summaryrefslogtreecommitdiffstatshomepage
path: root/3rdparty/bgfx/scripts/bgfx.idl
diff options
context:
space:
mode:
Diffstat (limited to '3rdparty/bgfx/scripts/bgfx.idl')
-rw-r--r--3rdparty/bgfx/scripts/bgfx.idl292
1 files changed, 151 insertions, 141 deletions
diff --git a/3rdparty/bgfx/scripts/bgfx.idl b/3rdparty/bgfx/scripts/bgfx.idl
index 23a1ecee285..e02d257de65 100644
--- a/3rdparty/bgfx/scripts/bgfx.idl
+++ b/3rdparty/bgfx/scripts/bgfx.idl
@@ -1,7 +1,7 @@
-- vim: syntax=lua
-- bgfx interface
-version(100)
+version(102)
typedef "bool"
typedef "char"
@@ -79,18 +79,18 @@ flag.StateBlendEquation { bits = 64, shift = 28, range = 6, base = 0, desc = "Bl
--- Cull state. When `BGFX_STATE_CULL_*` is not specified culling will be disabled.
flag.StateCull { bits = 64, shift = 36, range = 2, base = 1, desc = "Culling mode" }
- .Cw --- Cull clockwise triangles.
- .Ccw --- Cull counter-clockwise triangles.
+ .Cw --- Cull clockwise triangles.
+ .Ccw --- Cull counter-clockwise triangles.
()
--- Alpha reference value.
flag.StateAlphaRef { bits = 64, shift = 40, range = 8, desc = "Alpha reference", "helper" }
flag.StatePt { bits = 64, shift = 48, range = 3, base = 1, desc = "Primitive type" }
- .Tristrip --- Tristrip.
- .Lines --- Lines.
- .Linestrip --- Line strip.
- .Points --- Points.
+ .Tristrip --- Tristrip.
+ .Lines --- Lines.
+ .Linestrip --- Line strip.
+ .Points --- Points.
()
--- Point size value.
@@ -99,16 +99,16 @@ flag.StatePointSize { bits = 64, shift = 52, range = 4, desc = "Point size", "he
--- Enable MSAA write when writing into MSAA frame buffer.
--- This flag is ignored when not writing into MSAA frame buffer.
flag.State { bits = 64 , range = 64 , desc = "State" }
- .Msaa (57) --- Enable MSAA rasterization.
- .Lineaa (58) --- Enable line AA rasterization.
- .ConservativeRaster (59) --- Enable conservative rasterization.
- .None (0) --- No state.
- .BlendIndependent(35) --- Enable blend independent.
- .BlendAlphaToCoverage (36) --- Enable alpha to coverage.
+ .Msaa (57) --- Enable MSAA rasterization.
+ .Lineaa (58) --- Enable line AA rasterization.
+ .ConservativeRaster (59) --- Enable conservative rasterization.
+ .None (0) --- No state.
+ .FrontCcw(40) --- Front counter-clockwise (default is clockwise).
+ .BlendIndependent(35) --- Enable blend independent.
+ .BlendAlphaToCoverage (36) --- Enable alpha to coverage.
.Default { "WriteRgb", "WriteA", "WriteZ", "DepthTestLess", "CullCw", "Msaa" }
- --- Default state is write to RGB, alpha, and depth with depth test less enabled, with clockwise
- --- culling and MSAA (when writing into MSAA frame buffer, otherwise this flag is ignored).
-
+ --- Default state is write to RGB, alpha, and depth with depth test less enabled, with clockwise
+ --- culling and MSAA (when writing into MSAA frame buffer, otherwise this flag is ignored).
--- Do not use!
flag.StateReserved { bits = 64, shift = 61, range = 3 }
@@ -120,69 +120,69 @@ flag.StencilFuncRef { bits = 32, shift = 0, range = 8, "helper" }
flag.StencilFuncRmask { bits = 32, shift = 8, range = 8, "helper" }
flag.Stencil { bits = 32, const }
- .None (0x00000000)
- .Mask (0xffffffff)
- .Default (0x00000000)
+ .None (0x00000000)
+ .Mask (0xffffffff)
+ .Default (0x00000000)
flag.StencilTest { bits = 32, shift = 16, range = 4 , base = 1, desc = "Stencil test" }
- .Less --- Enable stencil test, less.
- .Lequal --- Enable stencil test, less or equal.
- .Equal --- Enable stencil test, equal.
- .Gequal --- Enable stencil test, greater or equal.
- .Greater --- Enable stencil test, greater.
- .Notequal --- Enable stencil test, not equal.
- .Never --- Enable stencil test, never.
- .Always --- Enable stencil test, always.
+ .Less --- Enable stencil test, less.
+ .Lequal --- Enable stencil test, less or equal.
+ .Equal --- Enable stencil test, equal.
+ .Gequal --- Enable stencil test, greater or equal.
+ .Greater --- Enable stencil test, greater.
+ .Notequal --- Enable stencil test, not equal.
+ .Never --- Enable stencil test, never.
+ .Always --- Enable stencil test, always.
()
flag.StencilOpFailS { bits = 32, shift = 20, range = 4, base = 0, desc = "Stencil operation fail" }
- .Zero --- Zero.
- .Keep --- Keep.
- .Replace --- Replace.
- .Incr --- Increment and wrap.
- .Incrsat --- Increment and clamp.
- .Decr --- Decrement and wrap.
- .Decrsat --- Decrement and clamp.
- .Invert --- Invert.
+ .Zero --- Zero.
+ .Keep --- Keep.
+ .Replace --- Replace.
+ .Incr --- Increment and wrap.
+ .Incrsat --- Increment and clamp.
+ .Decr --- Decrement and wrap.
+ .Decrsat --- Decrement and clamp.
+ .Invert --- Invert.
()
flag.StencilOpFailZ { bits = 32, shift = 24, range = 4, base = 0, desc = "Stencil operation depth fail" }
- .Zero --- Zero.
- .Keep --- Keep.
- .Replace --- Replace.
- .Incr --- Increment and wrap.
- .Incrsat --- Increment and clamp.
- .Decr --- Decrement and wrap.
- .Decrsat --- Decrement and clamp.
- .Invert --- Invert.
+ .Zero --- Zero.
+ .Keep --- Keep.
+ .Replace --- Replace.
+ .Incr --- Increment and wrap.
+ .Incrsat --- Increment and clamp.
+ .Decr --- Decrement and wrap.
+ .Decrsat --- Decrement and clamp.
+ .Invert --- Invert.
()
flag.StencilOpPassZ { bits = 32, shift = 28, range = 4 , base = 0, desc = "Stencil operation depth pass" }
- .Zero --- Zero.
- .Keep --- Keep.
- .Replace --- Replace.
- .Incr --- Increment and wrap.
- .Incrsat --- Increment and clamp.
- .Decr --- Decrement and wrap.
- .Decrsat --- Decrement and clamp.
- .Invert --- Invert.
+ .Zero --- Zero.
+ .Keep --- Keep.
+ .Replace --- Replace.
+ .Incr --- Increment and wrap.
+ .Incrsat --- Increment and clamp.
+ .Decr --- Decrement and wrap.
+ .Decrsat --- Decrement and clamp.
+ .Invert --- Invert.
()
flag.Clear { bits = 16 }
- .None --- No clear flags.
- .Color --- Clear color.
- .Depth --- Clear depth.
- .Stencil --- Clear stencil.
- .DiscardColor_0 --- Discard frame buffer attachment 0.
- .DiscardColor_1 --- Discard frame buffer attachment 1.
- .DiscardColor_2 --- Discard frame buffer attachment 2.
- .DiscardColor_3 --- Discard frame buffer attachment 3.
- .DiscardColor_4 --- Discard frame buffer attachment 4.
- .DiscardColor_5 --- Discard frame buffer attachment 5.
- .DiscardColor_6 --- Discard frame buffer attachment 6.
- .DiscardColor_7 --- Discard frame buffer attachment 7.
- .DiscardDepth --- Discard frame buffer depth attachment.
- .DiscardStencil --- Discard frame buffer stencil attachment.
+ .None --- No clear flags.
+ .Color --- Clear color.
+ .Depth --- Clear depth.
+ .Stencil --- Clear stencil.
+ .DiscardColor_0 --- Discard frame buffer attachment 0.
+ .DiscardColor_1 --- Discard frame buffer attachment 1.
+ .DiscardColor_2 --- Discard frame buffer attachment 2.
+ .DiscardColor_3 --- Discard frame buffer attachment 3.
+ .DiscardColor_4 --- Discard frame buffer attachment 4.
+ .DiscardColor_5 --- Discard frame buffer attachment 5.
+ .DiscardColor_6 --- Discard frame buffer attachment 6.
+ .DiscardColor_7 --- Discard frame buffer attachment 7.
+ .DiscardDepth --- Discard frame buffer depth attachment.
+ .DiscardStencil --- Discard frame buffer stencil attachment.
.DiscardColorMask {
"DiscardColor_0",
"DiscardColor_1",
@@ -200,31 +200,31 @@ flag.Clear { bits = 16 }
}
flag.Debug { bits = 32 }
- .None --- No debug.
- .Wireframe --- Enable wireframe for all primitives.
- .Ifh --- Enable infinitely fast hardware test. No draw calls will be submitted to driver.
- --- It's useful when profiling to quickly assess bottleneck between CPU and GPU.
- .Stats --- Enable statistics display.
- .Text --- Enable debug text display.
- .Profiler --- Enable profiler.
+ .None --- No debug.
+ .Wireframe --- Enable wireframe for all primitives.
+ .Ifh --- Enable infinitely fast hardware test. No draw calls will be submitted to driver.
+ --- It's useful when profiling to quickly assess bottleneck between CPU and GPU.
+ .Stats --- Enable statistics display.
+ .Text --- Enable debug text display.
+ .Profiler --- Enable profiler.
()
flag.BufferComputeFormat { bits = 16, shift = 0, range = 4, base = 1 }
- ._8x1 --- 1 8-bit value
- ._8x2 --- 2 8-bit values
- ._8x4 --- 4 8-bit values
- ._16x1 --- 1 16-bit value
- ._16x2 --- 2 16-bit values
- ._16x4 --- 4 16-bit values
- ._32x1 --- 1 32-bit value
- ._32x2 --- 2 32-bit values
- ._32x4 --- 4 32-bit values
+ ._8x1 --- 1 8-bit value
+ ._8x2 --- 2 8-bit values
+ ._8x4 --- 4 8-bit values
+ ._16x1 --- 1 16-bit value
+ ._16x2 --- 2 16-bit values
+ ._16x4 --- 4 16-bit values
+ ._32x1 --- 1 32-bit value
+ ._32x2 --- 2 32-bit values
+ ._32x4 --- 4 32-bit values
()
flag.BufferComputeType { bits = 16, shift = 4, range = 2, base = 1 }
- .Int --- Type `int`.
- .Uint --- Type `uint`.
- .Float --- Type `float`.
+ .Int --- Type `int`.
+ .Uint --- Type `uint`.
+ .Float --- Type `float`.
()
flag.Buffer { bits = 16, base = 8 }
@@ -239,66 +239,66 @@ flag.Buffer { bits = 16, base = 8 }
flag.Texture { bits = 64 }
.None (0)
- .MsaaSample (36) --- Texture will be used for MSAA sampling.
- .Rt (37) --- Render target no MSAA.
- .ComputeWrite (45) --- Texture will be used for compute write.
- .Srgb (46) --- Sample texture as sRGB.
- .BlitDst (47) --- Texture will be used as blit destination.
- .ReadBack (48) --- Texture will be used for read back from GPU.
+ .MsaaSample (36) --- Texture will be used for MSAA sampling.
+ .Rt (37) --- Render target no MSAA.
+ .ComputeWrite (45) --- Texture will be used for compute write.
+ .Srgb (46) --- Sample texture as sRGB.
+ .BlitDst (47) --- Texture will be used as blit destination.
+ .ReadBack (48) --- Texture will be used for read back from GPU.
()
flag.TextureRtMsaa { bits = 64, shift = 36, range = 3 , base = 2 }
- .X2 --- Render target MSAAx2 mode.
- .X4 --- Render target MSAAx4 mode.
- .X8 --- Render target MSAAx8 mode.
- .X16 --- Render target MSAAx16 mode.
+ .X2 --- Render target MSAAx2 mode.
+ .X4 --- Render target MSAAx4 mode.
+ .X8 --- Render target MSAAx8 mode.
+ .X16 --- Render target MSAAx16 mode.
()
flag.TextureRt { bits = 64, shift = 36, range = 4 }
- .WriteOnly (9) --- Render target will be used for writing
+ .WriteOnly (9) --- Render target will be used for writing
--- Sampler flags.
flag.SamplerU { bits = 32, shift = 0, range = 2, base = 1 }
- .Mirror --- Wrap U mode: Mirror
- .Clamp --- Wrap U mode: Clamp
- .Border --- Wrap U mode: Border
+ .Mirror --- Wrap U mode: Mirror
+ .Clamp --- Wrap U mode: Clamp
+ .Border --- Wrap U mode: Border
()
flag.SamplerV { bits = 32, shift = 2, range = 2, base = 1 }
- .Mirror --- Wrap V mode: Mirror
- .Clamp --- Wrap V mode: Clamp
- .Border --- Wrap V mode: Border
+ .Mirror --- Wrap V mode: Mirror
+ .Clamp --- Wrap V mode: Clamp
+ .Border --- Wrap V mode: Border
()
flag.SamplerW { bits = 32, shift = 4, range = 2, base = 1 }
- .Mirror --- Wrap W mode: Mirror
- .Clamp --- Wrap W mode: Clamp
- .Border --- Wrap W mode: Border
+ .Mirror --- Wrap W mode: Mirror
+ .Clamp --- Wrap W mode: Clamp
+ .Border --- Wrap W mode: Border
()
flag.SamplerMin { bits = 32, shift = 6, range = 2, base = 1 }
- .Point --- Min sampling mode: Point
- .Anisotropic --- Min sampling mode: Anisotropic
+ .Point --- Min sampling mode: Point
+ .Anisotropic --- Min sampling mode: Anisotropic
()
flag.SamplerMag { bits = 32, shift = 8, range = 2, base = 1 }
- .Point --- Mag sampling mode: Point
- .Anisotropic --- Mag sampling mode: Anisotropic
+ .Point --- Mag sampling mode: Point
+ .Anisotropic --- Mag sampling mode: Anisotropic
()
flag.SamplerMip { bits = 32, shift = 10, range = 1, base = 1 }
- .Point --- Mip sampling mode: Point
+ .Point --- Mip sampling mode: Point
()
flag.SamplerCompare { bits = 32 , shift = 16, range = 4, base = 1 }
- .Less --- Compare when sampling depth texture: less.
- .Lequal --- Compare when sampling depth texture: less or equal.
- .Equal --- Compare when sampling depth texture: equal.
- .Gequal --- Compare when sampling depth texture: greater or equal.
- .Greater --- Compare when sampling depth texture: greater.
- .Notequal --- Compare when sampling depth texture: not equal.
- .Never --- Compare when sampling depth texture: never.
- .Always --- Compare when sampling depth texture: always.
+ .Less --- Compare when sampling depth texture: less.
+ .Lequal --- Compare when sampling depth texture: less or equal.
+ .Equal --- Compare when sampling depth texture: equal.
+ .Gequal --- Compare when sampling depth texture: greater or equal.
+ .Greater --- Compare when sampling depth texture: greater.
+ .Notequal --- Compare when sampling depth texture: not equal.
+ .Never --- Compare when sampling depth texture: never.
+ .Always --- Compare when sampling depth texture: always.
()
flag.SamplerBorderColor { bits = 32, shift = 24, range = 4, "helper" }
@@ -307,35 +307,43 @@ flag.SamplerReserved { bits = 32, shift = 28, range = 4 }
flag.Sampler { bits = 32 }
.None
.SampleStencil (21) --- Sample stencil instead of depth.
- .Point { "MinPoint", "MagPoint", "MipPoint" }
- .UvwMirror { "UMirror", "VMirror", "WMirror" }
- .UvwClamp { "UClamp", "VClamp", "WClamp" }
- .UvwBorder { "UBorder", "VBorder", "WBorder" }
- .BitsMask { "UMask", "VMask", "WMask", "MinMask", "MagMask", "MipMask", "CompareMask" }
+ .Point { "MinPoint", "MagPoint", "MipPoint" }
+ .UvwMirror { "UMirror", "VMirror", "WMirror" }
+ .UvwClamp { "UClamp", "VClamp", "WClamp" }
+ .UvwBorder { "UBorder", "VBorder", "WBorder" }
+ .BitsMask {
+ "UMask",
+ "VMask",
+ "WMask",
+ "MinMask",
+ "MagMask",
+ "MipMask",
+ "CompareMask"
+ }
()
flag.ResetMsaa { bits = 32, shift = 4, range = 3, base = 1 }
- .X2 --- Enable 2x MSAA.
- .X4 --- Enable 4x MSAA.
- .X8 --- Enable 8x MSAA.
- .X16 --- Enable 16x MSAA.
+ .X2 --- Enable 2x MSAA.
+ .X4 --- Enable 4x MSAA.
+ .X8 --- Enable 8x MSAA.
+ .X16 --- Enable 16x MSAA.
()
flag.Reset { bits = 32 }
- .None (0) --- No reset flags.
- .Fullscreen (1) --- Not supported yet.
- .Vsync (8) --- Enable V-Sync.
- .Maxanisotropy (9) --- Turn on/off max anisotropy.
- .Capture (10) --- Begin screen capture.
- .FlushAfterRender (14) --- Flush rendering after submitting to GPU.
- .FlipAfterRender (15) --- This flag specifies where flip occurs. Default behavior is that flip occurs
- --- before rendering new frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
- .SrgbBackbuffer (16) --- Enable sRGB backbuffer.
- .Hdr10 (17) --- Enable HDR10 rendering.
- .Hidpi (18) --- Enable HiDPI rendering.
- .DepthClamp (19) --- Enable depth clamp.
- .Suspend (20) --- Suspend rendering.
+ .None ( 0) --- No reset flags.
+ .Fullscreen ( 1) --- Not supported yet.
+ .Vsync ( 8) --- Enable V-Sync.
+ .Maxanisotropy ( 9) --- Turn on/off max anisotropy.
+ .Capture (10) --- Begin screen capture.
+ .FlushAfterRender (14) --- Flush rendering after submitting to GPU.
+ .FlipAfterRender (15) --- This flag specifies where flip occurs. Default behavior is that flip occurs
+ --- before rendering new frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
+ .SrgbBackbuffer (16) --- Enable sRGB backbuffer.
+ .Hdr10 (17) --- Enable HDR10 rendering.
+ .Hidpi (18) --- Enable HiDPI rendering.
+ .DepthClamp (19) --- Enable depth clamp.
+ .Suspend (20) --- Suspend rendering.
()
flag.ResetFullscreen { bits = 32, shift = 0, range = 1, base = 1 }
@@ -852,8 +860,10 @@ struct.Transform
struct.ViewStats
.name "char[256]" --- View name.
.view "ViewId" --- View id.
- .cpuTimeElapsed "int64_t" --- CPU (submit) time elapsed.
- .gpuTimeElapsed "int64_t" --- GPU time elapsed.
+ .cpuTimeBegin "int64_t" --- CPU (submit) begin time.
+ .cpuTimeEnd "int64_t" --- CPU (submit) end time.
+ .gpuTimeBegin "int64_t" --- GPU begin time.
+ .gpuTimeEnd "int64_t" --- GPU end time.
--- Encoder stats.
struct.EncoderStats