32 = Set to `true` if input indices are 32-bit.
*/
void bgfx_topology_sort_tri_list(bgfx_topology_sort_t _sort, void* _dst, uint _dstSize, const float[3] _dir, const float[3] _pos, const(void)* _vertices, uint _stride, const(void)* _indices, uint _numIndices, bool _index32);
/**
* Returns supported backend API renderers.
* Params:
* _max = Maximum number of elements in _enum array.
* _enum = Array where supported renderers will be written.
*/
ubyte bgfx_get_supported_renderers(ubyte _max, bgfx_renderer_type_t* _enum);
/**
* Returns name of renderer.
* Params:
* _type = Renderer backend type. See: `bgfx::RendererType`
*/
const(char)* bgfx_get_renderer_name(bgfx_renderer_type_t _type);
void bgfx_init_ctor(bgfx_init_t* _init);
/**
* Initialize the bgfx library.
* Params:
* _init = Initialization parameters. See: `bgfx::Init` for more info.
*/
bool bgfx_init(const(bgfx_init_t)* _init);
/**
* Shutdown bgfx library.
*/
void bgfx_shutdown();
/**
* Reset graphic settings and back-buffer size.
* Attention: This call doesnt change the window size, it just resizes
* the back-buffer. Your windowing code controls the window size.
* Params:
* _width = Back-buffer width.
* _height = Back-buffer height.
* _flags = See: `BGFX_RESET_*` for more info.
* - `BGFX_RESET_NONE` - No reset flags.
* - `BGFX_RESET_FULLSCREEN` - Not supported yet.
* - `BGFX_RESET_MSAA_X[2/4/8/16]` - Enable 2, 4, 8 or 16 x MSAA.
* - `BGFX_RESET_VSYNC` - Enable V-Sync.
* - `BGFX_RESET_MAXANISOTROPY` - Turn on/off max anisotropy.
* - `BGFX_RESET_CAPTURE` - Begin screen capture.
* - `BGFX_RESET_FLUSH_AFTER_RENDER` - Flush rendering after submitting to GPU.
* - `BGFX_RESET_FLIP_AFTER_RENDER` - This flag specifies where flip
* occurs. Default behaviour is that flip occurs before rendering new
* frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
* - `BGFX_RESET_SRGB_BACKBUFFER` - Enable sRGB back-buffer.
* _format = Texture format. See: `TextureFormat::Enum`.
*/
void bgfx_reset(uint _width, uint _height, uint _flags, bgfx_texture_format_t _format);
/**
* Advance to next frame. When using multithreaded renderer, this call
* just swaps internal buffers, kicks render thread, and returns. In
* singlethreaded renderer this call does frame rendering.
* Params:
* _capture = Capture frame with graphics debugger.
*/
uint bgfx_frame(bool _capture);
/**
* Returns current renderer backend API type.
* Remarks:
* Library must be initialized.
*/
bgfx_renderer_type_t bgfx_get_renderer_type();
/**
* Returns renderer capabilities.
* Remarks:
* Library must be initialized.
*/
const(bgfx_caps_t)* bgfx_get_caps();
/**
* Returns performance counters.
* Attention: Pointer returned is valid until `bgfx::frame` is called.
*/
const(bgfx_stats_t)* bgfx_get_stats();
/**
* Allocate buffer to pass to bgfx calls. Data will be freed inside bgfx.
* Params:
* _size = Size to allocate.
*/
const(bgfx_memory_t)* bgfx_alloc(uint _size);
/**
* Allocate buffer and copy data into it. Data will be freed inside bgfx.
* Params:
* _data = Pointer to data to be copied.
* _size = Size of data to be copied.
*/
const(bgfx_memory_t)* bgfx_copy(const(void)* _data, uint _size);
/**
* Make reference to data to pass to bgfx. Unlike `bgfx::alloc`, this call
* doesn't allocate memory for data. It just copies the _data pointer. You
* can pass `ReleaseFn` function pointer to release this memory after it's
* consumed, otherwise you must make sure _data is available for at least 2
* `bgfx::frame` calls. `ReleaseFn` function must be able to be called
* from any thread.
* Attention: Data passed must be available for at least 2 `bgfx::frame` calls.
* Params:
* _data = Pointer to data.
* _size = Size of data.
*/
const(bgfx_memory_t)* bgfx_make_ref(const(void)* _data, uint _size);
/**
* Make reference to data to pass to bgfx. Unlike `bgfx::alloc`, this call
* doesn't allocate memory for data. It just copies the _data pointer. You
* can pass `ReleaseFn` function pointer to release this memory after it's
* consumed, otherwise you must make sure _data is available for at least 2
* `bgfx::frame` calls. `ReleaseFn` function must be able to be called
* from any thread.
* Attention: Data passed must be available for at least 2 `bgfx::frame` calls.
* Params:
* _data = Pointer to data.
* _size = Size of data.
* _releaseFn = Callback function to release memory after use.
* _userData = User data to be passed to callback function.
*/
const(bgfx_memory_t)* bgfx_make_ref_release(const(void)* _data, uint _size, void* _releaseFn, void* _userData);
/**
* Set debug flags.
* Params:
* _debug = Available flags:
* - `BGFX_DEBUG_IFH` - Infinitely fast hardware. When this flag is set
* all rendering calls will be skipped. This is useful when profiling
* to quickly assess potential bottlenecks between CPU and GPU.
* - `BGFX_DEBUG_PROFILER` - Enable profiler.
* - `BGFX_DEBUG_STATS` - Display internal statistics.
* - `BGFX_DEBUG_TEXT` - Display debug text.
* - `BGFX_DEBUG_WIREFRAME` - Wireframe rendering. All rendering
* primitives will be rendered as lines.
*/
void bgfx_set_debug(uint _debug);
/**
* Clear internal debug text buffer.
* Params:
* _attr = Background color.
* _small = Default 8x16 or 8x8 font.
*/
void bgfx_dbg_text_clear(ubyte _attr, bool _small);
/**
* Print formatted data to internal debug text character-buffer (VGA-compatible text mode).
* Params:
* _x = Position x from the left corner of the window.
* _y = Position y from the top corner of the window.
* _attr = Color palette. Where top 4-bits represent index of background, and bottom
* 4-bits represent foreground color from standard VGA text palette (ANSI escape codes).
* _format = `printf` style format.
*/
void bgfx_dbg_text_printf(ushort _x, ushort _y, ubyte _attr, const(char)* _format, ... );
/**
* Print formatted data from variable argument list to internal debug text character-buffer (VGA-compatible text mode).
* Params:
* _x = Position x from the left corner of the window.
* _y = Position y from the top corner of the window.
* _attr = Color palette. Where top 4-bits represent index of background, and bottom
* 4-bits represent foreground color from standard VGA text palette (ANSI escape codes).
* _format = `printf` style format.
* _argList = Variable arguments list for format string.
*/
void bgfx_dbg_text_vprintf(ushort _x, ushort _y, ubyte _attr, const(char)* _format, va_list _argList);
/**
* Draw image into internal debug text buffer.
* Params:
* _x = Position x from the left corner of the window.
* _y = Position y from the top corner of the window.
* _width = Image width.
* _height = Image height.
* _data = Raw image data (character/attribute raw encoding).
* _pitch = Image pitch in bytes.
*/
void bgfx_dbg_text_image(ushort _x, ushort _y, ushort _width, ushort _height, const(void)* _data, ushort _pitch);
/**
* Create static index buffer.
* Params:
* _mem = Index buffer data.
* _flags = Buffer creation flags.
* - `BGFX_BUFFER_NONE` - No flags.
* - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
* - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
* is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
* - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
* - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
* data is passed. If this flag is not specified, and more data is passed on update, the buffer
* will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
* buffers.
* - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
* index buffers.
*/
bgfx_index_buffer_handle_t bgfx_create_index_buffer(const(bgfx_memory_t)* _mem, ushort _flags);
/**
* Set static index buffer debug name.
* Params:
* _handle = Static index buffer handle.
* _name = Static index buffer name.
* _len = Static index buffer name length (if length is INT32_MAX, it's expected
* that _name is zero terminated string.
*/
void bgfx_set_index_buffer_name(bgfx_index_buffer_handle_t _handle, const(char)* _name, int _len);
/**
* Destroy static index buffer.
* Params:
* _handle = Static index buffer handle.
*/
void bgfx_destroy_index_buffer(bgfx_index_buffer_handle_t _handle);
/**
* Create vertex layout.
* Params:
* _layout = Vertex layout.
*/
bgfx_vertex_layout_handle_t bgfx_create_vertex_layout(const(bgfx_vertex_layout_t)* _layout);
/**
* Destroy vertex layout.
* Params:
* _layoutHandle = Vertex layout handle.
*/
void bgfx_destroy_vertex_layout(bgfx_vertex_layout_handle_t _layoutHandle);
/**
* Create static vertex buffer.
* Params:
* _mem = Vertex buffer data.
* _layout = Vertex layout.
* _flags = Buffer creation flags.
* - `BGFX_BUFFER_NONE` - No flags.
* - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
* - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
* is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
* - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
* - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
* data is passed. If this flag is not specified, and more data is passed on update, the buffer
* will be trimmed to fit the existing buffer size. This flag has effect only on dynamic buffers.
* - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on index buffers.
*/
bgfx_vertex_buffer_handle_t bgfx_create_vertex_buffer(const(bgfx_memory_t)* _mem, const(bgfx_vertex_layout_t)* _layout, ushort _flags);
/**
* Set static vertex buffer debug name.
* Params:
* _handle = Static vertex buffer handle.
* _name = Static vertex buffer name.
* _len = Static vertex buffer name length (if length is INT32_MAX, it's expected
* that _name is zero terminated string.
*/
void bgfx_set_vertex_buffer_name(bgfx_vertex_buffer_handle_t _handle, const(char)* _name, int _len);
/**
* Destroy static vertex buffer.
* Params:
* _handle = Static vertex buffer handle.
*/
void bgfx_destroy_vertex_buffer(bgfx_vertex_buffer_handle_t _handle);
/**
* Create empty dynamic index buffer.
* Params:
* _num = Number of indices.
* _flags = Buffer creation flags.
* - `BGFX_BUFFER_NONE` - No flags.
* - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
* - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
* is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
* - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
* - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
* data is passed. If this flag is not specified, and more data is passed on update, the buffer
* will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
* buffers.
* - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
* index buffers.
*/
bgfx_dynamic_index_buffer_handle_t bgfx_create_dynamic_index_buffer(uint _num, ushort _flags);
/**
* Create a dynamic index buffer and initialize it.
* Params:
* _mem = Index buffer data.
* _flags = Buffer creation flags.
* - `BGFX_BUFFER_NONE` - No flags.
* - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
* - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
* is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
* - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
* - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
* data is passed. If this flag is not specified, and more data is passed on update, the buffer
* will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
* buffers.
* - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
* index buffers.
*/
bgfx_dynamic_index_buffer_handle_t bgfx_create_dynamic_index_buffer_mem(const(bgfx_memory_t)* _mem, ushort _flags);
/**
* Update dynamic index buffer.
* Params:
* _handle = Dynamic index buffer handle.
* _startIndex = Start index.
* _mem = Index buffer data.
*/
void bgfx_update_dynamic_index_buffer(bgfx_dynamic_index_buffer_handle_t _handle, uint _startIndex, const(bgfx_memory_t)* _mem);
/**
* Destroy dynamic index buffer.
* Params:
* _handle = Dynamic index buffer handle.
*/
void bgfx_destroy_dynamic_index_buffer(bgfx_dynamic_index_buffer_handle_t _handle);
/**
* Create empty dynamic vertex buffer.
* Params:
* _num = Number of vertices.
* _layout = Vertex layout.
* _flags = Buffer creation flags.
* - `BGFX_BUFFER_NONE` - No flags.
* - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
* - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
* is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
* - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
* - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
* data is passed. If this flag is not specified, and more data is passed on update, the buffer
* will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
* buffers.
* - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
* index buffers.
*/
bgfx_dynamic_vertex_buffer_handle_t bgfx_create_dynamic_vertex_buffer(uint _num, const(bgfx_vertex_layout_t)* _layout, ushort _flags);
/**
* Create dynamic vertex buffer and initialize it.
* Params:
* _mem = Vertex buffer data.
* _layout = Vertex layout.
* _flags = Buffer creation flags.
* - `BGFX_BUFFER_NONE` - No flags.
* - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
* - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
* is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
* - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
* - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
* data is passed. If this flag is not specified, and more data is passed on update, the buffer
* will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
* buffers.
* - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
* index buffers.
*/
bgfx_dynamic_vertex_buffer_handle_t bgfx_create_dynamic_vertex_buffer_mem(const(bgfx_memory_t)* _mem, const(bgfx_vertex_layout_t)* _layout, ushort _flags);
/**
* Update dynamic vertex buffer.
* Params:
* _handle = Dynamic vertex buffer handle.
* _startVertex = Start vertex.
* _mem = Vertex buffer data.
*/
void bgfx_update_dynamic_vertex_buffer(bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, const(bgfx_memory_t)* _mem);
/**
* Destroy dynamic vertex buffer.
* Params:
* _handle = Dynamic vertex buffer handle.
*/
void bgfx_destroy_dynamic_vertex_buffer(bgfx_dynamic_vertex_buffer_handle_t _handle);
/**
* Returns number of requested or maximum available indices.
* Params:
* _num = Number of required indices.
* _index32 = Set to `true` if input indices will be 32-bit.
*/
uint bgfx_get_avail_transient_index_buffer(uint _num, bool _index32);
/**
* Returns number of requested or maximum available vertices.
* Params:
* _num = Number of required vertices.
* _layout = Vertex layout.
*/
uint bgfx_get_avail_transient_vertex_buffer(uint _num, const(bgfx_vertex_layout_t)* _layout);
/**
* Returns number of requested or maximum available instance buffer slots.
* Params:
* _num = Number of required instances.
* _stride = Stride per instance.
*/
uint bgfx_get_avail_instance_data_buffer(uint _num, ushort _stride);
/**
* Allocate transient index buffer.
* Params:
* _tib = TransientIndexBuffer structure will be filled, and will be valid
* for the duration of frame, and can be reused for multiple draw
* calls.
* _num = Number of indices to allocate.
* _index32 = Set to `true` if input indices will be 32-bit.
*/
void bgfx_alloc_transient_index_buffer(bgfx_transient_index_buffer_t* _tib, uint _num, bool _index32);
/**
* Allocate transient vertex buffer.
* Params:
* _tvb = TransientVertexBuffer structure will be filled, and will be valid
* for the duration of frame, and can be reused for multiple draw
* calls.
* _num = Number of vertices to allocate.
* _layout = Vertex layout.
*/
void bgfx_alloc_transient_vertex_buffer(bgfx_transient_vertex_buffer_t* _tvb, uint _num, const(bgfx_vertex_layout_t)* _layout);
/**
* Check for required space and allocate transient vertex and index
* buffers. If both space requirements are satisfied function returns
* true.
* Params:
* _tvb = TransientVertexBuffer structure will be filled, and will be valid
* for the duration of frame, and can be reused for multiple draw
* calls.
* _layout = Vertex layout.
* _numVertices = Number of vertices to allocate.
* _tib = TransientIndexBuffer structure will be filled, and will be valid
* for the duration of frame, and can be reused for multiple draw
* calls.
* _numIndices = Number of indices to allocate.
* _index32 = Set to `true` if input indices will be 32-bit.
*/
bool bgfx_alloc_transient_buffers(bgfx_transient_vertex_buffer_t* _tvb, const(bgfx_vertex_layout_t)* _layout, uint _numVertices, bgfx_transient_index_buffer_t* _tib, uint _numIndices, bool _index32);
/**
* Allocate instance data buffer.
* Params:
* _idb = InstanceDataBuffer structure will be filled, and will be valid
* for duration of frame, and can be reused for multiple draw
* calls.
* _num = Number of instances.
* _stride = Instance stride. Must be multiple of 16.
*/
void bgfx_alloc_instance_data_buffer(bgfx_instance_data_buffer_t* _idb, uint _num, ushort _stride);
/**
* Create draw indirect buffer.
* Params:
* _num = Number of indirect calls.
*/
bgfx_indirect_buffer_handle_t bgfx_create_indirect_buffer(uint _num);
/**
* Destroy draw indirect buffer.
* Params:
* _handle = Indirect buffer handle.
*/
void bgfx_destroy_indirect_buffer(bgfx_indirect_buffer_handle_t _handle);
/**
* Create shader from memory buffer.
* Params:
* _mem = Shader binary.
*/
bgfx_shader_handle_t bgfx_create_shader(const(bgfx_memory_t)* _mem);
/**
* Returns the number of uniforms and uniform handles used inside a shader.
* Remarks:
* Only non-predefined uniforms are returned.
* Params:
* _handle = Shader handle.
* _uniforms = UniformHandle array where data will be stored.
* _max = Maximum capacity of array.
*/
ushort bgfx_get_shader_uniforms(bgfx_shader_handle_t _handle, bgfx_uniform_handle_t* _uniforms, ushort _max);
/**
* Set shader debug name.
* Params:
* _handle = Shader handle.
* _name = Shader name.
* _len = Shader name length (if length is INT32_MAX, it's expected
* that _name is zero terminated string).
*/
void bgfx_set_shader_name(bgfx_shader_handle_t _handle, const(char)* _name, int _len);
/**
* Destroy shader.
* Remarks: Once a shader program is created with _handle,
* it is safe to destroy that shader.
* Params:
* _handle = Shader handle.
*/
void bgfx_destroy_shader(bgfx_shader_handle_t _handle);
/**
* Create program with vertex and fragment shaders.
* Params:
* _vsh = Vertex shader.
* _fsh = Fragment shader.
* _destroyShaders = If true, shaders will be destroyed when program is destroyed.
*/
bgfx_program_handle_t bgfx_create_program(bgfx_shader_handle_t _vsh, bgfx_shader_handle_t _fsh, bool _destroyShaders);
/**
* Create program with compute shader.
* Params:
* _csh = Compute shader.
* _destroyShaders = If true, shaders will be destroyed when program is destroyed.
*/
bgfx_program_handle_t bgfx_create_compute_program(bgfx_shader_handle_t _csh, bool _destroyShaders);
/**
* Destroy program.
* Params:
* _handle = Program handle.
*/
void bgfx_destroy_program(bgfx_program_handle_t _handle);
/**
* Validate texture parameters.
* Params:
* _depth = Depth dimension of volume texture.
* _cubeMap = Indicates that texture contains cubemap.
* _numLayers = Number of layers in texture array.
* _format = Texture format. See: `TextureFormat::Enum`.
* _flags = Texture flags. See `BGFX_TEXTURE_*`.
*/
bool bgfx_is_texture_valid(ushort _depth, bool _cubeMap, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags);
/**
* Validate frame buffer parameters.
* Params:
* _num = Number of attachments.
* _attachment = Attachment texture info. See: `bgfx::Attachment`.
*/
bool bgfx_is_frame_buffer_valid(ubyte _num, const(bgfx_attachment_t)* _attachment);
/**
* Calculate amount of memory required for texture.
* Params:
* _info = Resulting texture info structure. See: `TextureInfo`.
* _width = Width.
* _height = Height.
* _depth = Depth dimension of volume texture.
* _cubeMap = Indicates that texture contains cubemap.
* _hasMips = Indicates that texture contains full mip-map chain.
* _numLayers = Number of layers in texture array.
* _format = Texture format. See: `TextureFormat::Enum`.
*/
void bgfx_calc_texture_size(bgfx_texture_info_t* _info, ushort _width, ushort _height, ushort _depth, bool _cubeMap, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format);
/**
* Create texture from memory buffer.
* Params:
* _mem = DDS, KTX or PVR texture binary data.
* _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
* flags. Default texture sampling mode is linear, and wrap mode is repeat.
* - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
* mode.
* - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
* sampling.
* _skip = Skip top level mips when parsing texture.
* _info = When non-`NULL` is specified it returns parsed texture information.
*/
bgfx_texture_handle_t bgfx_create_texture(const(bgfx_memory_t)* _mem, ulong _flags, ubyte _skip, bgfx_texture_info_t* _info);
/**
* Create 2D texture.
* Params:
* _width = Width.
* _height = Height.
* _hasMips = Indicates that texture contains full mip-map chain.
* _numLayers = Number of layers in texture array. Must be 1 if caps
* `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
* _format = Texture format. See: `TextureFormat::Enum`.
* _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
* flags. Default texture sampling mode is linear, and wrap mode is repeat.
* - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
* mode.
* - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
* sampling.
* _mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If
* `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than
* 1, expected memory layout is texture and all mips together for each array element.
*/
bgfx_texture_handle_t bgfx_create_texture_2d(ushort _width, ushort _height, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags, const(bgfx_memory_t)* _mem);
/**
* Create texture with size based on back-buffer ratio. Texture will maintain ratio
* if back buffer resolution changes.
* Params:
* _ratio = Texture size in respect to back-buffer size. See: `BackbufferRatio::Enum`.
* _hasMips = Indicates that texture contains full mip-map chain.
* _numLayers = Number of layers in texture array. Must be 1 if caps
* `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
* _format = Texture format. See: `TextureFormat::Enum`.
* _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
* flags. Default texture sampling mode is linear, and wrap mode is repeat.
* - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
* mode.
* - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
* sampling.
*/
bgfx_texture_handle_t bgfx_create_texture_2d_scaled(bgfx_backbuffer_ratio_t _ratio, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags);
/**
* Create 3D texture.
* Params:
* _width = Width.
* _height = Height.
* _depth = Depth.
* _hasMips = Indicates that texture contains full mip-map chain.
* _format = Texture format. See: `TextureFormat::Enum`.
* _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
* flags. Default texture sampling mode is linear, and wrap mode is repeat.
* - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
* mode.
* - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
* sampling.
* _mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If
* `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than
* 1, expected memory layout is texture and all mips together for each array element.
*/
bgfx_texture_handle_t bgfx_create_texture_3d(ushort _width, ushort _height, ushort _depth, bool _hasMips, bgfx_texture_format_t _format, ulong _flags, const(bgfx_memory_t)* _mem);
/**
* Create Cube texture.
* Params:
* _size = Cube side size.
* _hasMips = Indicates that texture contains full mip-map chain.
* _numLayers = Number of layers in texture array. Must be 1 if caps
* `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
* _format = Texture format. See: `TextureFormat::Enum`.
* _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
* flags. Default texture sampling mode is linear, and wrap mode is repeat.
* - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
* mode.
* - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
* sampling.
* _mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If
* `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than
* 1, expected memory layout is texture and all mips together for each array element.
*/
bgfx_texture_handle_t bgfx_create_texture_cube(ushort _size, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags, const(bgfx_memory_t)* _mem);
/**
* Update 2D texture.
* Attention: It's valid to update only mutable texture. See `bgfx::createTexture2D` for more info.
* Params:
* _handle = Texture handle.
* _layer = Layer in texture array.
* _mip = Mip level.
* _x = X offset in texture.
* _y = Y offset in texture.
* _width = Width of texture block.
* _height = Height of texture block.
* _mem = Texture update data.
* _pitch = Pitch of input image (bytes). When _pitch is set to
* UINT16_MAX, it will be calculated internally based on _width.
*/
void bgfx_update_texture_2d(bgfx_texture_handle_t _handle, ushort _layer, ubyte _mip, ushort _x, ushort _y, ushort _width, ushort _height, const(bgfx_memory_t)* _mem, ushort _pitch);
/**
* Update 3D texture.
* Attention: It's valid to update only mutable texture. See `bgfx::createTexture3D` for more info.
* Params:
* _handle = Texture handle.
* _mip = Mip level.
* _x = X offset in texture.
* _y = Y offset in texture.
* _z = Z offset in texture.
* _width = Width of texture block.
* _height = Height of texture block.
* _depth = Depth of texture block.
* _mem = Texture update data.
*/
void bgfx_update_texture_3d(bgfx_texture_handle_t _handle, ubyte _mip, ushort _x, ushort _y, ushort _z, ushort _width, ushort _height, ushort _depth, const(bgfx_memory_t)* _mem);
/**
* Update Cube texture.
* Attention: It's valid to update only mutable texture. See `bgfx::createTextureCube` for more info.
* Params:
* _handle = Texture handle.
* _layer = Layer in texture array.
* _side = Cubemap side `BGFX_CUBE_MAP_<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 = Mip level.
* _x = X offset in texture.
* _y = Y offset in texture.
* _width = Width of texture block.
* _height = Height of texture block.
* _mem = Texture update data.
* _pitch = Pitch of input image (bytes). When _pitch is set to
* UINT16_MAX, it will be calculated internally based on _width.
*/
void bgfx_update_texture_cube(bgfx_texture_handle_t _handle, ushort _layer, ubyte _side, ubyte _mip, ushort _x, ushort _y, ushort _width, ushort _height, const(bgfx_memory_t)* _mem, ushort _pitch);
/**
* Read back texture content.
* Attention: Texture must be created with `BGFX_TEXTURE_READ_BACK` flag.
* Attention: Availability depends on: `BGFX_CAPS_TEXTURE_READ_BACK`.
* Params:
* _handle = Texture handle.
* _data = Destination buffer.
* _mip = Mip level.
*/
uint bgfx_read_texture(bgfx_texture_handle_t _handle, void* _data, ubyte _mip);
/**
* Set texture debug name.
* Params:
* _handle = Texture handle.
* _name = Texture name.
* _len = Texture name length (if length is INT32_MAX, it's expected
* that _name is zero terminated string.
*/
void bgfx_set_texture_name(bgfx_texture_handle_t _handle, const(char)* _name, int _len);
/**
* Returns texture direct access pointer.
* Attention: Availability depends on: `BGFX_CAPS_TEXTURE_DIRECT_ACCESS`. This feature
* is available on GPUs that have unified memory architecture (UMA) support.
* Params:
* _handle = Texture handle.
*/
void* bgfx_get_direct_access_ptr(bgfx_texture_handle_t _handle);
/**
* Destroy texture.
* Params:
* _handle = Texture handle.
*/
void bgfx_destroy_texture(bgfx_texture_handle_t _handle);
/**
* Create frame buffer (simple).
* Params:
* _width = Texture width.
* _height = Texture height.
* _format = Texture format. See: `TextureFormat::Enum`.
* _textureFlags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
* flags. Default texture sampling mode is linear, and wrap mode is repeat.
* - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
* mode.
* - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
* sampling.
*/
bgfx_frame_buffer_handle_t bgfx_create_frame_buffer(ushort _width, ushort _height, bgfx_texture_format_t _format, ulong _textureFlags);
/**
* Create frame buffer with size based on back-buffer ratio. Frame buffer will maintain ratio
* if back buffer resolution changes.
* Params:
* _ratio = Frame buffer size in respect to back-buffer size. See:
* `BackbufferRatio::Enum`.
* _format = Texture format. See: `TextureFormat::Enum`.
* _textureFlags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
* flags. Default texture sampling mode is linear, and wrap mode is repeat.
* - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
* mode.
* - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
* sampling.
*/
bgfx_frame_buffer_handle_t bgfx_create_frame_buffer_scaled(bgfx_backbuffer_ratio_t _ratio, bgfx_texture_format_t _format, ulong _textureFlags);
/**
* Create MRT frame buffer from texture handles (simple).
* Params:
* _num = Number of texture handles.
* _handles = Texture attachments.
* _destroyTexture = If true, textures will be destroyed when
* frame buffer is destroyed.
*/
bgfx_frame_buffer_handle_t bgfx_create_frame_buffer_from_handles(ubyte _num, const(bgfx_texture_handle_t)* _handles, bool _destroyTexture);
/**
* Create MRT frame buffer from texture handles with specific layer and
* mip level.
* Params:
* _num = Number of attachments.
* _attachment = Attachment texture info. See: `bgfx::Attachment`.
* _destroyTexture = If true, textures will be destroyed when
* frame buffer is destroyed.
*/
bgfx_frame_buffer_handle_t bgfx_create_frame_buffer_from_attachment(ubyte _num, const(bgfx_attachment_t)* _attachment, bool _destroyTexture);
/**
* Create frame buffer for multiple window rendering.
* Remarks:
* Frame buffer cannot be used for sampling.
* Attention: Availability depends on: `BGFX_CAPS_SWAP_CHAIN`.
* Params:
* _nwh = OS' target native window handle.
* _width = Window back buffer width.
* _height = Window back buffer height.
* _format = Window back buffer color format.
* _depthFormat = Window back buffer depth format.
*/
bgfx_frame_buffer_handle_t bgfx_create_frame_buffer_from_nwh(void* _nwh, ushort _width, ushort _height, bgfx_texture_format_t _format, bgfx_texture_format_t _depthFormat);
/**
* Set frame buffer debug name.
* Params:
* _handle = Frame buffer handle.
* _name = Frame buffer name.
* _len = Frame buffer name length (if length is INT32_MAX, it's expected
* that _name is zero terminated string.
*/
void bgfx_set_frame_buffer_name(bgfx_frame_buffer_handle_t _handle, const(char)* _name, int _len);
/**
* Obtain texture handle of frame buffer attachment.
* Params:
* _handle = Frame buffer handle.
*/
bgfx_texture_handle_t bgfx_get_texture(bgfx_frame_buffer_handle_t _handle, ubyte _attachment);
/**
* Destroy frame buffer.
* Params:
* _handle = Frame buffer handle.
*/
void bgfx_destroy_frame_buffer(bgfx_frame_buffer_handle_t _handle);
/**
* Create shader uniform parameter.
* Remarks:
* 1. Uniform names are unique. It's valid to call `bgfx::createUniform`
* multiple times with the same uniform name. The library will always
* return the same handle, but the handle reference count will be
* incremented. This means that the same number of `bgfx::destroyUniform`
* must be called to properly destroy the uniform.
* 2. Predefined uniforms (declared in `bgfx_shader.sh`):
* - `u_viewRect vec4(x, y, width, height)` - view rectangle for current
* view, in pixels.
* - `u_viewTexel vec4(1.0/width, 1.0/height, undef, undef)` - inverse
* width and height
* - `u_view mat4` - view matrix
* - `u_invView mat4` - inverted view matrix
* - `u_proj mat4` - projection matrix
* - `u_invProj mat4` - inverted projection matrix
* - `u_viewProj mat4` - concatenated view projection matrix
* - `u_invViewProj mat4` - concatenated inverted view projection matrix
* - `u_model mat4[BGFX_CONFIG_MAX_BONES]` - array of model matrices.
* - `u_modelView mat4` - concatenated model view matrix, only first
* model matrix from array is used.
* - `u_modelViewProj mat4` - concatenated model view projection matrix.
* - `u_alphaRef float` - alpha reference value for alpha test.
* Params:
* _name = Uniform name in shader.
* _type = Type of uniform (See: `bgfx::UniformType`).
* _num = Number of elements in array.
*/
bgfx_uniform_handle_t bgfx_create_uniform(const(char)* _name, bgfx_uniform_type_t _type, ushort _num);
/**
* Retrieve uniform info.
* Params:
* _handle = Handle to uniform object.
* _info = Uniform info.
*/
void bgfx_get_uniform_info(bgfx_uniform_handle_t _handle, bgfx_uniform_info_t* _info);
/**
* Destroy shader uniform parameter.
* Params:
* _handle = Handle to uniform object.
*/
void bgfx_destroy_uniform(bgfx_uniform_handle_t _handle);
/**
* Create occlusion query.
*/
bgfx_occlusion_query_handle_t bgfx_create_occlusion_query();
/**
* Retrieve occlusion query result from previous frame.
* Params:
* _handle = Handle to occlusion query object.
* _result = Number of pixels that passed test. This argument
* can be `NULL` if result of occlusion query is not needed.
*/
bgfx_occlusion_query_result_t bgfx_get_result(bgfx_occlusion_query_handle_t _handle, int* _result);
/**
* Destroy occlusion query.
* Params:
* _handle = Handle to occlusion query object.
*/
void bgfx_destroy_occlusion_query(bgfx_occlusion_query_handle_t _handle);
/**
* Set palette color value.
* Params:
* _index = Index into palette.
* _rgba = RGBA floating point values.
*/
void bgfx_set_palette_color(ubyte _index, const float[4] _rgba);
/**
* Set palette color value.
* Params:
* _index = Index into palette.
* _rgba = Packed 32-bit RGBA value.
*/
void bgfx_set_palette_color_rgba8(ubyte _index, uint _rgba);
/**
* Set view name.
* Remarks:
* This is debug only feature.
* In graphics debugger view name will appear as:
* "nnnc <view name>"
* ^ ^ ^
* | +--- compute (C)
* +------ view id
* Params:
* _id = View id.
* _name = View name.
*/
void bgfx_set_view_name(bgfx_view_id_t _id, const(char)* _name);
/**
* Set view rectangle. Draw primitive outside view will be clipped.
* Params:
* _id = View id.
* _x = Position x from the left corner of the window.
* _y = Position y from the top corner of the window.
* _width = Width of view port region.
* _height = Height of view port region.
*/
void bgfx_set_view_rect(bgfx_view_id_t _id, ushort _x, ushort _y, ushort _width, ushort _height);
/**
* Set view rectangle. Draw primitive outside view will be clipped.
* Params:
* _id = View id.
* _x = Position x from the left corner of the window.
* _y = Position y from the top corner of the window.
* _ratio = Width and height will be set in respect to back-buffer size.
* See: `BackbufferRatio::Enum`.
*/
void bgfx_set_view_rect_ratio(bgfx_view_id_t _id, ushort _x, ushort _y, bgfx_backbuffer_ratio_t _ratio);
/**
* Set view scissor. Draw primitive outside view will be clipped. When
* _x, _y, _width and _height are set to 0, scissor will be disabled.
* Params:
* _id = View id.
* _x = Position x from the left corner of the window.
* _y = Position y from the top corner of the window.
* _width = Width of view scissor region.
* _height = Height of view scissor region.
*/
void bgfx_set_view_scissor(bgfx_view_id_t _id, ushort _x, ushort _y, ushort _width, ushort _height);
/**
* Set view clear flags.
* Params:
* _id = View id.
* _flags = Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear
* operation. See: `BGFX_CLEAR_*`.
* _rgba = Color clear value.
* _depth = Depth clear value.
* _stencil = Stencil clear value.
*/
void bgfx_set_view_clear(bgfx_view_id_t _id, ushort _flags, uint _rgba, float _depth, ubyte _stencil);
/**
* Set view clear flags with different clear color for each
* frame buffer texture. `bgfx::setPaletteColor` must be used to set up a
* clear color palette.
* Params:
* _id = View id.
* _flags = Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear
* operation. See: `BGFX_CLEAR_*`.
* _depth = Depth clear value.
* _stencil = Stencil clear value.
* _c0 = Palette index for frame buffer attachment 0.
* _c1 = Palette index for frame buffer attachment 1.
* _c2 = Palette index for frame buffer attachment 2.
* _c3 = Palette index for frame buffer attachment 3.
* _c4 = Palette index for frame buffer attachment 4.
* _c5 = Palette index for frame buffer attachment 5.
* _c6 = Palette index for frame buffer attachment 6.
* _c7 = Palette index for frame buffer attachment 7.
*/
void bgfx_set_view_clear_mrt(bgfx_view_id_t _id, ushort _flags, float _depth, ubyte _stencil, ubyte _c0, ubyte _c1, ubyte _c2, ubyte _c3, ubyte _c4, ubyte _c5, ubyte _c6, ubyte _c7);
/**
* Set view sorting mode.
* Remarks:
* View mode must be set prior calling `bgfx::submit` for the view.
* Params:
* _id = View id.
* _mode = View sort mode. See `ViewMode::Enum`.
*/
void bgfx_set_view_mode(bgfx_view_id_t _id, bgfx_view_mode_t _mode);
/**
* Set view frame buffer.
* Remarks:
* Not persistent after `bgfx::reset` call.
* Params:
* _id = View id.
* _handle = Frame buffer handle. Passing `BGFX_INVALID_HANDLE` as
* frame buffer handle will draw primitives from this view into
* default back buffer.
*/
void bgfx_set_view_frame_buffer(bgfx_view_id_t _id, bgfx_frame_buffer_handle_t _handle);
/**
* Set view's view matrix and projection matrix,
* all draw primitives in this view will use these two matrices.
* Params:
* _id = View id.
* _view = View matrix.
* _proj = Projection matrix.
*/
void bgfx_set_view_transform(bgfx_view_id_t _id, const(void)* _view, const(void)* _proj);
/**
* Post submit view reordering.
* Params:
* _id = First view id.
* _num = Number of views to remap.
* _order = View remap id table. Passing `NULL` will reset view ids
* to default state.
*/
void bgfx_set_view_order(bgfx_view_id_t _id, ushort _num, const(bgfx_view_id_t)* _order);
/**
* Reset all view settings to default.
*/
void bgfx_reset_view(bgfx_view_id_t _id);
/**
* Begin submitting draw calls from thread.
* Params:
* _forThread = Explicitly request an encoder for a worker thread.
*/
bgfx_encoder_t* bgfx_encoder_begin(bool _forThread);
/**
* End submitting draw calls from thread.
* Params:
* _encoder = Encoder.
*/
void bgfx_encoder_end(bgfx_encoder_t* _encoder);
/**
* Sets a debug marker. This allows you to group graphics calls together for easy browsing in
* graphics debugging tools.
* Params:
* _marker = Marker string.
*/
void bgfx_encoder_set_marker(bgfx_encoder_t* _this, const(char)* _marker);
/**
* Set render states for draw primitive.
* Remarks:
* 1. To set up more complex states use:
* `BGFX_STATE_ALPHA_REF(_ref)`,
* `BGFX_STATE_POINT_SIZE(_size)`,
* `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
* `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`,
* `BGFX_STATE_BLEND_EQUATION(_equation)`,
* `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)`
* 2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend
* equation is specified.
* Params:
* _state = State flags. Default state for primitive type is
* triangles. See: `BGFX_STATE_DEFAULT`.
* - `BGFX_STATE_DEPTH_TEST_*` - Depth test function.
* - `BGFX_STATE_BLEND_*` - See remark 1 about BGFX_STATE_BLEND_FUNC.
* - `BGFX_STATE_BLEND_EQUATION_*` - See remark 2.
* - `BGFX_STATE_CULL_*` - Backface culling mode.
* - `BGFX_STATE_WRITE_*` - Enable R, G, B, A or Z write.
* - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing.
* - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type.
* _rgba = Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and
* `BGFX_STATE_BLEND_INV_FACTOR` blend modes.
*/
void bgfx_encoder_set_state(bgfx_encoder_t* _this, ulong _state, uint _rgba);
/**
* Set condition for rendering.
* Params:
* _handle = Occlusion query handle.
* _visible = Render if occlusion query is visible.
*/
void bgfx_encoder_set_condition(bgfx_encoder_t* _this, bgfx_occlusion_query_handle_t _handle, bool _visible);
/**
* Set stencil test state.
* Params:
* _fstencil = Front stencil state.
* _bstencil = Back stencil state. If back is set to `BGFX_STENCIL_NONE`
* _fstencil is applied to both front and back facing primitives.
*/
void bgfx_encoder_set_stencil(bgfx_encoder_t* _this, uint _fstencil, uint _bstencil);
/**
* Set scissor for draw primitive.
* Remarks:
* To scissor for all primitives in view see `bgfx::setViewScissor`.
* Params:
* _x = Position x from the left corner of the window.
* _y = Position y from the top corner of the window.
* _width = Width of view scissor region.
* _height = Height of view scissor region.
*/
ushort bgfx_encoder_set_scissor(bgfx_encoder_t* _this, ushort _x, ushort _y, ushort _width, ushort _height);
/**
* Set scissor from cache for draw primitive.
* Remarks:
* To scissor for all primitives in view see `bgfx::setViewScissor`.
* Params:
* _cache = Index in scissor cache.
*/
void bgfx_encoder_set_scissor_cached(bgfx_encoder_t* _this, ushort _cache);
/**
* Set model matrix for draw primitive. If it is not called,
* the model will be rendered with an identity model matrix.
* Params:
* _mtx = Pointer to first matrix in array.
* _num = Number of matrices in array.
*/
uint bgfx_encoder_set_transform(bgfx_encoder_t* _this, const(void)* _mtx, ushort _num);
/**
* Set model matrix from matrix cache for draw primitive.
* Params:
* _cache = Index in matrix cache.
* _num = Number of matrices from cache.
*/
void bgfx_encoder_set_transform_cached(bgfx_encoder_t* _this, uint _cache, ushort _num);
/**
* Reserve matrices in internal matrix cache.
* Attention: Pointer returned can be modified until `bgfx::frame` is called.
* Params:
* _transform = Pointer to `Transform` structure.
* _num = Number of matrices.
*/
uint bgfx_encoder_alloc_transform(bgfx_encoder_t* _this, bgfx_transform_t* _transform, ushort _num);
/**
* Set shader uniform parameter for draw primitive.
* Params:
* _handle = Uniform.
* _value = Pointer to uniform data.
* _num = Number of elements. Passing `UINT16_MAX` will
* use the _num passed on uniform creation.
*/
void bgfx_encoder_set_uniform(bgfx_encoder_t* _this, bgfx_uniform_handle_t _handle, const(void)* _value, ushort _num);
/**
* Set index buffer for draw primitive.
* Params:
* _handle = Index buffer.
* _firstIndex = First index to render.
* _numIndices = Number of indices to render.
*/
void bgfx_encoder_set_index_buffer(bgfx_encoder_t* _this, bgfx_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices);
/**
* Set index buffer for draw primitive.
* Params:
* _handle = Dynamic index buffer.
* _firstIndex = First index to render.
* _numIndices = Number of indices to render.
*/
void bgfx_encoder_set_dynamic_index_buffer(bgfx_encoder_t* _this, bgfx_dynamic_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices);
/**
* Set index buffer for draw primitive.
* Params:
* _tib = Transient index buffer.
* _firstIndex = First index to render.
* _numIndices = Number of indices to render.
*/
void bgfx_encoder_set_transient_index_buffer(bgfx_encoder_t* _this, const(bgfx_transient_index_buffer_t)* _tib, uint _firstIndex, uint _numIndices);
/**
* Set vertex buffer for draw primitive.
* Params:
* _stream = Vertex stream.
* _handle = Vertex buffer.
* _startVertex = First vertex to render.
* _numVertices = Number of vertices to render.
*/
void bgfx_encoder_set_vertex_buffer(bgfx_encoder_t* _this, ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices);
/**
* Set vertex buffer for draw primitive.
* Params:
* _stream = Vertex stream.
* _handle = Vertex buffer.
* _startVertex = First vertex to render.
* _numVertices = Number of vertices to render.
* _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
* handle is used, vertex layout used for creation
* of vertex buffer will be used.
*/
void bgfx_encoder_set_vertex_buffer_with_layout(bgfx_encoder_t* _this, ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
/**
* Set vertex buffer for draw primitive.
* Params:
* _stream = Vertex stream.
* _handle = Dynamic vertex buffer.
* _startVertex = First vertex to render.
* _numVertices = Number of vertices to render.
*/
void bgfx_encoder_set_dynamic_vertex_buffer(bgfx_encoder_t* _this, ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices);
void bgfx_encoder_set_dynamic_vertex_buffer_with_layout(bgfx_encoder_t* _this, ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
/**
* Set vertex buffer for draw primitive.
* Params:
* _stream = Vertex stream.
* _tvb = Transient vertex buffer.
* _startVertex = First vertex to render.
* _numVertices = Number of vertices to render.
*/
void bgfx_encoder_set_transient_vertex_buffer(bgfx_encoder_t* _this, ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices);
/**
* Set vertex buffer for draw primitive.
* Params:
* _stream = Vertex stream.
* _tvb = Transient vertex buffer.
* _startVertex = First vertex to render.
* _numVertices = Number of vertices to render.
* _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
* handle is used, vertex layout used for creation
* of vertex buffer will be used.
*/
void bgfx_encoder_set_transient_vertex_buffer_with_layout(bgfx_encoder_t* _this, ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
/**
* Set number of vertices for auto generated vertices use in conjunction
* with gl_VertexID.
* Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
* Params:
* _numVertices = Number of vertices.
*/
void bgfx_encoder_set_vertex_count(bgfx_encoder_t* _this, uint _numVertices);
/**
* Set instance data buffer for draw primitive.
* Params:
* _idb = Transient instance data buffer.
* _start = First instance data.
* _num = Number of data instances.
*/
void bgfx_encoder_set_instance_data_buffer(bgfx_encoder_t* _this, const(bgfx_instance_data_buffer_t)* _idb, uint _start, uint _num);
/**
* Set instance data buffer for draw primitive.
* Params:
* _handle = Vertex buffer.
* _startVertex = First instance data.
* _num = Number of data instances.
* Set instance data buffer for draw primitive.
*/
void bgfx_encoder_set_instance_data_from_vertex_buffer(bgfx_encoder_t* _this, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
/**
* Set instance data buffer for draw primitive.
* Params:
* _handle = Dynamic vertex buffer.
* _startVertex = First instance data.
* _num = Number of data instances.
*/
void bgfx_encoder_set_instance_data_from_dynamic_vertex_buffer(bgfx_encoder_t* _this, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
/**
* Set number of instances for auto generated instances use in conjunction
* with gl_InstanceID.
* Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
*/
void bgfx_encoder_set_instance_count(bgfx_encoder_t* _this, uint _numInstances);
/**
* Set texture stage for draw primitive.
* Params:
* _stage = Texture unit.
* _sampler = Program sampler.
* _handle = Texture handle.
* _flags = Texture sampling mode. Default value UINT32_MAX uses
* texture sampling settings from the texture.
* - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
* mode.
* - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
* sampling.
*/
void bgfx_encoder_set_texture(bgfx_encoder_t* _this, ubyte _stage, bgfx_uniform_handle_t _sampler, bgfx_texture_handle_t _handle, uint _flags);
/**
* Submit an empty primitive for rendering. Uniforms and draw state
* will be applied but no geometry will be submitted. Useful in cases
* when no other draw/compute primitive is submitted to view, but it's
* desired to execute clear view.
* Remarks:
* These empty draw calls will sort before ordinary draw calls.
* Params:
* _id = View id.
*/
void bgfx_encoder_touch(bgfx_encoder_t* _this, bgfx_view_id_t _id);
/**
* Submit primitive for rendering.
* Params:
* _id = View id.
* _program = Program.
* _depth = Depth for sorting.
* _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
*/
void bgfx_encoder_submit(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _depth, ubyte _flags);
/**
* Submit primitive with occlusion query for rendering.
* Params:
* _id = View id.
* _program = Program.
* _occlusionQuery = Occlusion query.
* _depth = Depth for sorting.
* _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
*/
void bgfx_encoder_submit_occlusion_query(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_occlusion_query_handle_t _occlusionQuery, uint _depth, ubyte _flags);
/**
* Submit primitive for rendering with index and instance data info from
* indirect buffer.
* Params:
* _id = View id.
* _program = Program.
* _indirectHandle = Indirect buffer.
* _start = First element in indirect buffer.
* _num = Number of dispatches.
* _depth = Depth for sorting.
* _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
*/
void bgfx_encoder_submit_indirect(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, uint _depth, ubyte _flags);
/**
* Set compute index buffer.
* Params:
* _stage = Compute stage.
* _handle = Index buffer handle.
* _access = Buffer access. See `Access::Enum`.
*/
void bgfx_encoder_set_compute_index_buffer(bgfx_encoder_t* _this, ubyte _stage, bgfx_index_buffer_handle_t _handle, bgfx_access_t _access);
/**
* Set compute vertex buffer.
* Params:
* _stage = Compute stage.
* _handle = Vertex buffer handle.
* _access = Buffer access. See `Access::Enum`.
*/
void bgfx_encoder_set_compute_vertex_buffer(bgfx_encoder_t* _this, ubyte _stage, bgfx_vertex_buffer_handle_t _handle, bgfx_access_t _access);
/**
* Set compute dynamic index buffer.
* Params:
* _stage = Compute stage.
* _handle = Dynamic index buffer handle.
* _access = Buffer access. See `Access::Enum`.
*/
void bgfx_encoder_set_compute_dynamic_index_buffer(bgfx_encoder_t* _this, ubyte _stage, bgfx_dynamic_index_buffer_handle_t _handle, bgfx_access_t _access);
/**
* Set compute dynamic vertex buffer.
* Params:
* _stage = Compute stage.
* _handle = Dynamic vertex buffer handle.
* _access = Buffer access. See `Access::Enum`.
*/
void bgfx_encoder_set_compute_dynamic_vertex_buffer(bgfx_encoder_t* _this, ubyte _stage, bgfx_dynamic_vertex_buffer_handle_t _handle, bgfx_access_t _access);
/**
* Set compute indirect buffer.
* Params:
* _stage = Compute stage.
* _handle = Indirect buffer handle.
* _access = Buffer access. See `Access::Enum`.
*/
void bgfx_encoder_set_compute_indirect_buffer(bgfx_encoder_t* _this, ubyte _stage, bgfx_indirect_buffer_handle_t _handle, bgfx_access_t _access);
/**
* Set compute image from texture.
* Params:
* _stage = Compute stage.
* _handle = Texture handle.
* _mip = Mip level.
* _access = Image access. See `Access::Enum`.
* _format = Texture format. See: `TextureFormat::Enum`.
*/
void bgfx_encoder_set_image(bgfx_encoder_t* _this, ubyte _stage, bgfx_texture_handle_t _handle, ubyte _mip, bgfx_access_t _access, bgfx_texture_format_t _format);
/**
* Dispatch compute.
* Params:
* _id = View id.
* _program = Compute program.
* _numX = Number of groups X.
* _numY = Number of groups Y.
* _numZ = Number of groups Z.
* _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
*/
void bgfx_encoder_dispatch(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _numX, uint _numY, uint _numZ, ubyte _flags);
/**
* Dispatch compute indirect.
* Params:
* _id = View id.
* _program = Compute program.
* _indirectHandle = Indirect buffer.
* _start = First element in indirect buffer.
* _num = Number of dispatches.
* _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
*/
void bgfx_encoder_dispatch_indirect(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, ubyte _flags);
/**
* Discard previously set state for draw or compute call.
* Params:
* _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
*/
void bgfx_encoder_discard(bgfx_encoder_t* _this, ubyte _flags);
/**
* Blit 2D texture region between two 2D textures.
* Attention: Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag.
* Attention: Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`.
* Params:
* _id = View id.
* _dst = Destination texture handle.
* _dstMip = Destination texture mip level.
* _dstX = Destination texture X position.
* _dstY = Destination texture Y position.
* _dstZ = If texture is 2D this argument should be 0. If destination texture is cube
* this argument represents destination texture cube face. For 3D texture this argument
* represents destination texture Z position.
* _src = Source texture handle.
* _srcMip = Source texture mip level.
* _srcX = Source texture X position.
* _srcY = Source texture Y position.
* _srcZ = If texture is 2D this argument should be 0. If source texture is cube
* this argument represents source texture cube face. For 3D texture this argument
* represents source texture Z position.
* _width = Width of region.
* _height = Height of region.
* _depth = If texture is 3D this argument represents depth of region, otherwise it's
* unused.
*/
void bgfx_encoder_blit(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_texture_handle_t _dst, ubyte _dstMip, ushort _dstX, ushort _dstY, ushort _dstZ, bgfx_texture_handle_t _src, ubyte _srcMip, ushort _srcX, ushort _srcY, ushort _srcZ, ushort _width, ushort _height, ushort _depth);
/**
* Request screen shot of window back buffer.
* Remarks:
* `bgfx::CallbackI::screenShot` must be implemented.
* Attention: Frame buffer handle must be created with OS' target native window handle.
* Params:
* _handle = Frame buffer handle. If handle is `BGFX_INVALID_HANDLE` request will be
* made for main window back buffer.
* _filePath = Will be passed to `bgfx::CallbackI::screenShot` callback.
*/
void bgfx_request_screen_shot(bgfx_frame_buffer_handle_t _handle, const(char)* _filePath);
/**
* Render frame.
* Attention: `bgfx::renderFrame` is blocking call. It waits for
* `bgfx::frame` to be called from API thread to process frame.
* If timeout value is passed call will timeout and return even
* if `bgfx::frame` is not called.
* Warning: This call should be only used on platforms that don't
* allow creating separate rendering thread. If it is called before
* to bgfx::init, render thread won't be created by bgfx::init call.
* Params:
* _msecs = Timeout in milliseconds.
*/
bgfx_render_frame_t bgfx_render_frame(int _msecs);
/**
* Set platform data.
* Warning: Must be called before `bgfx::init`.
* Params:
* _data = Platform data.
*/
void bgfx_set_platform_data(const(bgfx_platform_data_t)* _data);
/**
* Get internal data for interop.
* Attention: It's expected you understand some bgfx internals before you
* use this call.
* Warning: Must be called only on render thread.
*/
const(bgfx_internal_data_t)* bgfx_get_internal_data();
/**
* Override internal texture with externally created texture. Previously
* created internal texture will released.
* Attention: It's expected you understand some bgfx internals before you
* use this call.
* Warning: Must be called only on render thread.
* Params:
* _handle = Texture handle.
* _ptr = Native API pointer to texture.
*/
ulong bgfx_override_internal_texture_ptr(bgfx_texture_handle_t _handle, ulong _ptr);
/**
* Override internal texture by creating new texture. Previously created
* internal texture will released.
* Attention: It's expected you understand some bgfx internals before you
* use this call.
* Returns: Native API pointer to texture. If result is 0, texture is not created yet from the
* main thread.
* Warning: Must be called only on render thread.
* Params:
* _handle = Texture handle.
* _width = Width.
* _height = Height.
* _numMips = Number of mip-maps.
* _format = Texture format. See: `TextureFormat::Enum`.
* _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
* flags. Default texture sampling mode is linear, and wrap mode is repeat.
* - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
* mode.
* - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
* sampling.
*/
ulong bgfx_override_internal_texture(bgfx_texture_handle_t _handle, ushort _width, ushort _height, ubyte _numMips, bgfx_texture_format_t _format, ulong _flags);
/**
* Sets a debug marker. This allows you to group graphics calls together for easy browsing in
* graphics debugging tools.
* Params:
* _marker = Marker string.
*/
void bgfx_set_marker(const(char)* _marker);
/**
* Set render states for draw primitive.
* Remarks:
* 1. To set up more complex states use:
* `BGFX_STATE_ALPHA_REF(_ref)`,
* `BGFX_STATE_POINT_SIZE(_size)`,
* `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
* `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`,
* `BGFX_STATE_BLEND_EQUATION(_equation)`,
* `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)`
* 2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend
* equation is specified.
* Params:
* _state = State flags. Default state for primitive type is
* triangles. See: `BGFX_STATE_DEFAULT`.
* - `BGFX_STATE_DEPTH_TEST_*` - Depth test function.
* - `BGFX_STATE_BLEND_*` - See remark 1 about BGFX_STATE_BLEND_FUNC.
* - `BGFX_STATE_BLEND_EQUATION_*` - See remark 2.
* - `BGFX_STATE_CULL_*` - Backface culling mode.
* - `BGFX_STATE_WRITE_*` - Enable R, G, B, A or Z write.
* - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing.
* - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type.
* _rgba = Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and
* `BGFX_STATE_BLEND_INV_FACTOR` blend modes.
*/
void bgfx_set_state(ulong _state, uint _rgba);
/**
* Set condition for rendering.
* Params:
* _handle = Occlusion query handle.
* _visible = Render if occlusion query is visible.
*/
void bgfx_set_condition(bgfx_occlusion_query_handle_t _handle, bool _visible);
/**
* Set stencil test state.
* Params:
* _fstencil = Front stencil state.
* _bstencil = Back stencil state. If back is set to `BGFX_STENCIL_NONE`
* _fstencil is applied to both front and back facing primitives.
*/
void bgfx_set_stencil(uint _fstencil, uint _bstencil);
/**
* Set scissor for draw primitive.
* Remarks:
* To scissor for all primitives in view see `bgfx::setViewScissor`.
* Params:
* _x = Position x from the left corner of the window.
* _y = Position y from the top corner of the window.
* _width = Width of view scissor region.
* _height = Height of view scissor region.
*/
ushort bgfx_set_scissor(ushort _x, ushort _y, ushort _width, ushort _height);
/**
* Set scissor from cache for draw primitive.
* Remarks:
* To scissor for all primitives in view see `bgfx::setViewScissor`.
* Params:
* _cache = Index in scissor cache.
*/
void bgfx_set_scissor_cached(ushort _cache);
/**
* Set model matrix for draw primitive. If it is not called,
* the model will be rendered with an identity model matrix.
* Params:
* _mtx = Pointer to first matrix in array.
* _num = Number of matrices in array.
*/
uint bgfx_set_transform(const(void)* _mtx, ushort _num);
/**
* Set model matrix from matrix cache for draw primitive.
* Params:
* _cache = Index in matrix cache.
* _num = Number of matrices from cache.
*/
void bgfx_set_transform_cached(uint _cache, ushort _num);
/**
* Reserve matrices in internal matrix cache.
* Attention: Pointer returned can be modified until `bgfx::frame` is called.
* Params:
* _transform = Pointer to `Transform` structure.
* _num = Number of matrices.
*/
uint bgfx_alloc_transform(bgfx_transform_t* _transform, ushort _num);
/**
* Set shader uniform parameter for draw primitive.
* Params:
* _handle = Uniform.
* _value = Pointer to uniform data.
* _num = Number of elements. Passing `UINT16_MAX` will
* use the _num passed on uniform creation.
*/
void bgfx_set_uniform(bgfx_uniform_handle_t _handle, const(void)* _value, ushort _num);
/**
* Set index buffer for draw primitive.
* Params:
* _handle = Index buffer.
* _firstIndex = First index to render.
* _numIndices = Number of indices to render.
*/
void bgfx_set_index_buffer(bgfx_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices);
/**
* Set index buffer for draw primitive.
* Params:
* _handle = Dynamic index buffer.
* _firstIndex = First index to render.
* _numIndices = Number of indices to render.
*/
void bgfx_set_dynamic_index_buffer(bgfx_dynamic_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices);
/**
* Set index buffer for draw primitive.
* Params:
* _tib = Transient index buffer.
* _firstIndex = First index to render.
* _numIndices = Number of indices to render.
*/
void bgfx_set_transient_index_buffer(const(bgfx_transient_index_buffer_t)* _tib, uint _firstIndex, uint _numIndices);
/**
* Set vertex buffer for draw primitive.
* Params:
* _stream = Vertex stream.
* _handle = Vertex buffer.
* _startVertex = First vertex to render.
* _numVertices = Number of vertices to render.
*/
void bgfx_set_vertex_buffer(ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices);
/**
* Set vertex buffer for draw primitive.
* Params:
* _stream = Vertex stream.
* _handle = Vertex buffer.
* _startVertex = First vertex to render.
* _numVertices = Number of vertices to render.
* _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
* handle is used, vertex layout used for creation
* of vertex buffer will be used.
*/
void bgfx_set_vertex_buffer_with_layout(ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
/**
* Set vertex buffer for draw primitive.
* Params:
* _stream = Vertex stream.
* _handle = Dynamic vertex buffer.
* _startVertex = First vertex to render.
* _numVertices = Number of vertices to render.
*/
void bgfx_set_dynamic_vertex_buffer(ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices);
/**
* Set vertex buffer for draw primitive.
* Params:
* _stream = Vertex stream.
* _handle = Dynamic vertex buffer.
* _startVertex = First vertex to render.
* _numVertices = Number of vertices to render.
* _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
* handle is used, vertex layout used for creation
* of vertex buffer will be used.
*/
void bgfx_set_dynamic_vertex_buffer_with_layout(ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
/**
* Set vertex buffer for draw primitive.
* Params:
* _stream = Vertex stream.
* _tvb = Transient vertex buffer.
* _startVertex = First vertex to render.
* _numVertices = Number of vertices to render.
*/
void bgfx_set_transient_vertex_buffer(ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices);
/**
* Set vertex buffer for draw primitive.
* Params:
* _stream = Vertex stream.
* _tvb = Transient vertex buffer.
* _startVertex = First vertex to render.
* _numVertices = Number of vertices to render.
* _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
* handle is used, vertex layout used for creation
* of vertex buffer will be used.
*/
void bgfx_set_transient_vertex_buffer_with_layout(ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
/**
* Set number of vertices for auto generated vertices use in conjunction
* with gl_VertexID.
* Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
* Params:
* _numVertices = Number of vertices.
*/
void bgfx_set_vertex_count(uint _numVertices);
/**
* Set instance data buffer for draw primitive.
* Params:
* _idb = Transient instance data buffer.
* _start = First instance data.
* _num = Number of data instances.
*/
void bgfx_set_instance_data_buffer(const(bgfx_instance_data_buffer_t)* _idb, uint _start, uint _num);
/**
* Set instance data buffer for draw primitive.
* Params:
* _handle = Vertex buffer.
* _startVertex = First instance data.
* _num = Number of data instances.
* Set instance data buffer for draw primitive.
*/
void bgfx_set_instance_data_from_vertex_buffer(bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
/**
* Set instance data buffer for draw primitive.
* Params:
* _handle = Dynamic vertex buffer.
* _startVertex = First instance data.
* _num = Number of data instances.
*/
void bgfx_set_instance_data_from_dynamic_vertex_buffer(bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
/**
* Set number of instances for auto generated instances use in conjunction
* with gl_InstanceID.
* Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
*/
void bgfx_set_instance_count(uint _numInstances);
/**
* Set texture stage for draw primitive.
* Params:
* _stage = Texture unit.
* _sampler = Program sampler.
* _handle = Texture handle.
* _flags = Texture sampling mode. Default value UINT32_MAX uses
* texture sampling settings from the texture.
* - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
* mode.
* - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
* sampling.
*/
void bgfx_set_texture(ubyte _stage, bgfx_uniform_handle_t _sampler, bgfx_texture_handle_t _handle, uint _flags);
/**
* Submit an empty primitive for rendering. Uniforms and draw state
* will be applied but no geometry will be submitted.
* Remarks:
* These empty draw calls will sort before ordinary draw calls.
* Params:
* _id = View id.
*/
void bgfx_touch(bgfx_view_id_t _id);
/**
* Submit primitive for rendering.
* Params:
* _id = View id.
* _program = Program.
* _depth = Depth for sorting.
* _flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
*/
void bgfx_submit(bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _depth, ubyte _flags);
/**
* Submit primitive with occlusion query for rendering.
* Params:
* _id = View id.
* _program = Program.
* _occlusionQuery = Occlusion query.
* _depth = Depth for sorting.
* _flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
*/
void bgfx_submit_occlusion_query(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_occlusion_query_handle_t _occlusionQuery, uint _depth, ubyte _flags);
/**
* Submit primitive for rendering with index and instance data info from
* indirect buffer.
* Params:
* _id = View id.
* _program = Program.
* _indirectHandle = Indirect buffer.
* _start = First element in indirect buffer.
* _num = Number of dispatches.
* _depth = Depth for sorting.
* _flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
*/
void bgfx_submit_indirect(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, uint _depth, ubyte _flags);
/**
* Set compute index buffer.
* Params:
* _stage = Compute stage.
* _handle = Index buffer handle.
* _access = Buffer access. See `Access::Enum`.
*/
void bgfx_set_compute_index_buffer(ubyte _stage, bgfx_index_buffer_handle_t _handle, bgfx_access_t _access);
/**
* Set compute vertex buffer.
* Params:
* _stage = Compute stage.
* _handle = Vertex buffer handle.
* _access = Buffer access. See `Access::Enum`.
*/
void bgfx_set_compute_vertex_buffer(ubyte _stage, bgfx_vertex_buffer_handle_t _handle, bgfx_access_t _access);
/**
* Set compute dynamic index buffer.
* Params:
* _stage = Compute stage.
* _handle = Dynamic index buffer handle.
* _access = Buffer access. See `Access::Enum`.
*/
void bgfx_set_compute_dynamic_index_buffer(ubyte _stage, bgfx_dynamic_index_buffer_handle_t _handle, bgfx_access_t _access);
/**
* Set compute dynamic vertex buffer.
* Params:
* _stage = Compute stage.
* _handle = Dynamic vertex buffer handle.
* _access = Buffer access. See `Access::Enum`.
*/
void bgfx_set_compute_dynamic_vertex_buffer(ubyte _stage, bgfx_dynamic_vertex_buffer_handle_t _handle, bgfx_access_t _access);
/**
* Set compute indirect buffer.
* Params:
* _stage = Compute stage.
* _handle = Indirect buffer handle.
* _access = Buffer access. See `Access::Enum`.
*/
void bgfx_set_compute_indirect_buffer(ubyte _stage, bgfx_indirect_buffer_handle_t _handle, bgfx_access_t _access);
/**
* Set compute image from texture.
* Params:
* _stage = Compute stage.
* _handle = Texture handle.
* _mip = Mip level.
* _access = Image access. See `Access::Enum`.
* _format = Texture format. See: `TextureFormat::Enum`.
*/
void bgfx_set_image(ubyte _stage, bgfx_texture_handle_t _handle, ubyte _mip, bgfx_access_t _access, bgfx_texture_format_t _format);
/**
* Dispatch compute.
* Params:
* _id = View id.
* _program = Compute program.
* _numX = Number of groups X.
* _numY = Number of groups Y.
* _numZ = Number of groups Z.
* _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
*/
void bgfx_dispatch(bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _numX, uint _numY, uint _numZ, ubyte _flags);
/**
* Dispatch compute indirect.
* Params:
* _id = View id.
* _program = Compute program.
* _indirectHandle = Indirect buffer.
* _start = First element in indirect buffer.
* _num = Number of dispatches.
* _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
*/
void bgfx_dispatch_indirect(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, ubyte _flags);
/**
* Discard previously set state for draw or compute call.
* Params:
* _flags = Draw/compute states to discard.
*/
void bgfx_discard(ubyte _flags);
/**
* Blit 2D texture region between two 2D textures.
* Attention: Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag.
* Attention: Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`.
* Params:
* _id = View id.
* _dst = Destination texture handle.
* _dstMip = Destination texture mip level.
* _dstX = Destination texture X position.
* _dstY = Destination texture Y position.
* _dstZ = If texture is 2D this argument should be 0. If destination texture is cube
* this argument represents destination texture cube face. For 3D texture this argument
* represents destination texture Z position.
* _src = Source texture handle.
* _srcMip = Source texture mip level.
* _srcX = Source texture X position.
* _srcY = Source texture Y position.
* _srcZ = If texture is 2D this argument should be 0. If source texture is cube
* this argument represents source texture cube face. For 3D texture this argument
* represents source texture Z position.
* _width = Width of region.
* _height = Height of region.
* _depth = If texture is 3D this argument represents depth of region, otherwise it's
* unused.
*/
void bgfx_blit(bgfx_view_id_t _id, bgfx_texture_handle_t _dst, ubyte _dstMip, ushort _dstX, ushort _dstY, ushort _dstZ, bgfx_texture_handle_t _src, ubyte _srcMip, ushort _srcX, ushort _srcY, ushort _srcZ, ushort _width, ushort _height, ushort _depth);
}
else
{
__gshared
{
/**
* Init attachment.
* Params:
* _handle = Render target texture handle.
* _access = Access. See `Access::Enum`.
* _layer = Cubemap side or depth layer/slice to use.
* _numLayers = Number of texture layer/slice(s) in array to use.
* _mip = Mip level.
* _resolve = Resolve flags. See: `BGFX_RESOLVE_*`
*/
alias da_bgfx_attachment_init = void function(bgfx_attachment_t* _this, bgfx_texture_handle_t _handle, bgfx_access_t _access, ushort _layer, ushort _numLayers, ushort _mip, ubyte _resolve);
da_bgfx_attachment_init bgfx_attachment_init;
/**
* Start VertexLayout.
* Params:
* _rendererType = Renderer backend type. See: `bgfx::RendererType`
*/
alias da_bgfx_vertex_layout_begin = bgfx_vertex_layout_t* function(bgfx_vertex_layout_t* _this, bgfx_renderer_type_t _rendererType);
da_bgfx_vertex_layout_begin bgfx_vertex_layout_begin;
/**
* Add attribute to VertexLayout.
* Remarks: Must be called between begin/end.
* Params:
* _attrib = Attribute semantics. See: `bgfx::Attrib`
* _num = Number of elements 1, 2, 3 or 4.
* _type = Element type.
* _normalized = When using fixed point AttribType (f.e. Uint8)
* value will be normalized for vertex shader usage. When normalized
* is set to true, AttribType::Uint8 value in range 0-255 will be
* in range 0.0-1.0 in vertex shader.
* _asInt = Packaging rule for vertexPack, vertexUnpack, and
* vertexConvert for AttribType::Uint8 and AttribType::Int16.
* Unpacking code must be implemented inside vertex shader.
*/
alias da_bgfx_vertex_layout_add = bgfx_vertex_layout_t* function(bgfx_vertex_layout_t* _this, bgfx_attrib_t _attrib, ubyte _num, bgfx_attrib_type_t _type, bool _normalized, bool _asInt);
da_bgfx_vertex_layout_add bgfx_vertex_layout_add;
/**
* Decode attribute.
* Params:
* _attrib = Attribute semantics. See: `bgfx::Attrib`
* _num = Number of elements.
* _type = Element type.
* _normalized = Attribute is normalized.
* _asInt = Attribute is packed as int.
*/
alias da_bgfx_vertex_layout_decode = void function(const(bgfx_vertex_layout_t)* _this, bgfx_attrib_t _attrib, ubyte* _num, bgfx_attrib_type_t* _type, bool* _normalized, bool* _asInt);
da_bgfx_vertex_layout_decode bgfx_vertex_layout_decode;
/**
* Returns `true` if VertexLayout contains attribute.
* Params:
* _attrib = Attribute semantics. See: `bgfx::Attrib`
*/
alias da_bgfx_vertex_layout_has = bool function(const(bgfx_vertex_layout_t)* _this, bgfx_attrib_t _attrib);
da_bgfx_vertex_layout_has bgfx_vertex_layout_has;
/**
* Skip `_num` bytes in vertex stream.
* Params:
* _num = Number of bytes to skip.
*/
alias da_bgfx_vertex_layout_skip = bgfx_vertex_layout_t* function(bgfx_vertex_layout_t* _this, ubyte _num);
da_bgfx_vertex_layout_skip bgfx_vertex_layout_skip;
/**
* End VertexLayout.
*/
alias da_bgfx_vertex_layout_end = void function(bgfx_vertex_layout_t* _this);
da_bgfx_vertex_layout_end bgfx_vertex_layout_end;
/**
* Pack vertex attribute into vertex stream format.
* Params:
* _input = Value to be packed into vertex stream.
* _inputNormalized = `true` if input value is already normalized.
* _attr = Attribute to pack.
* _layout = Vertex stream layout.
* _data = Destination vertex stream where data will be packed.
* _index = Vertex index that will be modified.
*/
alias da_bgfx_vertex_pack = void function(const float[4] _input, bool _inputNormalized, bgfx_attrib_t _attr, const(bgfx_vertex_layout_t)* _layout, void* _data, uint _index);
da_bgfx_vertex_pack bgfx_vertex_pack;
/**
* Unpack vertex attribute from vertex stream format.
* Params:
* _output = Result of unpacking.
* _attr = Attribute to unpack.
* _layout = Vertex stream layout.
* _data = Source vertex stream from where data will be unpacked.
* _index = Vertex index that will be unpacked.
*/
alias da_bgfx_vertex_unpack = void function(float[4] _output, bgfx_attrib_t _attr, const(bgfx_vertex_layout_t)* _layout, const(void)* _data, uint _index);
da_bgfx_vertex_unpack bgfx_vertex_unpack;
/**
* Converts vertex stream data from one vertex stream format to another.
* Params:
* _dstLayout = Destination vertex stream layout.
* _dstData = Destination vertex stream.
* _srcLayout = Source vertex stream layout.
* _srcData = Source vertex stream data.
* _num = Number of vertices to convert from source to destination.
*/
alias da_bgfx_vertex_convert = void function(const(bgfx_vertex_layout_t)* _dstLayout, void* _dstData, const(bgfx_vertex_layout_t)* _srcLayout, const(void)* _srcData, uint _num);
da_bgfx_vertex_convert bgfx_vertex_convert;
/**
* Weld vertices.
* Params:
* _output = Welded vertices remapping table. The size of buffer
* must be the same as number of vertices.
* _layout = Vertex stream layout.
* _data = Vertex stream.
* _num = Number of vertices in vertex stream.
* _index32 = Set to `true` if input indices are 32-bit.
* _epsilon = Error tolerance for vertex position comparison.
*/
alias da_bgfx_weld_vertices = uint function(void* _output, const(bgfx_vertex_layout_t)* _layout, const(void)* _data, uint _num, bool _index32, float _epsilon);
da_bgfx_weld_vertices bgfx_weld_vertices;
/**
* Convert index buffer for use with different primitive topologies.
* Params:
* _conversion = Conversion type, see `TopologyConvert::Enum`.
* _dst = Destination index buffer. If this argument is NULL
* function will return number of indices after conversion.
* _dstSize = Destination index buffer in bytes. It must be
* large enough to contain output indices. If destination size is
* insufficient index buffer will be truncated.
* _indices = Source indices.
* _numIndices = Number of input indices.
* _index32 = Set to `true` if input indices are 32-bit.
*/
alias da_bgfx_topology_convert = uint function(bgfx_topology_convert_t _conversion, void* _dst, uint _dstSize, const(void)* _indices, uint _numIndices, bool _index32);
da_bgfx_topology_convert bgfx_topology_convert;
/**
* Sort indices.
* Params:
* _sort = Sort order, see `TopologySort::Enum`.
* _dst = Destination index buffer.
* _dstSize = Destination index buffer in bytes. It must be
* large enough to contain output indices. If destination size is
* insufficient index buffer will be truncated.
* _dir = Direction (vector must be normalized).
* _pos = Position.
* _vertices = Pointer to first vertex represented as
* float x, y, z. Must contain at least number of vertices
* referencende by index buffer.
* _stride = Vertex stride.
* _indices = Source indices.
* _numIndices = Number of input indices.
* _index32 = Set to `true` if input indices are 32-bit.
*/
alias da_bgfx_topology_sort_tri_list = void function(bgfx_topology_sort_t _sort, void* _dst, uint _dstSize, const float[3] _dir, const float[3] _pos, const(void)* _vertices, uint _stride, const(void)* _indices, uint _numIndices, bool _index32);
da_bgfx_topology_sort_tri_list bgfx_topology_sort_tri_list;
/**
* Returns supported backend API renderers.
* Params:
* _max = Maximum number of elements in _enum array.
* _enum = Array where supported renderers will be written.
*/
alias da_bgfx_get_supported_renderers = ubyte function(ubyte _max, bgfx_renderer_type_t* _enum);
da_bgfx_get_supported_renderers bgfx_get_supported_renderers;
/**
* Returns name of renderer.
* Params:
* _type = Renderer backend type. See: `bgfx::RendererType`
*/
alias da_bgfx_get_renderer_name = const(char)* function(bgfx_renderer_type_t _type);
da_bgfx_get_renderer_name bgfx_get_renderer_name;
alias da_bgfx_init_ctor = void function(bgfx_init_t* _init);
da_bgfx_init_ctor bgfx_init_ctor;
/**
* Initialize the bgfx library.
* Params:
* _init = Initialization parameters. See: `bgfx::Init` for more info.
*/
alias da_bgfx_init = bool function(const(bgfx_init_t)* _init);
da_bgfx_init bgfx_init;
/**
* Shutdown bgfx library.
*/
alias da_bgfx_shutdown = void function();
da_bgfx_shutdown bgfx_shutdown;
/**
* Reset graphic settings and back-buffer size.
* Attention: This call doesnt change the window size, it just resizes
* the back-buffer. Your windowing code controls the window size.
* Params:
* _width = Back-buffer width.
* _height = Back-buffer height.
* _flags = See: `BGFX_RESET_*` for more info.
* - `BGFX_RESET_NONE` - No reset flags.
* - `BGFX_RESET_FULLSCREEN` - Not supported yet.
* - `BGFX_RESET_MSAA_X[2/4/8/16]` - Enable 2, 4, 8 or 16 x MSAA.
* - `BGFX_RESET_VSYNC` - Enable V-Sync.
* - `BGFX_RESET_MAXANISOTROPY` - Turn on/off max anisotropy.
* - `BGFX_RESET_CAPTURE` - Begin screen capture.
* - `BGFX_RESET_FLUSH_AFTER_RENDER` - Flush rendering after submitting to GPU.
* - `BGFX_RESET_FLIP_AFTER_RENDER` - This flag specifies where flip
* occurs. Default behaviour is that flip occurs before rendering new
* frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
* - `BGFX_RESET_SRGB_BACKBUFFER` - Enable sRGB back-buffer.
* _format = Texture format. See: `TextureFormat::Enum`.
*/
alias da_bgfx_reset = void function(uint _width, uint _height, uint _flags, bgfx_texture_format_t _format);
da_bgfx_reset bgfx_reset;
/**
* Advance to next frame. When using multithreaded renderer, this call
* just swaps internal buffers, kicks render thread, and returns. In
* singlethreaded renderer this call does frame rendering.
* Params:
* _capture = Capture frame with graphics debugger.
*/
alias da_bgfx_frame = uint function(bool _capture);
da_bgfx_frame bgfx_frame;
/**
* Returns current renderer backend API type.
* Remarks:
* Library must be initialized.
*/
alias da_bgfx_get_renderer_type = bgfx_renderer_type_t function();
da_bgfx_get_renderer_type bgfx_get_renderer_type;
/**
* Returns renderer capabilities.
* Remarks:
* Library must be initialized.
*/
alias da_bgfx_get_caps = const(bgfx_caps_t)* function();
da_bgfx_get_caps bgfx_get_caps;
/**
* Returns performance counters.
* Attention: Pointer returned is valid until `bgfx::frame` is called.
*/
alias da_bgfx_get_stats = const(bgfx_stats_t)* function();
da_bgfx_get_stats bgfx_get_stats;
/**
* Allocate buffer to pass to bgfx calls. Data will be freed inside bgfx.
* Params:
* _size = Size to allocate.
*/
alias da_bgfx_alloc = const(bgfx_memory_t)* function(uint _size);
da_bgfx_alloc bgfx_alloc;
/**
* Allocate buffer and copy data into it. Data will be freed inside bgfx.
* Params:
* _data = Pointer to data to be copied.
* _size = Size of data to be copied.
*/
alias da_bgfx_copy = const(bgfx_memory_t)* function(const(void)* _data, uint _size);
da_bgfx_copy bgfx_copy;
/**
* Make reference to data to pass to bgfx. Unlike `bgfx::alloc`, this call
* doesn't allocate memory for data. It just copies the _data pointer. You
* can pass `ReleaseFn` function pointer to release this memory after it's
* consumed, otherwise you must make sure _data is available for at least 2
* `bgfx::frame` calls. `ReleaseFn` function must be able to be called
* from any thread.
* Attention: Data passed must be available for at least 2 `bgfx::frame` calls.
* Params:
* _data = Pointer to data.
* _size = Size of data.
*/
alias da_bgfx_make_ref = const(bgfx_memory_t)* function(const(void)* _data, uint _size);
da_bgfx_make_ref bgfx_make_ref;
/**
* Make reference to data to pass to bgfx. Unlike `bgfx::alloc`, this call
* doesn't allocate memory for data. It just copies the _data pointer. You
* can pass `ReleaseFn` function pointer to release this memory after it's
* consumed, otherwise you must make sure _data is available for at least 2
* `bgfx::frame` calls. `ReleaseFn` function must be able to be called
* from any thread.
* Attention: Data passed must be available for at least 2 `bgfx::frame` calls.
* Params:
* _data = Pointer to data.
* _size = Size of data.
* _releaseFn = Callback function to release memory after use.
* _userData = User data to be passed to callback function.
*/
alias da_bgfx_make_ref_release = const(bgfx_memory_t)* function(const(void)* _data, uint _size, void* _releaseFn, void* _userData);
da_bgfx_make_ref_release bgfx_make_ref_release;
/**
* Set debug flags.
* Params:
* _debug = Available flags:
* - `BGFX_DEBUG_IFH` - Infinitely fast hardware. When this flag is set
* all rendering calls will be skipped. This is useful when profiling
* to quickly assess potential bottlenecks between CPU and GPU.
* - `BGFX_DEBUG_PROFILER` - Enable profiler.
* - `BGFX_DEBUG_STATS` - Display internal statistics.
* - `BGFX_DEBUG_TEXT` - Display debug text.
* - `BGFX_DEBUG_WIREFRAME` - Wireframe rendering. All rendering
* primitives will be rendered as lines.
*/
alias da_bgfx_set_debug = void function(uint _debug);
da_bgfx_set_debug bgfx_set_debug;
/**
* Clear internal debug text buffer.
* Params:
* _attr = Background color.
* _small = Default 8x16 or 8x8 font.
*/
alias da_bgfx_dbg_text_clear = void function(ubyte _attr, bool _small);
da_bgfx_dbg_text_clear bgfx_dbg_text_clear;
/**
* Print formatted data to internal debug text character-buffer (VGA-compatible text mode).
* Params:
* _x = Position x from the left corner of the window.
* _y = Position y from the top corner of the window.
* _attr = Color palette. Where top 4-bits represent index of background, and bottom
* 4-bits represent foreground color from standard VGA text palette (ANSI escape codes).
* _format = `printf` style format.
*/
alias da_bgfx_dbg_text_printf = void function(ushort _x, ushort _y, ubyte _attr, const(char)* _format, ... );
da_bgfx_dbg_text_printf bgfx_dbg_text_printf;
/**
* Print formatted data from variable argument list to internal debug text character-buffer (VGA-compatible text mode).
* Params:
* _x = Position x from the left corner of the window.
* _y = Position y from the top corner of the window.
* _attr = Color palette. Where top 4-bits represent index of background, and bottom
* 4-bits represent foreground color from standard VGA text palette (ANSI escape codes).
* _format = `printf` style format.
* _argList = Variable arguments list for format string.
*/
alias da_bgfx_dbg_text_vprintf = void function(ushort _x, ushort _y, ubyte _attr, const(char)* _format, va_list _argList);
da_bgfx_dbg_text_vprintf bgfx_dbg_text_vprintf;
/**
* Draw image into internal debug text buffer.
* Params:
* _x = Position x from the left corner of the window.
* _y = Position y from the top corner of the window.
* _width = Image width.
* _height = Image height.
* _data = Raw image data (character/attribute raw encoding).
* _pitch = Image pitch in bytes.
*/
alias da_bgfx_dbg_text_image = void function(ushort _x, ushort _y, ushort _width, ushort _height, const(void)* _data, ushort _pitch);
da_bgfx_dbg_text_image bgfx_dbg_text_image;
/**
* Create static index buffer.
* Params:
* _mem = Index buffer data.
* _flags = Buffer creation flags.
* - `BGFX_BUFFER_NONE` - No flags.
* - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
* - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
* is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
* - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
* - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
* data is passed. If this flag is not specified, and more data is passed on update, the buffer
* will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
* buffers.
* - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
* index buffers.
*/
alias da_bgfx_create_index_buffer = bgfx_index_buffer_handle_t function(const(bgfx_memory_t)* _mem, ushort _flags);
da_bgfx_create_index_buffer bgfx_create_index_buffer;
/**
* Set static index buffer debug name.
* Params:
* _handle = Static index buffer handle.
* _name = Static index buffer name.
* _len = Static index buffer name length (if length is INT32_MAX, it's expected
* that _name is zero terminated string.
*/
alias da_bgfx_set_index_buffer_name = void function(bgfx_index_buffer_handle_t _handle, const(char)* _name, int _len);
da_bgfx_set_index_buffer_name bgfx_set_index_buffer_name;
/**
* Destroy static index buffer.
* Params:
* _handle = Static index buffer handle.
*/
alias da_bgfx_destroy_index_buffer = void function(bgfx_index_buffer_handle_t _handle);
da_bgfx_destroy_index_buffer bgfx_destroy_index_buffer;
/**
* Create vertex layout.
* Params:
* _layout = Vertex layout.
*/
alias da_bgfx_create_vertex_layout = bgfx_vertex_layout_handle_t function(const(bgfx_vertex_layout_t)* _layout);
da_bgfx_create_vertex_layout bgfx_create_vertex_layout;
/**
* Destroy vertex layout.
* Params:
* _layoutHandle = Vertex layout handle.
*/
alias da_bgfx_destroy_vertex_layout = void function(bgfx_vertex_layout_handle_t _layoutHandle);
da_bgfx_destroy_vertex_layout bgfx_destroy_vertex_layout;
/**
* Create static vertex buffer.
* Params:
* _mem = Vertex buffer data.
* _layout = Vertex layout.
* _flags = Buffer creation flags.
* - `BGFX_BUFFER_NONE` - No flags.
* - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
* - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
* is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
* - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
* - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
* data is passed. If this flag is not specified, and more data is passed on update, the buffer
* will be trimmed to fit the existing buffer size. This flag has effect only on dynamic buffers.
* - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on index buffers.
*/
alias da_bgfx_create_vertex_buffer = bgfx_vertex_buffer_handle_t function(const(bgfx_memory_t)* _mem, const(bgfx_vertex_layout_t)* _layout, ushort _flags);
da_bgfx_create_vertex_buffer bgfx_create_vertex_buffer;
/**
* Set static vertex buffer debug name.
* Params:
* _handle = Static vertex buffer handle.
* _name = Static vertex buffer name.
* _len = Static vertex buffer name length (if length is INT32_MAX, it's expected
* that _name is zero terminated string.
*/
alias da_bgfx_set_vertex_buffer_name = void function(bgfx_vertex_buffer_handle_t _handle, const(char)* _name, int _len);
da_bgfx_set_vertex_buffer_name bgfx_set_vertex_buffer_name;
/**
* Destroy static vertex buffer.
* Params:
* _handle = Static vertex buffer handle.
*/
alias da_bgfx_destroy_vertex_buffer = void function(bgfx_vertex_buffer_handle_t _handle);
da_bgfx_destroy_vertex_buffer bgfx_destroy_vertex_buffer;
/**
* Create empty dynamic index buffer.
* Params:
* _num = Number of indices.
* _flags = Buffer creation flags.
* - `BGFX_BUFFER_NONE` - No flags.
* - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
* - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
* is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
* - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
* - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
* data is passed. If this flag is not specified, and more data is passed on update, the buffer
* will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
* buffers.
* - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
* index buffers.
*/
alias da_bgfx_create_dynamic_index_buffer = bgfx_dynamic_index_buffer_handle_t function(uint _num, ushort _flags);
da_bgfx_create_dynamic_index_buffer bgfx_create_dynamic_index_buffer;
/**
* Create a dynamic index buffer and initialize it.
* Params:
* _mem = Index buffer data.
* _flags = Buffer creation flags.
* - `BGFX_BUFFER_NONE` - No flags.
* - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
* - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
* is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
* - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
* - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
* data is passed. If this flag is not specified, and more data is passed on update, the buffer
* will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
* buffers.
* - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
* index buffers.
*/
alias da_bgfx_create_dynamic_index_buffer_mem = bgfx_dynamic_index_buffer_handle_t function(const(bgfx_memory_t)* _mem, ushort _flags);
da_bgfx_create_dynamic_index_buffer_mem bgfx_create_dynamic_index_buffer_mem;
/**
* Update dynamic index buffer.
* Params:
* _handle = Dynamic index buffer handle.
* _startIndex = Start index.
* _mem = Index buffer data.
*/
alias da_bgfx_update_dynamic_index_buffer = void function(bgfx_dynamic_index_buffer_handle_t _handle, uint _startIndex, const(bgfx_memory_t)* _mem);
da_bgfx_update_dynamic_index_buffer bgfx_update_dynamic_index_buffer;
/**
* Destroy dynamic index buffer.
* Params:
* _handle = Dynamic index buffer handle.
*/
alias da_bgfx_destroy_dynamic_index_buffer = void function(bgfx_dynamic_index_buffer_handle_t _handle);
da_bgfx_destroy_dynamic_index_buffer bgfx_destroy_dynamic_index_buffer;
/**
* Create empty dynamic vertex buffer.
* Params:
* _num = Number of vertices.
* _layout = Vertex layout.
* _flags = Buffer creation flags.
* - `BGFX_BUFFER_NONE` - No flags.
* - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
* - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
* is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
* - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
* - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
* data is passed. If this flag is not specified, and more data is passed on update, the buffer
* will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
* buffers.
* - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
* index buffers.
*/
alias da_bgfx_create_dynamic_vertex_buffer = bgfx_dynamic_vertex_buffer_handle_t function(uint _num, const(bgfx_vertex_layout_t)* _layout, ushort _flags);
da_bgfx_create_dynamic_vertex_buffer bgfx_create_dynamic_vertex_buffer;
/**
* Create dynamic vertex buffer and initialize it.
* Params:
* _mem = Vertex buffer data.
* _layout = Vertex layout.
* _flags = Buffer creation flags.
* - `BGFX_BUFFER_NONE` - No flags.
* - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
* - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
* is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
* - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
* - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
* data is passed. If this flag is not specified, and more data is passed on update, the buffer
* will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
* buffers.
* - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
* index buffers.
*/
alias da_bgfx_create_dynamic_vertex_buffer_mem = bgfx_dynamic_vertex_buffer_handle_t function(const(bgfx_memory_t)* _mem, const(bgfx_vertex_layout_t)* _layout, ushort _flags);
da_bgfx_create_dynamic_vertex_buffer_mem bgfx_create_dynamic_vertex_buffer_mem;
/**
* Update dynamic vertex buffer.
* Params:
* _handle = Dynamic vertex buffer handle.
* _startVertex = Start vertex.
* _mem = Vertex buffer data.
*/
alias da_bgfx_update_dynamic_vertex_buffer = void function(bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, const(bgfx_memory_t)* _mem);
da_bgfx_update_dynamic_vertex_buffer bgfx_update_dynamic_vertex_buffer;
/**
* Destroy dynamic vertex buffer.
* Params:
* _handle = Dynamic vertex buffer handle.
*/
alias da_bgfx_destroy_dynamic_vertex_buffer = void function(bgfx_dynamic_vertex_buffer_handle_t _handle);
da_bgfx_destroy_dynamic_vertex_buffer bgfx_destroy_dynamic_vertex_buffer;
/**
* Returns number of requested or maximum available indices.
* Params:
* _num = Number of required indices.
* _index32 = Set to `true` if input indices will be 32-bit.
*/
alias da_bgfx_get_avail_transient_index_buffer = uint function(uint _num, bool _index32);
da_bgfx_get_avail_transient_index_buffer bgfx_get_avail_transient_index_buffer;
/**
* Returns number of requested or maximum available vertices.
* Params:
* _num = Number of required vertices.
* _layout = Vertex layout.
*/
alias da_bgfx_get_avail_transient_vertex_buffer = uint function(uint _num, const(bgfx_vertex_layout_t)* _layout);
da_bgfx_get_avail_transient_vertex_buffer bgfx_get_avail_transient_vertex_buffer;
/**
* Returns number of requested or maximum available instance buffer slots.
* Params:
* _num = Number of required instances.
* _stride = Stride per instance.
*/
alias da_bgfx_get_avail_instance_data_buffer = uint function(uint _num, ushort _stride);
da_bgfx_get_avail_instance_data_buffer bgfx_get_avail_instance_data_buffer;
/**
* Allocate transient index buffer.
* Params:
* _tib = TransientIndexBuffer structure will be filled, and will be valid
* for the duration of frame, and can be reused for multiple draw
* calls.
* _num = Number of indices to allocate.
* _index32 = Set to `true` if input indices will be 32-bit.
*/
alias da_bgfx_alloc_transient_index_buffer = void function(bgfx_transient_index_buffer_t* _tib, uint _num, bool _index32);
da_bgfx_alloc_transient_index_buffer bgfx_alloc_transient_index_buffer;
/**
* Allocate transient vertex buffer.
* Params:
* _tvb = TransientVertexBuffer structure will be filled, and will be valid
* for the duration of frame, and can be reused for multiple draw
* calls.
* _num = Number of vertices to allocate.
* _layout = Vertex layout.
*/
alias da_bgfx_alloc_transient_vertex_buffer = void function(bgfx_transient_vertex_buffer_t* _tvb, uint _num, const(bgfx_vertex_layout_t)* _layout);
da_bgfx_alloc_transient_vertex_buffer bgfx_alloc_transient_vertex_buffer;
/**
* Check for required space and allocate transient vertex and index
* buffers. If both space requirements are satisfied function returns
* true.
* Params:
* _tvb = TransientVertexBuffer structure will be filled, and will be valid
* for the duration of frame, and can be reused for multiple draw
* calls.
* _layout = Vertex layout.
* _numVertices = Number of vertices to allocate.
* _tib = TransientIndexBuffer structure will be filled, and will be valid
* for the duration of frame, and can be reused for multiple draw
* calls.
* _numIndices = Number of indices to allocate.
* _index32 = Set to `true` if input indices will be 32-bit.
*/
alias da_bgfx_alloc_transient_buffers = bool function(bgfx_transient_vertex_buffer_t* _tvb, const(bgfx_vertex_layout_t)* _layout, uint _numVertices, bgfx_transient_index_buffer_t* _tib, uint _numIndices, bool _index32);
da_bgfx_alloc_transient_buffers bgfx_alloc_transient_buffers;
/**
* Allocate instance data buffer.
* Params:
* _idb = InstanceDataBuffer structure will be filled, and will be valid
* for duration of frame, and can be reused for multiple draw
* calls.
* _num = Number of instances.
* _stride = Instance stride. Must be multiple of 16.
*/
alias da_bgfx_alloc_instance_data_buffer = void function(bgfx_instance_data_buffer_t* _idb, uint _num, ushort _stride);
da_bgfx_alloc_instance_data_buffer bgfx_alloc_instance_data_buffer;
/**
* Create draw indirect buffer.
* Params:
* _num = Number of indirect calls.
*/
alias da_bgfx_create_indirect_buffer = bgfx_indirect_buffer_handle_t function(uint _num);
da_bgfx_create_indirect_buffer bgfx_create_indirect_buffer;
/**
* Destroy draw indirect buffer.
* Params:
* _handle = Indirect buffer handle.
*/
alias da_bgfx_destroy_indirect_buffer = void function(bgfx_indirect_buffer_handle_t _handle);
da_bgfx_destroy_indirect_buffer bgfx_destroy_indirect_buffer;
/**
* Create shader from memory buffer.
* Params:
* _mem = Shader binary.
*/
alias da_bgfx_create_shader = bgfx_shader_handle_t function(const(bgfx_memory_t)* _mem);
da_bgfx_create_shader bgfx_create_shader;
/**
* Returns the number of uniforms and uniform handles used inside a shader.
* Remarks:
* Only non-predefined uniforms are returned.
* Params:
* _handle = Shader handle.
* _uniforms = UniformHandle array where data will be stored.
* _max = Maximum capacity of array.
*/
alias da_bgfx_get_shader_uniforms = ushort function(bgfx_shader_handle_t _handle, bgfx_uniform_handle_t* _uniforms, ushort _max);
da_bgfx_get_shader_uniforms bgfx_get_shader_uniforms;
/**
* Set shader debug name.
* Params:
* _handle = Shader handle.
* _name = Shader name.
* _len = Shader name length (if length is INT32_MAX, it's expected
* that _name is zero terminated string).
*/
alias da_bgfx_set_shader_name = void function(bgfx_shader_handle_t _handle, const(char)* _name, int _len);
da_bgfx_set_shader_name bgfx_set_shader_name;
/**
* Destroy shader.
* Remarks: Once a shader program is created with _handle,
* it is safe to destroy that shader.
* Params:
* _handle = Shader handle.
*/
alias da_bgfx_destroy_shader = void function(bgfx_shader_handle_t _handle);
da_bgfx_destroy_shader bgfx_destroy_shader;
/**
* Create program with vertex and fragment shaders.
* Params:
* _vsh = Vertex shader.
* _fsh = Fragment shader.
* _destroyShaders = If true, shaders will be destroyed when program is destroyed.
*/
alias da_bgfx_create_program = bgfx_program_handle_t function(bgfx_shader_handle_t _vsh, bgfx_shader_handle_t _fsh, bool _destroyShaders);
da_bgfx_create_program bgfx_create_program;
/**
* Create program with compute shader.
* Params:
* _csh = Compute shader.
* _destroyShaders = If true, shaders will be destroyed when program is destroyed.
*/
alias da_bgfx_create_compute_program = bgfx_program_handle_t function(bgfx_shader_handle_t _csh, bool _destroyShaders);
da_bgfx_create_compute_program bgfx_create_compute_program;
/**
* Destroy program.
* Params:
* _handle = Program handle.
*/
alias da_bgfx_destroy_program = void function(bgfx_program_handle_t _handle);
da_bgfx_destroy_program bgfx_destroy_program;
/**
* Validate texture parameters.
* Params:
* _depth = Depth dimension of volume texture.
* _cubeMap = Indicates that texture contains cubemap.
* _numLayers = Number of layers in texture array.
* _format = Texture format. See: `TextureFormat::Enum`.
* _flags = Texture flags. See `BGFX_TEXTURE_*`.
*/
alias da_bgfx_is_texture_valid = bool function(ushort _depth, bool _cubeMap, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags);
da_bgfx_is_texture_valid bgfx_is_texture_valid;
/**
* Validate frame buffer parameters.
* Params:
* _num = Number of attachments.
* _attachment = Attachment texture info. See: `bgfx::Attachment`.
*/
alias da_bgfx_is_frame_buffer_valid = bool function(ubyte _num, const(bgfx_attachment_t)* _attachment);
da_bgfx_is_frame_buffer_valid bgfx_is_frame_buffer_valid;
/**
* Calculate amount of memory required for texture.
* Params:
* _info = Resulting texture info structure. See: `TextureInfo`.
* _width = Width.
* _height = Height.
* _depth = Depth dimension of volume texture.
* _cubeMap = Indicates that texture contains cubemap.
* _hasMips = Indicates that texture contains full mip-map chain.
* _numLayers = Number of layers in texture array.
* _format = Texture format. See: `TextureFormat::Enum`.
*/
alias da_bgfx_calc_texture_size = void function(bgfx_texture_info_t* _info, ushort _width, ushort _height, ushort _depth, bool _cubeMap, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format);
da_bgfx_calc_texture_size bgfx_calc_texture_size;
/**
* Create texture from memory buffer.
* Params:
* _mem = DDS, KTX or PVR texture binary data.
* _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
* flags. Default texture sampling mode is linear, and wrap mode is repeat.
* - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
* mode.
* - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
* sampling.
* _skip = Skip top level mips when parsing texture.
* _info = When non-`NULL` is specified it returns parsed texture information.
*/
alias da_bgfx_create_texture = bgfx_texture_handle_t function(const(bgfx_memory_t)* _mem, ulong _flags, ubyte _skip, bgfx_texture_info_t* _info);
da_bgfx_create_texture bgfx_create_texture;
/**
* Create 2D texture.
* Params:
* _width = Width.
* _height = Height.
* _hasMips = Indicates that texture contains full mip-map chain.
* _numLayers = Number of layers in texture array. Must be 1 if caps
* `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
* _format = Texture format. See: `TextureFormat::Enum`.
* _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
* flags. Default texture sampling mode is linear, and wrap mode is repeat.
* - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
* mode.
* - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
* sampling.
* _mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If
* `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than
* 1, expected memory layout is texture and all mips together for each array element.
*/
alias da_bgfx_create_texture_2d = bgfx_texture_handle_t function(ushort _width, ushort _height, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags, const(bgfx_memory_t)* _mem);
da_bgfx_create_texture_2d bgfx_create_texture_2d;
/**
* Create texture with size based on back-buffer ratio. Texture will maintain ratio
* if back buffer resolution changes.
* Params:
* _ratio = Texture size in respect to back-buffer size. See: `BackbufferRatio::Enum`.
* _hasMips = Indicates that texture contains full mip-map chain.
* _numLayers = Number of layers in texture array. Must be 1 if caps
* `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
* _format = Texture format. See: `TextureFormat::Enum`.
* _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
* flags. Default texture sampling mode is linear, and wrap mode is repeat.
* - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
* mode.
* - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
* sampling.
*/
alias da_bgfx_create_texture_2d_scaled = bgfx_texture_handle_t function(bgfx_backbuffer_ratio_t _ratio, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags);
da_bgfx_create_texture_2d_scaled bgfx_create_texture_2d_scaled;
/**
* Create 3D texture.
* Params:
* _width = Width.
* _height = Height.
* _depth = Depth.
* _hasMips = Indicates that texture contains full mip-map chain.
* _format = Texture format. See: `TextureFormat::Enum`.
* _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
* flags. Default texture sampling mode is linear, and wrap mode is repeat.
* - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
* mode.
* - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
* sampling.
* _mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If
* `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than
* 1, expected memory layout is texture and all mips together for each array element.
*/
alias da_bgfx_create_texture_3d = bgfx_texture_handle_t function(ushort _width, ushort _height, ushort _depth, bool _hasMips, bgfx_texture_format_t _format, ulong _flags, const(bgfx_memory_t)* _mem);
da_bgfx_create_texture_3d bgfx_create_texture_3d;
/**
* Create Cube texture.
* Params:
* _size = Cube side size.
* _hasMips = Indicates that texture contains full mip-map chain.
* _numLayers = Number of layers in texture array. Must be 1 if caps
* `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
* _format = Texture format. See: `TextureFormat::Enum`.
* _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
* flags. Default texture sampling mode is linear, and wrap mode is repeat.
* - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
* mode.
* - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
* sampling.
* _mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If
* `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than
* 1, expected memory layout is texture and all mips together for each array element.
*/
alias da_bgfx_create_texture_cube = bgfx_texture_handle_t function(ushort _size, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags, const(bgfx_memory_t)* _mem);
da_bgfx_create_texture_cube bgfx_create_texture_cube;
/**
* Update 2D texture.
* Attention: It's valid to update only mutable texture. See `bgfx::createTexture2D` for more info.
* Params:
* _handle = Texture handle.
* _layer = Layer in texture array.
* _mip = Mip level.
* _x = X offset in texture.
* _y = Y offset in texture.
* _width = Width of texture block.
* _height = Height of texture block.
* _mem = Texture update data.
* _pitch = Pitch of input image (bytes). When _pitch is set to
* UINT16_MAX, it will be calculated internally based on _width.
*/
alias da_bgfx_update_texture_2d = void function(bgfx_texture_handle_t _handle, ushort _layer, ubyte _mip, ushort _x, ushort _y, ushort _width, ushort _height, const(bgfx_memory_t)* _mem, ushort _pitch);
da_bgfx_update_texture_2d bgfx_update_texture_2d;
/**
* Update 3D texture.
* Attention: It's valid to update only mutable texture. See `bgfx::createTexture3D` for more info.
* Params:
* _handle = Texture handle.
* _mip = Mip level.
* _x = X offset in texture.
* _y = Y offset in texture.
* _z = Z offset in texture.
* _width = Width of texture block.
* _height = Height of texture block.
* _depth = Depth of texture block.
* _mem = Texture update data.
*/
alias da_bgfx_update_texture_3d = void function(bgfx_texture_handle_t _handle, ubyte _mip, ushort _x, ushort _y, ushort _z, ushort _width, ushort _height, ushort _depth, const(bgfx_memory_t)* _mem);
da_bgfx_update_texture_3d bgfx_update_texture_3d;
/**
* Update Cube texture.
* Attention: It's valid to update only mutable texture. See `bgfx::createTextureCube` for more info.
* Params:
* _handle = Texture handle.
* _layer = Layer in texture array.
* _side = Cubemap side `BGFX_CUBE_MAP_<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 = Mip level.
* _x = X offset in texture.
* _y = Y offset in texture.
* _width = Width of texture block.
* _height = Height of texture block.
* _mem = Texture update data.
* _pitch = Pitch of input image (bytes). When _pitch is set to
* UINT16_MAX, it will be calculated internally based on _width.
*/
alias da_bgfx_update_texture_cube = void function(bgfx_texture_handle_t _handle, ushort _layer, ubyte _side, ubyte _mip, ushort _x, ushort _y, ushort _width, ushort _height, const(bgfx_memory_t)* _mem, ushort _pitch);
da_bgfx_update_texture_cube bgfx_update_texture_cube;
/**
* Read back texture content.
* Attention: Texture must be created with `BGFX_TEXTURE_READ_BACK` flag.
* Attention: Availability depends on: `BGFX_CAPS_TEXTURE_READ_BACK`.
* Params:
* _handle = Texture handle.
* _data = Destination buffer.
* _mip = Mip level.
*/
alias da_bgfx_read_texture = uint function(bgfx_texture_handle_t _handle, void* _data, ubyte _mip);
da_bgfx_read_texture bgfx_read_texture;
/**
* Set texture debug name.
* Params:
* _handle = Texture handle.
* _name = Texture name.
* _len = Texture name length (if length is INT32_MAX, it's expected
* that _name is zero terminated string.
*/
alias da_bgfx_set_texture_name = void function(bgfx_texture_handle_t _handle, const(char)* _name, int _len);
da_bgfx_set_texture_name bgfx_set_texture_name;
/**
* Returns texture direct access pointer.
* Attention: Availability depends on: `BGFX_CAPS_TEXTURE_DIRECT_ACCESS`. This feature
* is available on GPUs that have unified memory architecture (UMA) support.
* Params:
* _handle = Texture handle.
*/
alias da_bgfx_get_direct_access_ptr = void* function(bgfx_texture_handle_t _handle);
da_bgfx_get_direct_access_ptr bgfx_get_direct_access_ptr;
/**
* Destroy texture.
* Params:
* _handle = Texture handle.
*/
alias da_bgfx_destroy_texture = void function(bgfx_texture_handle_t _handle);
da_bgfx_destroy_texture bgfx_destroy_texture;
/**
* Create frame buffer (simple).
* Params:
* _width = Texture width.
* _height = Texture height.
* _format = Texture format. See: `TextureFormat::Enum`.
* _textureFlags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
* flags. Default texture sampling mode is linear, and wrap mode is repeat.
* - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
* mode.
* - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
* sampling.
*/
alias da_bgfx_create_frame_buffer = bgfx_frame_buffer_handle_t function(ushort _width, ushort _height, bgfx_texture_format_t _format, ulong _textureFlags);
da_bgfx_create_frame_buffer bgfx_create_frame_buffer;
/**
* Create frame buffer with size based on back-buffer ratio. Frame buffer will maintain ratio
* if back buffer resolution changes.
* Params:
* _ratio = Frame buffer size in respect to back-buffer size. See:
* `BackbufferRatio::Enum`.
* _format = Texture format. See: `TextureFormat::Enum`.
* _textureFlags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
* flags. Default texture sampling mode is linear, and wrap mode is repeat.
* - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
* mode.
* - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
* sampling.
*/
alias da_bgfx_create_frame_buffer_scaled = bgfx_frame_buffer_handle_t function(bgfx_backbuffer_ratio_t _ratio, bgfx_texture_format_t _format, ulong _textureFlags);
da_bgfx_create_frame_buffer_scaled bgfx_create_frame_buffer_scaled;
/**
* Create MRT frame buffer from texture handles (simple).
* Params:
* _num = Number of texture handles.
* _handles = Texture attachments.
* _destroyTexture = If true, textures will be destroyed when
* frame buffer is destroyed.
*/
alias da_bgfx_create_frame_buffer_from_handles = bgfx_frame_buffer_handle_t function(ubyte _num, const(bgfx_texture_handle_t)* _handles, bool _destroyTexture);
da_bgfx_create_frame_buffer_from_handles bgfx_create_frame_buffer_from_handles;
/**
* Create MRT frame buffer from texture handles with specific layer and
* mip level.
* Params:
* _num = Number of attachments.
* _attachment = Attachment texture info. See: `bgfx::Attachment`.
* _destroyTexture = If true, textures will be destroyed when
* frame buffer is destroyed.
*/
alias da_bgfx_create_frame_buffer_from_attachment = bgfx_frame_buffer_handle_t function(ubyte _num, const(bgfx_attachment_t)* _attachment, bool _destroyTexture);
da_bgfx_create_frame_buffer_from_attachment bgfx_create_frame_buffer_from_attachment;
/**
* Create frame buffer for multiple window rendering.
* Remarks:
* Frame buffer cannot be used for sampling.
* Attention: Availability depends on: `BGFX_CAPS_SWAP_CHAIN`.
* Params:
* _nwh = OS' target native window handle.
* _width = Window back buffer width.
* _height = Window back buffer height.
* _format = Window back buffer color format.
* _depthFormat = Window back buffer depth format.
*/
alias da_bgfx_create_frame_buffer_from_nwh = bgfx_frame_buffer_handle_t function(void* _nwh, ushort _width, ushort _height, bgfx_texture_format_t _format, bgfx_texture_format_t _depthFormat);
da_bgfx_create_frame_buffer_from_nwh bgfx_create_frame_buffer_from_nwh;
/**
* Set frame buffer debug name.
* Params:
* _handle = Frame buffer handle.
* _name = Frame buffer name.
* _len = Frame buffer name length (if length is INT32_MAX, it's expected
* that _name is zero terminated string.
*/
alias da_bgfx_set_frame_buffer_name = void function(bgfx_frame_buffer_handle_t _handle, const(char)* _name, int _len);
da_bgfx_set_frame_buffer_name bgfx_set_frame_buffer_name;
/**
* Obtain texture handle of frame buffer attachment.
* Params:
* _handle = Frame buffer handle.
*/
alias da_bgfx_get_texture = bgfx_texture_handle_t function(bgfx_frame_buffer_handle_t _handle, ubyte _attachment);
da_bgfx_get_texture bgfx_get_texture;
/**
* Destroy frame buffer.
* Params:
* _handle = Frame buffer handle.
*/
alias da_bgfx_destroy_frame_buffer = void function(bgfx_frame_buffer_handle_t _handle);
da_bgfx_destroy_frame_buffer bgfx_destroy_frame_buffer;
/**
* Create shader uniform parameter.
* Remarks:
* 1. Uniform names are unique. It's valid to call `bgfx::createUniform`
* multiple times with the same uniform name. The library will always
* return the same handle, but the handle reference count will be
* incremented. This means that the same number of `bgfx::destroyUniform`
* must be called to properly destroy the uniform.
* 2. Predefined uniforms (declared in `bgfx_shader.sh`):
* - `u_viewRect vec4(x, y, width, height)` - view rectangle for current
* view, in pixels.
* - `u_viewTexel vec4(1.0/width, 1.0/height, undef, undef)` - inverse
* width and height
* - `u_view mat4` - view matrix
* - `u_invView mat4` - inverted view matrix
* - `u_proj mat4` - projection matrix
* - `u_invProj mat4` - inverted projection matrix
* - `u_viewProj mat4` - concatenated view projection matrix
* - `u_invViewProj mat4` - concatenated inverted view projection matrix
* - `u_model mat4[BGFX_CONFIG_MAX_BONES]` - array of model matrices.
* - `u_modelView mat4` - concatenated model view matrix, only first
* model matrix from array is used.
* - `u_modelViewProj mat4` - concatenated model view projection matrix.
* - `u_alphaRef float` - alpha reference value for alpha test.
* Params:
* _name = Uniform name in shader.
* _type = Type of uniform (See: `bgfx::UniformType`).
* _num = Number of elements in array.
*/
alias da_bgfx_create_uniform = bgfx_uniform_handle_t function(const(char)* _name, bgfx_uniform_type_t _type, ushort _num);
da_bgfx_create_uniform bgfx_create_uniform;
/**
* Retrieve uniform info.
* Params:
* _handle = Handle to uniform object.
* _info = Uniform info.
*/
alias da_bgfx_get_uniform_info = void function(bgfx_uniform_handle_t _handle, bgfx_uniform_info_t* _info);
da_bgfx_get_uniform_info bgfx_get_uniform_info;
/**
* Destroy shader uniform parameter.
* Params:
* _handle = Handle to uniform object.
*/
alias da_bgfx_destroy_uniform = void function(bgfx_uniform_handle_t _handle);
da_bgfx_destroy_uniform bgfx_destroy_uniform;
/**
* Create occlusion query.
*/
alias da_bgfx_create_occlusion_query = bgfx_occlusion_query_handle_t function();
da_bgfx_create_occlusion_query bgfx_create_occlusion_query;
/**
* Retrieve occlusion query result from previous frame.
* Params:
* _handle = Handle to occlusion query object.
* _result = Number of pixels that passed test. This argument
* can be `NULL` if result of occlusion query is not needed.
*/
alias da_bgfx_get_result = bgfx_occlusion_query_result_t function(bgfx_occlusion_query_handle_t _handle, int* _result);
da_bgfx_get_result bgfx_get_result;
/**
* Destroy occlusion query.
* Params:
* _handle = Handle to occlusion query object.
*/
alias da_bgfx_destroy_occlusion_query = void function(bgfx_occlusion_query_handle_t _handle);
da_bgfx_destroy_occlusion_query bgfx_destroy_occlusion_query;
/**
* Set palette color value.
* Params:
* _index = Index into palette.
* _rgba = RGBA floating point values.
*/
alias da_bgfx_set_palette_color = void function(ubyte _index, const float[4] _rgba);
da_bgfx_set_palette_color bgfx_set_palette_color;
/**
* Set palette color value.
* Params:
* _index = Index into palette.
* _rgba = Packed 32-bit RGBA value.
*/
alias da_bgfx_set_palette_color_rgba8 = void function(ubyte _index, uint _rgba);
da_bgfx_set_palette_color_rgba8 bgfx_set_palette_color_rgba8;
/**
* Set view name.
* Remarks:
* This is debug only feature.
* In graphics debugger view name will appear as:
* "nnnc <view name>"
* ^ ^ ^
* | +--- compute (C)
* +------ view id
* Params:
* _id = View id.
* _name = View name.
*/
alias da_bgfx_set_view_name = void function(bgfx_view_id_t _id, const(char)* _name);
da_bgfx_set_view_name bgfx_set_view_name;
/**
* Set view rectangle. Draw primitive outside view will be clipped.
* Params:
* _id = View id.
* _x = Position x from the left corner of the window.
* _y = Position y from the top corner of the window.
* _width = Width of view port region.
* _height = Height of view port region.
*/
alias da_bgfx_set_view_rect = void function(bgfx_view_id_t _id, ushort _x, ushort _y, ushort _width, ushort _height);
da_bgfx_set_view_rect bgfx_set_view_rect;
/**
* Set view rectangle. Draw primitive outside view will be clipped.
* Params:
* _id = View id.
* _x = Position x from the left corner of the window.
* _y = Position y from the top corner of the window.
* _ratio = Width and height will be set in respect to back-buffer size.
* See: `BackbufferRatio::Enum`.
*/
alias da_bgfx_set_view_rect_ratio = void function(bgfx_view_id_t _id, ushort _x, ushort _y, bgfx_backbuffer_ratio_t _ratio);
da_bgfx_set_view_rect_ratio bgfx_set_view_rect_ratio;
/**
* Set view scissor. Draw primitive outside view will be clipped. When
* _x, _y, _width and _height are set to 0, scissor will be disabled.
* Params:
* _id = View id.
* _x = Position x from the left corner of the window.
* _y = Position y from the top corner of the window.
* _width = Width of view scissor region.
* _height = Height of view scissor region.
*/
alias da_bgfx_set_view_scissor = void function(bgfx_view_id_t _id, ushort _x, ushort _y, ushort _width, ushort _height);
da_bgfx_set_view_scissor bgfx_set_view_scissor;
/**
* Set view clear flags.
* Params:
* _id = View id.
* _flags = Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear
* operation. See: `BGFX_CLEAR_*`.
* _rgba = Color clear value.
* _depth = Depth clear value.
* _stencil = Stencil clear value.
*/
alias da_bgfx_set_view_clear = void function(bgfx_view_id_t _id, ushort _flags, uint _rgba, float _depth, ubyte _stencil);
da_bgfx_set_view_clear bgfx_set_view_clear;
/**
* Set view clear flags with different clear color for each
* frame buffer texture. `bgfx::setPaletteColor` must be used to set up a
* clear color palette.
* Params:
* _id = View id.
* _flags = Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear
* operation. See: `BGFX_CLEAR_*`.
* _depth = Depth clear value.
* _stencil = Stencil clear value.
* _c0 = Palette index for frame buffer attachment 0.
* _c1 = Palette index for frame buffer attachment 1.
* _c2 = Palette index for frame buffer attachment 2.
* _c3 = Palette index for frame buffer attachment 3.
* _c4 = Palette index for frame buffer attachment 4.
* _c5 = Palette index for frame buffer attachment 5.
* _c6 = Palette index for frame buffer attachment 6.
* _c7 = Palette index for frame buffer attachment 7.
*/
alias da_bgfx_set_view_clear_mrt = void function(bgfx_view_id_t _id, ushort _flags, float _depth, ubyte _stencil, ubyte _c0, ubyte _c1, ubyte _c2, ubyte _c3, ubyte _c4, ubyte _c5, ubyte _c6, ubyte _c7);
da_bgfx_set_view_clear_mrt bgfx_set_view_clear_mrt;
/**
* Set view sorting mode.
* Remarks:
* View mode must be set prior calling `bgfx::submit` for the view.
* Params:
* _id = View id.
* _mode = View sort mode. See `ViewMode::Enum`.
*/
alias da_bgfx_set_view_mode = void function(bgfx_view_id_t _id, bgfx_view_mode_t _mode);
da_bgfx_set_view_mode bgfx_set_view_mode;
/**
* Set view frame buffer.
* Remarks:
* Not persistent after `bgfx::reset` call.
* Params:
* _id = View id.
* _handle = Frame buffer handle. Passing `BGFX_INVALID_HANDLE` as
* frame buffer handle will draw primitives from this view into
* default back buffer.
*/
alias da_bgfx_set_view_frame_buffer = void function(bgfx_view_id_t _id, bgfx_frame_buffer_handle_t _handle);
da_bgfx_set_view_frame_buffer bgfx_set_view_frame_buffer;
/**
* Set view's view matrix and projection matrix,
* all draw primitives in this view will use these two matrices.
* Params:
* _id = View id.
* _view = View matrix.
* _proj = Projection matrix.
*/
alias da_bgfx_set_view_transform = void function(bgfx_view_id_t _id, const(void)* _view, const(void)* _proj);
da_bgfx_set_view_transform bgfx_set_view_transform;
/**
* Post submit view reordering.
* Params:
* _id = First view id.
* _num = Number of views to remap.
* _order = View remap id table. Passing `NULL` will reset view ids
* to default state.
*/
alias da_bgfx_set_view_order = void function(bgfx_view_id_t _id, ushort _num, const(bgfx_view_id_t)* _order);
da_bgfx_set_view_order bgfx_set_view_order;
/**
* Reset all view settings to default.
*/
alias da_bgfx_reset_view = void function(bgfx_view_id_t _id);
da_bgfx_reset_view bgfx_reset_view;
/**
* Begin submitting draw calls from thread.
* Params:
* _forThread = Explicitly request an encoder for a worker thread.
*/
alias da_bgfx_encoder_begin = bgfx_encoder_t* function(bool _forThread);
da_bgfx_encoder_begin bgfx_encoder_begin;
/**
* End submitting draw calls from thread.
* Params:
* _encoder = Encoder.
*/
alias da_bgfx_encoder_end = void function(bgfx_encoder_t* _encoder);
da_bgfx_encoder_end bgfx_encoder_end;
/**
* Sets a debug marker. This allows you to group graphics calls together for easy browsing in
* graphics debugging tools.
* Params:
* _marker = Marker string.
*/
alias da_bgfx_encoder_set_marker = void function(bgfx_encoder_t* _this, const(char)* _marker);
da_bgfx_encoder_set_marker bgfx_encoder_set_marker;
/**
* Set render states for draw primitive.
* Remarks:
* 1. To set up more complex states use:
* `BGFX_STATE_ALPHA_REF(_ref)`,
* `BGFX_STATE_POINT_SIZE(_size)`,
* `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
* `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`,
* `BGFX_STATE_BLEND_EQUATION(_equation)`,
* `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)`
* 2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend
* equation is specified.
* Params:
* _state = State flags. Default state for primitive type is
* triangles. See: `BGFX_STATE_DEFAULT`.
* - `BGFX_STATE_DEPTH_TEST_*` - Depth test function.
* - `BGFX_STATE_BLEND_*` - See remark 1 about BGFX_STATE_BLEND_FUNC.
* - `BGFX_STATE_BLEND_EQUATION_*` - See remark 2.
* - `BGFX_STATE_CULL_*` - Backface culling mode.
* - `BGFX_STATE_WRITE_*` - Enable R, G, B, A or Z write.
* - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing.
* - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type.
* _rgba = Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and
* `BGFX_STATE_BLEND_INV_FACTOR` blend modes.
*/
alias da_bgfx_encoder_set_state = void function(bgfx_encoder_t* _this, ulong _state, uint _rgba);
da_bgfx_encoder_set_state bgfx_encoder_set_state;
/**
* Set condition for rendering.
* Params:
* _handle = Occlusion query handle.
* _visible = Render if occlusion query is visible.
*/
alias da_bgfx_encoder_set_condition = void function(bgfx_encoder_t* _this, bgfx_occlusion_query_handle_t _handle, bool _visible);
da_bgfx_encoder_set_condition bgfx_encoder_set_condition;
/**
* Set stencil test state.
* Params:
* _fstencil = Front stencil state.
* _bstencil = Back stencil state. If back is set to `BGFX_STENCIL_NONE`
* _fstencil is applied to both front and back facing primitives.
*/
alias da_bgfx_encoder_set_stencil = void function(bgfx_encoder_t* _this, uint _fstencil, uint _bstencil);
da_bgfx_encoder_set_stencil bgfx_encoder_set_stencil;
/**
* Set scissor for draw primitive.
* Remarks:
* To scissor for all primitives in view see `bgfx::setViewScissor`.
* Params:
* _x = Position x from the left corner of the window.
* _y = Position y from the top corner of the window.
* _width = Width of view scissor region.
* _height = Height of view scissor region.
*/
alias da_bgfx_encoder_set_scissor = ushort function(bgfx_encoder_t* _this, ushort _x, ushort _y, ushort _width, ushort _height);
da_bgfx_encoder_set_scissor bgfx_encoder_set_scissor;
/**
* Set scissor from cache for draw primitive.
* Remarks:
* To scissor for all primitives in view see `bgfx::setViewScissor`.
* Params:
* _cache = Index in scissor cache.
*/
alias da_bgfx_encoder_set_scissor_cached = void function(bgfx_encoder_t* _this, ushort _cache);
da_bgfx_encoder_set_scissor_cached bgfx_encoder_set_scissor_cached;
/**
* Set model matrix for draw primitive. If it is not called,
* the model will be rendered with an identity model matrix.
* Params:
* _mtx = Pointer to first matrix in array.
* _num = Number of matrices in array.
*/
alias da_bgfx_encoder_set_transform = uint function(bgfx_encoder_t* _this, const(void)* _mtx, ushort _num);
da_bgfx_encoder_set_transform bgfx_encoder_set_transform;
/**
* Set model matrix from matrix cache for draw primitive.
* Params:
* _cache = Index in matrix cache.
* _num = Number of matrices from cache.
*/
alias da_bgfx_encoder_set_transform_cached = void function(bgfx_encoder_t* _this, uint _cache, ushort _num);
da_bgfx_encoder_set_transform_cached bgfx_encoder_set_transform_cached;
/**
* Reserve matrices in internal matrix cache.
* Attention: Pointer returned can be modified until `bgfx::frame` is called.
* Params:
* _transform = Pointer to `Transform` structure.
* _num = Number of matrices.
*/
alias da_bgfx_encoder_alloc_transform = uint function(bgfx_encoder_t* _this, bgfx_transform_t* _transform, ushort _num);
da_bgfx_encoder_alloc_transform bgfx_encoder_alloc_transform;
/**
* Set shader uniform parameter for draw primitive.
* Params:
* _handle = Uniform.
* _value = Pointer to uniform data.
* _num = Number of elements. Passing `UINT16_MAX` will
* use the _num passed on uniform creation.
*/
alias da_bgfx_encoder_set_uniform = void function(bgfx_encoder_t* _this, bgfx_uniform_handle_t _handle, const(void)* _value, ushort _num);
da_bgfx_encoder_set_uniform bgfx_encoder_set_uniform;
/**
* Set index buffer for draw primitive.
* Params:
* _handle = Index buffer.
* _firstIndex = First index to render.
* _numIndices = Number of indices to render.
*/
alias da_bgfx_encoder_set_index_buffer = void function(bgfx_encoder_t* _this, bgfx_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices);
da_bgfx_encoder_set_index_buffer bgfx_encoder_set_index_buffer;
/**
* Set index buffer for draw primitive.
* Params:
* _handle = Dynamic index buffer.
* _firstIndex = First index to render.
* _numIndices = Number of indices to render.
*/
alias da_bgfx_encoder_set_dynamic_index_buffer = void function(bgfx_encoder_t* _this, bgfx_dynamic_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices);
da_bgfx_encoder_set_dynamic_index_buffer bgfx_encoder_set_dynamic_index_buffer;
/**
* Set index buffer for draw primitive.
* Params:
* _tib = Transient index buffer.
* _firstIndex = First index to render.
* _numIndices = Number of indices to render.
*/
alias da_bgfx_encoder_set_transient_index_buffer = void function(bgfx_encoder_t* _this, const(bgfx_transient_index_buffer_t)* _tib, uint _firstIndex, uint _numIndices);
da_bgfx_encoder_set_transient_index_buffer bgfx_encoder_set_transient_index_buffer;
/**
* Set vertex buffer for draw primitive.
* Params:
* _stream = Vertex stream.
* _handle = Vertex buffer.
* _startVertex = First vertex to render.
* _numVertices = Number of vertices to render.
*/
alias da_bgfx_encoder_set_vertex_buffer = void function(bgfx_encoder_t* _this, ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices);
da_bgfx_encoder_set_vertex_buffer bgfx_encoder_set_vertex_buffer;
/**
* Set vertex buffer for draw primitive.
* Params:
* _stream = Vertex stream.
* _handle = Vertex buffer.
* _startVertex = First vertex to render.
* _numVertices = Number of vertices to render.
* _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
* handle is used, vertex layout used for creation
* of vertex buffer will be used.
*/
alias da_bgfx_encoder_set_vertex_buffer_with_layout = void function(bgfx_encoder_t* _this, ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
da_bgfx_encoder_set_vertex_buffer_with_layout bgfx_encoder_set_vertex_buffer_with_layout;
/**
* Set vertex buffer for draw primitive.
* Params:
* _stream = Vertex stream.
* _handle = Dynamic vertex buffer.
* _startVertex = First vertex to render.
* _numVertices = Number of vertices to render.
*/
alias da_bgfx_encoder_set_dynamic_vertex_buffer = void function(bgfx_encoder_t* _this, ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices);
da_bgfx_encoder_set_dynamic_vertex_buffer bgfx_encoder_set_dynamic_vertex_buffer;
alias da_bgfx_encoder_set_dynamic_vertex_buffer_with_layout = void function(bgfx_encoder_t* _this, ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
da_bgfx_encoder_set_dynamic_vertex_buffer_with_layout bgfx_encoder_set_dynamic_vertex_buffer_with_layout;
/**
* Set vertex buffer for draw primitive.
* Params:
* _stream = Vertex stream.
* _tvb = Transient vertex buffer.
* _startVertex = First vertex to render.
* _numVertices = Number of vertices to render.
*/
alias da_bgfx_encoder_set_transient_vertex_buffer = void function(bgfx_encoder_t* _this, ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices);
da_bgfx_encoder_set_transient_vertex_buffer bgfx_encoder_set_transient_vertex_buffer;
/**
* Set vertex buffer for draw primitive.
* Params:
* _stream = Vertex stream.
* _tvb = Transient vertex buffer.
* _startVertex = First vertex to render.
* _numVertices = Number of vertices to render.
* _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
* handle is used, vertex layout used for creation
* of vertex buffer will be used.
*/
alias da_bgfx_encoder_set_transient_vertex_buffer_with_layout = void function(bgfx_encoder_t* _this, ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
da_bgfx_encoder_set_transient_vertex_buffer_with_layout bgfx_encoder_set_transient_vertex_buffer_with_layout;
/**
* Set number of vertices for auto generated vertices use in conjunction
* with gl_VertexID.
* Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
* Params:
* _numVertices = Number of vertices.
*/
alias da_bgfx_encoder_set_vertex_count = void function(bgfx_encoder_t* _this, uint _numVertices);
da_bgfx_encoder_set_vertex_count bgfx_encoder_set_vertex_count;
/**
* Set instance data buffer for draw primitive.
* Params:
* _idb = Transient instance data buffer.
* _start = First instance data.
* _num = Number of data instances.
*/
alias da_bgfx_encoder_set_instance_data_buffer = void function(bgfx_encoder_t* _this, const(bgfx_instance_data_buffer_t)* _idb, uint _start, uint _num);
da_bgfx_encoder_set_instance_data_buffer bgfx_encoder_set_instance_data_buffer;
/**
* Set instance data buffer for draw primitive.
* Params:
* _handle = Vertex buffer.
* _startVertex = First instance data.
* _num = Number of data instances.
* Set instance data buffer for draw primitive.
*/
alias da_bgfx_encoder_set_instance_data_from_vertex_buffer = void function(bgfx_encoder_t* _this, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
da_bgfx_encoder_set_instance_data_from_vertex_buffer bgfx_encoder_set_instance_data_from_vertex_buffer;
/**
* Set instance data buffer for draw primitive.
* Params:
* _handle = Dynamic vertex buffer.
* _startVertex = First instance data.
* _num = Number of data instances.
*/
alias da_bgfx_encoder_set_instance_data_from_dynamic_vertex_buffer = void function(bgfx_encoder_t* _this, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
da_bgfx_encoder_set_instance_data_from_dynamic_vertex_buffer bgfx_encoder_set_instance_data_from_dynamic_vertex_buffer;
/**
* Set number of instances for auto generated instances use in conjunction
* with gl_InstanceID.
* Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
*/
alias da_bgfx_encoder_set_instance_count = void function(bgfx_encoder_t* _this, uint _numInstances);
da_bgfx_encoder_set_instance_count bgfx_encoder_set_instance_count;
/**
* Set texture stage for draw primitive.
* Params:
* _stage = Texture unit.
* _sampler = Program sampler.
* _handle = Texture handle.
* _flags = Texture sampling mode. Default value UINT32_MAX uses
* texture sampling settings from the texture.
* - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
* mode.
* - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
* sampling.
*/
alias da_bgfx_encoder_set_texture = void function(bgfx_encoder_t* _this, ubyte _stage, bgfx_uniform_handle_t _sampler, bgfx_texture_handle_t _handle, uint _flags);
da_bgfx_encoder_set_texture bgfx_encoder_set_texture;
/**
* Submit an empty primitive for rendering. Uniforms and draw state
* will be applied but no geometry will be submitted. Useful in cases
* when no other draw/compute primitive is submitted to view, but it's
* desired to execute clear view.
* Remarks:
* These empty draw calls will sort before ordinary draw calls.
* Params:
* _id = View id.
*/
alias da_bgfx_encoder_touch = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id);
da_bgfx_encoder_touch bgfx_encoder_touch;
/**
* Submit primitive for rendering.
* Params:
* _id = View id.
* _program = Program.
* _depth = Depth for sorting.
* _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
*/
alias da_bgfx_encoder_submit = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _depth, ubyte _flags);
da_bgfx_encoder_submit bgfx_encoder_submit;
/**
* Submit primitive with occlusion query for rendering.
* Params:
* _id = View id.
* _program = Program.
* _occlusionQuery = Occlusion query.
* _depth = Depth for sorting.
* _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
*/
alias da_bgfx_encoder_submit_occlusion_query = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_occlusion_query_handle_t _occlusionQuery, uint _depth, ubyte _flags);
da_bgfx_encoder_submit_occlusion_query bgfx_encoder_submit_occlusion_query;
/**
* Submit primitive for rendering with index and instance data info from
* indirect buffer.
* Params:
* _id = View id.
* _program = Program.
* _indirectHandle = Indirect buffer.
* _start = First element in indirect buffer.
* _num = Number of dispatches.
* _depth = Depth for sorting.
* _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
*/
alias da_bgfx_encoder_submit_indirect = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, uint _depth, ubyte _flags);
da_bgfx_encoder_submit_indirect bgfx_encoder_submit_indirect;
/**
* Set compute index buffer.
* Params:
* _stage = Compute stage.
* _handle = Index buffer handle.
* _access = Buffer access. See `Access::Enum`.
*/
alias da_bgfx_encoder_set_compute_index_buffer = void function(bgfx_encoder_t* _this, ubyte _stage, bgfx_index_buffer_handle_t _handle, bgfx_access_t _access);
da_bgfx_encoder_set_compute_index_buffer bgfx_encoder_set_compute_index_buffer;
/**
* Set compute vertex buffer.
* Params:
* _stage = Compute stage.
* _handle = Vertex buffer handle.
* _access = Buffer access. See `Access::Enum`.
*/
alias da_bgfx_encoder_set_compute_vertex_buffer = void function(bgfx_encoder_t* _this, ubyte _stage, bgfx_vertex_buffer_handle_t _handle, bgfx_access_t _access);
da_bgfx_encoder_set_compute_vertex_buffer bgfx_encoder_set_compute_vertex_buffer;
/**
* Set compute dynamic index buffer.
* Params:
* _stage = Compute stage.
* _handle = Dynamic index buffer handle.
* _access = Buffer access. See `Access::Enum`.
*/
alias da_bgfx_encoder_set_compute_dynamic_index_buffer = void function(bgfx_encoder_t* _this, ubyte _stage, bgfx_dynamic_index_buffer_handle_t _handle, bgfx_access_t _access);
da_bgfx_encoder_set_compute_dynamic_index_buffer bgfx_encoder_set_compute_dynamic_index_buffer;
/**
* Set compute dynamic vertex buffer.
* Params:
* _stage = Compute stage.
* _handle = Dynamic vertex buffer handle.
* _access = Buffer access. See `Access::Enum`.
*/
alias da_bgfx_encoder_set_compute_dynamic_vertex_buffer = void function(bgfx_encoder_t* _this, ubyte _stage, bgfx_dynamic_vertex_buffer_handle_t _handle, bgfx_access_t _access);
da_bgfx_encoder_set_compute_dynamic_vertex_buffer bgfx_encoder_set_compute_dynamic_vertex_buffer;
/**
* Set compute indirect buffer.
* Params:
* _stage = Compute stage.
* _handle = Indirect buffer handle.
* _access = Buffer access. See `Access::Enum`.
*/
alias da_bgfx_encoder_set_compute_indirect_buffer = void function(bgfx_encoder_t* _this, ubyte _stage, bgfx_indirect_buffer_handle_t _handle, bgfx_access_t _access);
da_bgfx_encoder_set_compute_indirect_buffer bgfx_encoder_set_compute_indirect_buffer;
/**
* Set compute image from texture.
* Params:
* _stage = Compute stage.
* _handle = Texture handle.
* _mip = Mip level.
* _access = Image access. See `Access::Enum`.
* _format = Texture format. See: `TextureFormat::Enum`.
*/
alias da_bgfx_encoder_set_image = void function(bgfx_encoder_t* _this, ubyte _stage, bgfx_texture_handle_t _handle, ubyte _mip, bgfx_access_t _access, bgfx_texture_format_t _format);
da_bgfx_encoder_set_image bgfx_encoder_set_image;
/**
* Dispatch compute.
* Params:
* _id = View id.
* _program = Compute program.
* _numX = Number of groups X.
* _numY = Number of groups Y.
* _numZ = Number of groups Z.
* _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
*/
alias da_bgfx_encoder_dispatch = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _numX, uint _numY, uint _numZ, ubyte _flags);
da_bgfx_encoder_dispatch bgfx_encoder_dispatch;
/**
* Dispatch compute indirect.
* Params:
* _id = View id.
* _program = Compute program.
* _indirectHandle = Indirect buffer.
* _start = First element in indirect buffer.
* _num = Number of dispatches.
* _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
*/
alias da_bgfx_encoder_dispatch_indirect = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, ubyte _flags);
da_bgfx_encoder_dispatch_indirect bgfx_encoder_dispatch_indirect;
/**
* Discard previously set state for draw or compute call.
* Params:
* _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
*/
alias da_bgfx_encoder_discard = void function(bgfx_encoder_t* _this, ubyte _flags);
da_bgfx_encoder_discard bgfx_encoder_discard;
/**
* Blit 2D texture region between two 2D textures.
* Attention: Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag.
* Attention: Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`.
* Params:
* _id = View id.
* _dst = Destination texture handle.
* _dstMip = Destination texture mip level.
* _dstX = Destination texture X position.
* _dstY = Destination texture Y position.
* _dstZ = If texture is 2D this argument should be 0. If destination texture is cube
* this argument represents destination texture cube face. For 3D texture this argument
* represents destination texture Z position.
* _src = Source texture handle.
* _srcMip = Source texture mip level.
* _srcX = Source texture X position.
* _srcY = Source texture Y position.
* _srcZ = If texture is 2D this argument should be 0. If source texture is cube
* this argument represents source texture cube face. For 3D texture this argument
* represents source texture Z position.
* _width = Width of region.
* _height = Height of region.
* _depth = If texture is 3D this argument represents depth of region, otherwise it's
* unused.
*/
alias da_bgfx_encoder_blit = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_texture_handle_t _dst, ubyte _dstMip, ushort _dstX, ushort _dstY, ushort _dstZ, bgfx_texture_handle_t _src, ubyte _srcMip, ushort _srcX, ushort _srcY, ushort _srcZ, ushort _width, ushort _height, ushort _depth);
da_bgfx_encoder_blit bgfx_encoder_blit;
/**
* Request screen shot of window back buffer.
* Remarks:
* `bgfx::CallbackI::screenShot` must be implemented.
* Attention: Frame buffer handle must be created with OS' target native window handle.
* Params:
* _handle = Frame buffer handle. If handle is `BGFX_INVALID_HANDLE` request will be
* made for main window back buffer.
* _filePath = Will be passed to `bgfx::CallbackI::screenShot` callback.
*/
alias da_bgfx_request_screen_shot = void function(bgfx_frame_buffer_handle_t _handle, const(char)* _filePath);
da_bgfx_request_screen_shot bgfx_request_screen_shot;
/**
* Render frame.
* Attention: `bgfx::renderFrame` is blocking call. It waits for
* `bgfx::frame` to be called from API thread to process frame.
* If timeout value is passed call will timeout and return even
* if `bgfx::frame` is not called.
* Warning: This call should be only used on platforms that don't
* allow creating separate rendering thread. If it is called before
* to bgfx::init, render thread won't be created by bgfx::init call.
* Params:
* _msecs = Timeout in milliseconds.
*/
alias da_bgfx_render_frame = bgfx_render_frame_t function(int _msecs);
da_bgfx_render_frame bgfx_render_frame;
/**
* Set platform data.
* Warning: Must be called before `bgfx::init`.
* Params:
* _data = Platform data.
*/
alias da_bgfx_set_platform_data = void function(const(bgfx_platform_data_t)* _data);
da_bgfx_set_platform_data bgfx_set_platform_data;
/**
* Get internal data for interop.
* Attention: It's expected you understand some bgfx internals before you
* use this call.
* Warning: Must be called only on render thread.
*/
alias da_bgfx_get_internal_data = const(bgfx_internal_data_t)* function();
da_bgfx_get_internal_data bgfx_get_internal_data;
/**
* Override internal texture with externally created texture. Previously
* created internal texture will released.
* Attention: It's expected you understand some bgfx internals before you
* use this call.
* Warning: Must be called only on render thread.
* Params:
* _handle = Texture handle.
* _ptr = Native API pointer to texture.
*/
alias da_bgfx_override_internal_texture_ptr = ulong function(bgfx_texture_handle_t _handle, ulong _ptr);
da_bgfx_override_internal_texture_ptr bgfx_override_internal_texture_ptr;
/**
* Override internal texture by creating new texture. Previously created
* internal texture will released.
* Attention: It's expected you understand some bgfx internals before you
* use this call.
* Returns: Native API pointer to texture. If result is 0, texture is not created yet from the
* main thread.
* Warning: Must be called only on render thread.
* Params:
* _handle = Texture handle.
* _width = Width.
* _height = Height.
* _numMips = Number of mip-maps.
* _format = Texture format. See: `TextureFormat::Enum`.
* _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
* flags. Default texture sampling mode is linear, and wrap mode is repeat.
* - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
* mode.
* - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
* sampling.
*/
alias da_bgfx_override_internal_texture = ulong function(bgfx_texture_handle_t _handle, ushort _width, ushort _height, ubyte _numMips, bgfx_texture_format_t _format, ulong _flags);
da_bgfx_override_internal_texture bgfx_override_internal_texture;
/**
* Sets a debug marker. This allows you to group graphics calls together for easy browsing in
* graphics debugging tools.
* Params:
* _marker = Marker string.
*/
alias da_bgfx_set_marker = void function(const(char)* _marker);
da_bgfx_set_marker bgfx_set_marker;
/**
* Set render states for draw primitive.
* Remarks:
* 1. To set up more complex states use:
* `BGFX_STATE_ALPHA_REF(_ref)`,
* `BGFX_STATE_POINT_SIZE(_size)`,
* `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
* `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`,
* `BGFX_STATE_BLEND_EQUATION(_equation)`,
* `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)`
* 2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend
* equation is specified.
* Params:
* _state = State flags. Default state for primitive type is
* triangles. See: `BGFX_STATE_DEFAULT`.
* - `BGFX_STATE_DEPTH_TEST_*` - Depth test function.
* - `BGFX_STATE_BLEND_*` - See remark 1 about BGFX_STATE_BLEND_FUNC.
* - `BGFX_STATE_BLEND_EQUATION_*` - See remark 2.
* - `BGFX_STATE_CULL_*` - Backface culling mode.
* - `BGFX_STATE_WRITE_*` - Enable R, G, B, A or Z write.
* - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing.
* - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type.
* _rgba = Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and
* `BGFX_STATE_BLEND_INV_FACTOR` blend modes.
*/
alias da_bgfx_set_state = void function(ulong _state, uint _rgba);
da_bgfx_set_state bgfx_set_state;
/**
* Set condition for rendering.
* Params:
* _handle = Occlusion query handle.
* _visible = Render if occlusion query is visible.
*/
alias da_bgfx_set_condition = void function(bgfx_occlusion_query_handle_t _handle, bool _visible);
da_bgfx_set_condition bgfx_set_condition;
/**
* Set stencil test state.
* Params:
* _fstencil = Front stencil state.
* _bstencil = Back stencil state. If back is set to `BGFX_STENCIL_NONE`
* _fstencil is applied to both front and back facing primitives.
*/
alias da_bgfx_set_stencil = void function(uint _fstencil, uint _bstencil);
da_bgfx_set_stencil bgfx_set_stencil;
/**
* Set scissor for draw primitive.
* Remarks:
* To scissor for all primitives in view see `bgfx::setViewScissor`.
* Params:
* _x = Position x from the left corner of the window.
* _y = Position y from the top corner of the window.
* _width = Width of view scissor region.
* _height = Height of view scissor region.
*/
alias da_bgfx_set_scissor = ushort function(ushort _x, ushort _y, ushort _width, ushort _height);
da_bgfx_set_scissor bgfx_set_scissor;
/**
* Set scissor from cache for draw primitive.
* Remarks:
* To scissor for all primitives in view see `bgfx::setViewScissor`.
* Params:
* _cache = Index in scissor cache.
*/
alias da_bgfx_set_scissor_cached = void function(ushort _cache);
da_bgfx_set_scissor_cached bgfx_set_scissor_cached;
/**
* Set model matrix for draw primitive. If it is not called,
* the model will be rendered with an identity model matrix.
* Params:
* _mtx = Pointer to first matrix in array.
* _num = Number of matrices in array.
*/
alias da_bgfx_set_transform = uint function(const(void)* _mtx, ushort _num);
da_bgfx_set_transform bgfx_set_transform;
/**
* Set model matrix from matrix cache for draw primitive.
* Params:
* _cache = Index in matrix cache.
* _num = Number of matrices from cache.
*/
alias da_bgfx_set_transform_cached = void function(uint _cache, ushort _num);
da_bgfx_set_transform_cached bgfx_set_transform_cached;
/**
* Reserve matrices in internal matrix cache.
* Attention: Pointer returned can be modified until `bgfx::frame` is called.
* Params:
* _transform = Pointer to `Transform` structure.
* _num = Number of matrices.
*/
alias da_bgfx_alloc_transform = uint function(bgfx_transform_t* _transform, ushort _num);
da_bgfx_alloc_transform bgfx_alloc_transform;
/**
* Set shader uniform parameter for draw primitive.
* Params:
* _handle = Uniform.
* _value = Pointer to uniform data.
* _num = Number of elements. Passing `UINT16_MAX` will
* use the _num passed on uniform creation.
*/
alias da_bgfx_set_uniform = void function(bgfx_uniform_handle_t _handle, const(void)* _value, ushort _num);
da_bgfx_set_uniform bgfx_set_uniform;
/**
* Set index buffer for draw primitive.
* Params:
* _handle = Index buffer.
* _firstIndex = First index to render.
* _numIndices = Number of indices to render.
*/
alias da_bgfx_set_index_buffer = void function(bgfx_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices);
da_bgfx_set_index_buffer bgfx_set_index_buffer;
/**
* Set index buffer for draw primitive.
* Params:
* _handle = Dynamic index buffer.
* _firstIndex = First index to render.
* _numIndices = Number of indices to render.
*/
alias da_bgfx_set_dynamic_index_buffer = void function(bgfx_dynamic_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices);
da_bgfx_set_dynamic_index_buffer bgfx_set_dynamic_index_buffer;
/**
* Set index buffer for draw primitive.
* Params:
* _tib = Transient index buffer.
* _firstIndex = First index to render.
* _numIndices = Number of indices to render.
*/
alias da_bgfx_set_transient_index_buffer = void function(const(bgfx_transient_index_buffer_t)* _tib, uint _firstIndex, uint _numIndices);
da_bgfx_set_transient_index_buffer bgfx_set_transient_index_buffer;
/**
* Set vertex buffer for draw primitive.
* Params:
* _stream = Vertex stream.
* _handle = Vertex buffer.
* _startVertex = First vertex to render.
* _numVertices = Number of vertices to render.
*/
alias da_bgfx_set_vertex_buffer = void function(ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices);
da_bgfx_set_vertex_buffer bgfx_set_vertex_buffer;
/**
* Set vertex buffer for draw primitive.
* Params:
* _stream = Vertex stream.
* _handle = Vertex buffer.
* _startVertex = First vertex to render.
* _numVertices = Number of vertices to render.
* _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
* handle is used, vertex layout used for creation
* of vertex buffer will be used.
*/
alias da_bgfx_set_vertex_buffer_with_layout = void function(ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
da_bgfx_set_vertex_buffer_with_layout bgfx_set_vertex_buffer_with_layout;
/**
* Set vertex buffer for draw primitive.
* Params:
* _stream = Vertex stream.
* _handle = Dynamic vertex buffer.
* _startVertex = First vertex to render.
* _numVertices = Number of vertices to render.
*/
alias da_bgfx_set_dynamic_vertex_buffer = void function(ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices);
da_bgfx_set_dynamic_vertex_buffer bgfx_set_dynamic_vertex_buffer;
/**
* Set vertex buffer for draw primitive.
* Params:
* _stream = Vertex stream.
* _handle = Dynamic vertex buffer.
* _startVertex = First vertex to render.
* _numVertices = Number of vertices to render.
* _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
* handle is used, vertex layout used for creation
* of vertex buffer will be used.
*/
alias da_bgfx_set_dynamic_vertex_buffer_with_layout = void function(ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
da_bgfx_set_dynamic_vertex_buffer_with_layout bgfx_set_dynamic_vertex_buffer_with_layout;
/**
* Set vertex buffer for draw primitive.
* Params:
* _stream = Vertex stream.
* _tvb = Transient vertex buffer.
* _startVertex = First vertex to render.
* _numVertices = Number of vertices to render.
*/
alias da_bgfx_set_transient_vertex_buffer = void function(ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices);
da_bgfx_set_transient_vertex_buffer bgfx_set_transient_vertex_buffer;
/**
* Set vertex buffer for draw primitive.
* Params:
* _stream = Vertex stream.
* _tvb = Transient vertex buffer.
* _startVertex = First vertex to render.
* _numVertices = Number of vertices to render.
* _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
* handle is used, vertex layout used for creation
* of vertex buffer will be used.
*/
alias da_bgfx_set_transient_vertex_buffer_with_layout = void function(ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
da_bgfx_set_transient_vertex_buffer_with_layout bgfx_set_transient_vertex_buffer_with_layout;
/**
* Set number of vertices for auto generated vertices use in conjunction
* with gl_VertexID.
* Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
* Params:
* _numVertices = Number of vertices.
*/
alias da_bgfx_set_vertex_count = void function(uint _numVertices);
da_bgfx_set_vertex_count bgfx_set_vertex_count;
/**
* Set instance data buffer for draw primitive.
* Params:
* _idb = Transient instance data buffer.
* _start = First instance data.
* _num = Number of data instances.
*/
alias da_bgfx_set_instance_data_buffer = void function(const(bgfx_instance_data_buffer_t)* _idb, uint _start, uint _num);
da_bgfx_set_instance_data_buffer bgfx_set_instance_data_buffer;
/**
* Set instance data buffer for draw primitive.
* Params:
* _handle = Vertex buffer.
* _startVertex = First instance data.
* _num = Number of data instances.
* Set instance data buffer for draw primitive.
*/
alias da_bgfx_set_instance_data_from_vertex_buffer = void function(bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
da_bgfx_set_instance_data_from_vertex_buffer bgfx_set_instance_data_from_vertex_buffer;
/**
* Set instance data buffer for draw primitive.
* Params:
* _handle = Dynamic vertex buffer.
* _startVertex = First instance data.
* _num = Number of data instances.
*/
alias da_bgfx_set_instance_data_from_dynamic_vertex_buffer = void function(bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
da_bgfx_set_instance_data_from_dynamic_vertex_buffer bgfx_set_instance_data_from_dynamic_vertex_buffer;
/**
* Set number of instances for auto generated instances use in conjunction
* with gl_InstanceID.
* Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
*/
alias da_bgfx_set_instance_count = void function(uint _numInstances);
da_bgfx_set_instance_count bgfx_set_instance_count;
/**
* Set texture stage for draw primitive.
* Params:
* _stage = Texture unit.
* _sampler = Program sampler.
* _handle = Texture handle.
* _flags = Texture sampling mode. Default value UINT32_MAX uses
* texture sampling settings from the texture.
* - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
* mode.
* - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
* sampling.
*/
alias da_bgfx_set_texture = void function(ubyte _stage, bgfx_uniform_handle_t _sampler, bgfx_texture_handle_t _handle, uint _flags);
da_bgfx_set_texture bgfx_set_texture;
/**
* Submit an empty primitive for rendering. Uniforms and draw state
* will be applied but no geometry will be submitted.
* Remarks:
* These empty draw calls will sort before ordinary draw calls.
* Params:
* _id = View id.
*/
alias da_bgfx_touch = void function(bgfx_view_id_t _id);
da_bgfx_touch bgfx_touch;
/**
* Submit primitive for rendering.
* Params:
* _id = View id.
* _program = Program.
* _depth = Depth for sorting.
* _flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
*/
alias da_bgfx_submit = void function(bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _depth, ubyte _flags);
da_bgfx_submit bgfx_submit;
/**
* Submit primitive with occlusion query for rendering.
* Params:
* _id = View id.
* _program = Program.
* _occlusionQuery = Occlusion query.
* _depth = Depth for sorting.
* _flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
*/
alias da_bgfx_submit_occlusion_query = void function(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_occlusion_query_handle_t _occlusionQuery, uint _depth, ubyte _flags);
da_bgfx_submit_occlusion_query bgfx_submit_occlusion_query;
/**
* Submit primitive for rendering with index and instance data info from
* indirect buffer.
* Params:
* _id = View id.
* _program = Program.
* _indirectHandle = Indirect buffer.
* _start = First element in indirect buffer.
* _num = Number of dispatches.
* _depth = Depth for sorting.
* _flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
*/
alias da_bgfx_submit_indirect = void function(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, uint _depth, ubyte _flags);
da_bgfx_submit_indirect bgfx_submit_indirect;
/**
* Set compute index buffer.
* Params:
* _stage = Compute stage.
* _handle = Index buffer handle.
* _access = Buffer access. See `Access::Enum`.
*/
alias da_bgfx_set_compute_index_buffer = void function(ubyte _stage, bgfx_index_buffer_handle_t _handle, bgfx_access_t _access);
da_bgfx_set_compute_index_buffer bgfx_set_compute_index_buffer;
/**
* Set compute vertex buffer.
* Params:
* _stage = Compute stage.
* _handle = Vertex buffer handle.
* _access = Buffer access. See `Access::Enum`.
*/
alias da_bgfx_set_compute_vertex_buffer = void function(ubyte _stage, bgfx_vertex_buffer_handle_t _handle, bgfx_access_t _access);
da_bgfx_set_compute_vertex_buffer bgfx_set_compute_vertex_buffer;
/**
* Set compute dynamic index buffer.
* Params:
* _stage = Compute stage.
* _handle = Dynamic index buffer handle.
* _access = Buffer access. See `Access::Enum`.
*/
alias da_bgfx_set_compute_dynamic_index_buffer = void function(ubyte _stage, bgfx_dynamic_index_buffer_handle_t _handle, bgfx_access_t _access);
da_bgfx_set_compute_dynamic_index_buffer bgfx_set_compute_dynamic_index_buffer;
/**
* Set compute dynamic vertex buffer.
* Params:
* _stage = Compute stage.
* _handle = Dynamic vertex buffer handle.
* _access = Buffer access. See `Access::Enum`.
*/
alias da_bgfx_set_compute_dynamic_vertex_buffer = void function(ubyte _stage, bgfx_dynamic_vertex_buffer_handle_t _handle, bgfx_access_t _access);
da_bgfx_set_compute_dynamic_vertex_buffer bgfx_set_compute_dynamic_vertex_buffer;
/**
* Set compute indirect buffer.
* Params:
* _stage = Compute stage.
* _handle = Indirect buffer handle.
* _access = Buffer access. See `Access::Enum`.
*/
alias da_bgfx_set_compute_indirect_buffer = void function(ubyte _stage, bgfx_indirect_buffer_handle_t _handle, bgfx_access_t _access);
da_bgfx_set_compute_indirect_buffer bgfx_set_compute_indirect_buffer;
/**
* Set compute image from texture.
* Params:
* _stage = Compute stage.
* _handle = Texture handle.
* _mip = Mip level.
* _access = Image access. See `Access::Enum`.
* _format = Texture format. See: `TextureFormat::Enum`.
*/
alias da_bgfx_set_image = void function(ubyte _stage, bgfx_texture_handle_t _handle, ubyte _mip, bgfx_access_t _access, bgfx_texture_format_t _format);
da_bgfx_set_image bgfx_set_image;
/**
* Dispatch compute.
* Params:
* _id = View id.
* _program = Compute program.
* _numX = Number of groups X.
* _numY = Number of groups Y.
* _numZ = Number of groups Z.
* _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
*/
alias da_bgfx_dispatch = void function(bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _numX, uint _numY, uint _numZ, ubyte _flags);
da_bgfx_dispatch bgfx_dispatch;
/**
* Dispatch compute indirect.
* Params:
* _id = View id.
* _program = Compute program.
* _indirectHandle = Indirect buffer.
* _start = First element in indirect buffer.
* _num = Number of dispatches.
* _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
*/
alias da_bgfx_dispatch_indirect = void function(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, ubyte _flags);
da_bgfx_dispatch_indirect bgfx_dispatch_indirect;
/**
* Discard previously set state for draw or compute call.
* Params:
* _flags = Draw/compute states to discard.
*/
alias da_bgfx_discard = void function(ubyte _flags);
da_bgfx_discard bgfx_discard;
/**
* Blit 2D texture region between two 2D textures.
* Attention: Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag.
* Attention: Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`.
* Params:
* _id = View id.
* _dst = Destination texture handle.
* _dstMip = Destination texture mip level.
* _dstX = Destination texture X position.
* _dstY = Destination texture Y position.
* _dstZ = If texture is 2D this argument should be 0. If destination texture is cube
* this argument represents destination texture cube face. For 3D texture this argument
* represents destination texture Z position.
* _src = Source texture handle.
* _srcMip = Source texture mip level.
* _srcX = Source texture X position.
* _srcY = Source texture Y position.
* _srcZ = If texture is 2D this argument should be 0. If source texture is cube
* this argument represents source texture cube face. For 3D texture this argument
* represents source texture Z position.
* _width = Width of region.
* _height = Height of region.
* _depth = If texture is 3D this argument represents depth of region, otherwise it's
* unused.
*/
alias da_bgfx_blit = void function(bgfx_view_id_t _id, bgfx_texture_handle_t _dst, ubyte _dstMip, ushort _dstX, ushort _dstY, ushort _dstZ, bgfx_texture_handle_t _src, ubyte _srcMip, ushort _srcX, ushort _srcY, ushort _srcZ, ushort _width, ushort _height, ushort _depth);
da_bgfx_blit bgfx_blit;
}
}