diff options
author | 2019-10-13 13:50:38 +0200 | |
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committer | 2019-10-13 07:50:38 -0400 | |
commit | 0837e7451a84f95c29dbdb9bd6b8b931fee1635d (patch) | |
tree | 626bcbd250a7fbebdf5958a288d2f438d4f9fb5a /3rdparty/bgfx/scripts/bgfx.idl | |
parent | c913ccb59d713ce0b91135520719ac5385e54358 (diff) |
WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* Sync with bgfx upstream revision b91d0b6
* Sync with bx upstream revision d60912b
* Sync with bimg upstream revision bd81f60
* Add astc-codec decoder
* Rename VertexDecl to VertexLayout
* Rename UniformType enum Int1 to Sampler.
* Add NVN stub
* Fix unused-const-variable error on macOS
* Drop redundant explicit language parameters
buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only
applied to objective c++ files. As such, hardcoding -x offers no benefit while
preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on
macOS) from working.
* Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning
* Build bgfx as Objective-C++ on macOS
It is needed due to included headers
* Enable Direct3D12 and Vulkan bgfx rendering backends
* Enable building of spirv shaders
* Properly escape /c in cmd call
* Comment out dx12 bgfx renderer
* Honor VERBOSE setting during shaders build
* Only invert hlsl shader XYZ_TO_sRGB matrix for opengl
* Add spirv shaders
* OpenGL ES needs transposed matrix too
* Metal needs transposed matrix as well
Diffstat (limited to '3rdparty/bgfx/scripts/bgfx.idl')
-rw-r--r-- | 3rdparty/bgfx/scripts/bgfx.idl | 2998 |
1 files changed, 2998 insertions, 0 deletions
diff --git a/3rdparty/bgfx/scripts/bgfx.idl b/3rdparty/bgfx/scripts/bgfx.idl new file mode 100644 index 00000000000..23a1ecee285 --- /dev/null +++ b/3rdparty/bgfx/scripts/bgfx.idl @@ -0,0 +1,2998 @@ +-- vim: syntax=lua +-- bgfx interface + +version(100) + +typedef "bool" +typedef "char" +typedef "float" +typedef "int8_t" +typedef "int32_t" +typedef "int64_t" +typedef "uint8_t" +typedef "uint16_t" +typedef "uint32_t" +typedef "uint64_t" +typedef "uintptr_t" +typedef "va_list" +typedef "void" + +typedef "ViewId" +typedef "CallbackI" { cname = "callback_interface" } +typedef "bx::AllocatorI" { cname = "allocator_interface" } + +--- Memory release callback. +funcptr.ReleaseFn + "void" + .ptr "void*" --- Pointer to allocated data. + .userData "void*" --- User defined data if needed. + +--- Color RGB/alpha/depth write. When it's not specified write will be disabled. +flag.StateWrite { bits = 64 , base = 1 } + .R --- Enable R write. + .G --- Enable G write. + .B --- Enable B write. + .A --- Enable alpha write. + .Z ( 39 ) --- Enable depth write. + .Rgb { "R", "G", "B" } --- Enable RGB write. + .Mask { "Rgb", "A", "Z" } --- Write all channels mask. + +--- Depth test state. When `BGFX_STATE_DEPTH_` is not specified depth test will be disabled. +flag.StateDepthTest { bits = 64, shift = 4, range = 4, base = 1 , desc = "Depth test state" } + .Less --- Enable depth test, less. + .Lequal --- Enable depth test, less or equal. + .Equal --- Enable depth test, equal. + .Gequal --- Enable depth test, greater or equal. + .Greater --- Enable depth test, greater. + .Notequal --- Enable depth test, not equal. + .Never --- Enable depth test, never. + .Always --- Enable depth test, always. + () + +--- Use BGFX_STATE_BLEND_FUNC(_src, _dst) or BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA) +--- helper macros. +flag.StateBlend { bits = 64, shift = 12, range = 16, base = 1, desc = "Blend state" } + .Zero --- 0, 0, 0, 0 + .One --- 1, 1, 1, 1 + .SrcColor --- Rs, Gs, Bs, As + .InvSrcColor --- 1-Rs, 1-Gs, 1-Bs, 1-As + .SrcAlpha --- As, As, As, As + .InvSrcAlpha --- 1-As, 1-As, 1-As, 1-As + .DstAlpha --- Ad, Ad, Ad, Ad + .InvDstAlpha --- 1-Ad, 1-Ad, 1-Ad ,1-Ad + .DstColor --- Rd, Gd, Bd, Ad + .InvDstColor --- 1-Rd, 1-Gd, 1-Bd, 1-Ad + .SrcAlphaSat --- f, f, f, 1; f = min(As, 1-Ad) + .Factor --- Blend factor + .InvFactor --- 1-Blend factor + () + +--- Use BGFX_STATE_BLEND_EQUATION(_equation) or BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA) +--- helper macros. +flag.StateBlendEquation { bits = 64, shift = 28, range = 6, base = 0, desc = "Blend equation" } + .Add --- Blend add: src + dst. + .Sub --- Blend subtract: src - dst. + .Revsub --- Blend reverse subtract: dst - src. + .Min --- Blend min: min(src, dst). + .Max --- Blend max: max(src, dst). + () + +--- 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. + () + +--- 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. + () + +--- Point size value. +flag.StatePointSize { bits = 64, shift = 52, range = 4, desc = "Point size", "helper" } + +--- 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. + .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). + + +--- Do not use! +flag.StateReserved { bits = 64, shift = 61, range = 3 } + +--- Set stencil ref value. +flag.StencilFuncRef { bits = 32, shift = 0, range = 8, "helper" } + +--- Set stencil rmask value. +flag.StencilFuncRmask { bits = 32, shift = 8, range = 8, "helper" } + +flag.Stencil { bits = 32, const } + .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. + () + +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. + () + +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. + () + +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. + () + +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. + .DiscardColorMask { + "DiscardColor_0", + "DiscardColor_1", + "DiscardColor_2", + "DiscardColor_3", + "DiscardColor_4", + "DiscardColor_5", + "DiscardColor_6", + "DiscardColor_7" + } + .DiscardMask { + "DiscardColorMask", + "DiscardDepth", + "DiscardStencil" + } + +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. + () + +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 + () + +flag.BufferComputeType { bits = 16, shift = 4, range = 2, base = 1 } + .Int --- Type `int`. + .Uint --- Type `uint`. + .Float --- Type `float`. + () + +flag.Buffer { bits = 16, base = 8 } + .None(0) + .ComputeRead --- Buffer will be read by shader. + .ComputeWrite --- Buffer will be used for writing. + .DrawIndirect --- Buffer will be used for storing draw indirect commands. + .AllowResize --- Allow dynamic index/vertex buffer resize during update. + .Index32 --- Index buffer contains 32-bit indices. + .ComputeReadWrite { "ComputeRead" , "ComputeWrite" } + () + +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. + () + +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. + () + +flag.TextureRt { bits = 64, shift = 36, range = 4 } + .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 + () + +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 + () + +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 + () + +flag.SamplerMin { bits = 32, shift = 6, range = 2, base = 1 } + .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 + () + +flag.SamplerMip { bits = 32, shift = 10, range = 1, base = 1 } + .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. + () + +flag.SamplerBorderColor { bits = 32, shift = 24, range = 4, "helper" } +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" } + () + +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. + () + + +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. + () + +flag.ResetFullscreen { bits = 32, shift = 0, range = 1, base = 1 } + () + +flag.ResetReserved { bits = 32, shift = 31, range = 1 , desc = "Internal" } + +flag.Caps { bits = 64, base = 1, name = "Caps" } + .AlphaToCoverage --- Alpha to coverage is supported. + .BlendIndependent --- Blend independent is supported. + .Compute --- Compute shaders are supported. + .ConservativeRaster --- Conservative rasterization is supported. + .DrawIndirect --- Draw indirect is supported. + .FragmentDepth --- Fragment depth is accessible in fragment shader. + .FragmentOrdering --- Fragment ordering is available in fragment shader. + .FramebufferRw --- Read/Write frame buffer attachments are supported. + .GraphicsDebugger --- Graphics debugger is present. + .Reserved + .Hdr10 --- HDR10 rendering is supported. + .Hidpi --- HiDPI rendering is supported. + .Index32 --- 32-bit indices are supported. + .Instancing --- Instancing is supported. + .OcclusionQuery --- Occlusion query is supported. + .RendererMultithreaded --- Renderer is on separate thread. + .SwapChain --- Multiple windows are supported. + .Texture_2dArray --- 2D texture array is supported. + .Texture_3d --- 3D textures are supported. + .TextureBlit --- Texture blit is supported. + .TextureCompareReserved --- All texture compare modes are supported. + .TextureCompareLequal --- Texture compare less equal mode is supported. + .TextureCubeArray --- Cubemap texture array is supported. + .TextureDirectAccess --- CPU direct access to GPU texture memory. + .TextureReadBack --- Read-back texture is supported. + .VertexAttribHalf --- Vertex attribute half-float is supported. + .VertexAttribUint10 --- Vertex attribute 10_10_10_2 is supported. + .VertexId --- Rendering with VertexID only is supported. + .TextureCompareAll { "TextureCompareReserved", "TextureCompareLequal" } --- All texture compare modes are supported. + () + +flag.CapsFormat { bits = 16 } + .TextureNone --- Texture format is not supported. + .Texture_2d --- Texture format is supported. + .Texture_2dSrgb --- Texture as sRGB format is supported. + .Texture_2dEmulated --- Texture format is emulated. + .Texture_3d --- Texture format is supported. + .Texture_3dSrgb --- Texture as sRGB format is supported. + .Texture_3dEmulated --- Texture format is emulated. + .TextureCube --- Texture format is supported. + .TextureCubeSrgb --- Texture as sRGB format is supported. + .TextureCubeEmulated --- Texture format is emulated. + .TextureVertex --- Texture format can be used from vertex shader. + .TextureImage --- Texture format can be used as image from compute shader. + .TextureFramebuffer --- Texture format can be used as frame buffer. + .TextureFramebufferMsaa --- Texture format can be used as MSAA frame buffer. + .TextureMsaa --- Texture can be sampled as MSAA. + .TextureMipAutogen --- Texture format supports auto-generated mips. + () + +flag.Resolve { bits = 8 } + .None --- No resolve flags. + .AutoGenMips --- Auto-generate mip maps on resolve. + () + +flag.PciId { bits = 16 , const } + .None (0x0000) --- Autoselect adapter. + .SoftwareRasterizer (0x0001) --- Software rasterizer. + .Amd (0x1002) --- AMD adapter. + .Intel (0x8086) --- Intel adapter. + .Nvidia (0x10de) --- nVidia adapter. + () + +flag.CubeMap { bits = 8, const } + .PositiveX (0x00) --- Cubemap +x. + .NegativeX (0x01) --- Cubemap -x. + .PositiveY (0x02) --- Cubemap +y. + .NegativeY (0x03) --- Cubemap -y. + .PositiveZ (0x04) --- Cubemap +z. + .NegativeZ (0x05) --- Cubemap -z. + () + +--- Fatal error enum. +enum.Fatal { underscore, comment = "" } + .DebugCheck + .InvalidShader + .UnableToInitialize + .UnableToCreateTexture + .DeviceLost + () -- end of enum + +--- Renderer backend type enum. +enum.RendererType { comment = "Renderer types:" } + .Noop --- No rendering. + .Direct3D9 --- Direct3D 9.0 + .Direct3D11 --- Direct3D 11.0 + .Direct3D12 --- Direct3D 12.0 + .Gnm --- GNM + .Metal --- Metal + .Nvn --- NVN + .OpenGLES --- OpenGL ES 2.0+ + .OpenGL --- OpenGL 2.1+ + .Vulkan --- Vulkan + () + +--- Access mode enum. +enum.Access { comment = "Access:" } + .Read --- Read. + .Write --- Write. + .ReadWrite --- Read and write. + () + +--- Vertex attribute enum. +enum.Attrib { comment = "Corresponds to vertex shader attribute." } + .Position --- a_position + .Normal --- a_normal + .Tangent --- a_tangent + .Bitangent --- a_bitangent + .Color0 --- a_color0 + .Color1 --- a_color1 + .Color2 --- a_color2 + .Color3 --- a_color3 + .Indices --- a_indices + .Weight --- a_weight + .TexCoord0 --- a_texcoord0 + .TexCoord1 --- a_texcoord1 + .TexCoord2 --- a_texcoord2 + .TexCoord3 --- a_texcoord3 + .TexCoord4 --- a_texcoord4 + .TexCoord5 --- a_texcoord5 + .TexCoord6 --- a_texcoord6 + .TexCoord7 --- a_texcoord7 + () + +--- Vertex attribute type enum. +enum.AttribType { comment = "Attribute types:" } + .Uint8 --- Uint8 + .Uint10 --- Uint10, availability depends on: `BGFX_CAPS_VERTEX_ATTRIB_UINT10`. + .Int16 --- Int16 + .Half --- Half, availability depends on: `BGFX_CAPS_VERTEX_ATTRIB_HALF`. + .Float --- Float + () + +--- Texture format enum. +--- +--- Notation: +--- +--- RGBA16S +--- ^ ^ ^ +--- | | +-- [ ]Unorm +--- | | [F]loat +--- | | [S]norm +--- | | [I]nt +--- | | [U]int +--- | +---- Number of bits per component +--- +-------- Components +--- +--- @attention Availability depends on Caps (see: formats). +enum.TextureFormat { comment = "Texture formats:" } + .BC1 --- DXT1 R5G6B5A1 + .BC2 --- DXT3 R5G6B5A4 + .BC3 --- DXT5 R5G6B5A8 + .BC4 --- LATC1/ATI1 R8 + .BC5 --- LATC2/ATI2 RG8 + .BC6H --- BC6H RGB16F + .BC7 --- BC7 RGB 4-7 bits per color channel, 0-8 bits alpha + .ETC1 --- ETC1 RGB8 + .ETC2 --- ETC2 RGB8 + .ETC2A --- ETC2 RGBA8 + .ETC2A1 --- ETC2 RGB8A1 + .PTC12 --- PVRTC1 RGB 2BPP + .PTC14 --- PVRTC1 RGB 4BPP + .PTC12A --- PVRTC1 RGBA 2BPP + .PTC14A --- PVRTC1 RGBA 4BPP + .PTC22 --- PVRTC2 RGBA 2BPP + .PTC24 --- PVRTC2 RGBA 4BPP + .ATC --- ATC RGB 4BPP + .ATCE --- ATCE RGBA 8 BPP explicit alpha + .ATCI --- ATCI RGBA 8 BPP interpolated alpha + .ASTC4x4 --- ASTC 4x4 8.0 BPP + .ASTC5x5 --- ASTC 5x5 5.12 BPP + .ASTC6x6 --- ASTC 6x6 3.56 BPP + .ASTC8x5 --- ASTC 8x5 3.20 BPP + .ASTC8x6 --- ASTC 8x6 2.67 BPP + .ASTC10x5 --- ASTC 10x5 2.56 BPP + .Unknown --- Compressed formats above. + .R1 + .A8 + .R8 + .R8I + .R8U + .R8S + .R16 + .R16I + .R16U + .R16F + .R16S + .R32I + .R32U + .R32F + .RG8 + .RG8I + .RG8U + .RG8S + .RG16 + .RG16I + .RG16U + .RG16F + .RG16S + .RG32I + .RG32U + .RG32F + .RGB8 + .RGB8I + .RGB8U + .RGB8S + .RGB9E5F + .BGRA8 + .RGBA8 + .RGBA8I + .RGBA8U + .RGBA8S + .RGBA16 + .RGBA16I + .RGBA16U + .RGBA16F + .RGBA16S + .RGBA32I + .RGBA32U + .RGBA32F + .R5G6B5 + .RGBA4 + .RGB5A1 + .RGB10A2 + .RG11B10F + .UnknownDepth --- Depth formats below. + .D16 + .D24 + .D24S8 + .D32 + .D16F + .D24F + .D32F + .D0S8 + () + +--- Uniform type enum. +enum.UniformType { comment = "Uniform types:" } + .Sampler [[Sampler.]] + .End [[Reserved, do not use.]] + .Vec4 [[4 floats vector.]] + .Mat3 [[3x3 matrix.]] + .Mat4 [[4x4 matrix.]] + +--- Backbuffer ratio enum. +enum.BackbufferRatio { comment = "Backbuffer ratios:" } + .Equal [[Equal to backbuffer.]] + .Half [[One half size of backbuffer.]] + .Quarter [[One quarter size of backbuffer.]] + .Eighth [[One eighth size of backbuffer.]] + .Sixteenth [[One sixteenth size of backbuffer.]] + .Double [[Double size of backbuffer.]] + +--- Occlusion query result. +enum.OcclusionQueryResult { comment = "Occlusion query results:" } + .Invisible [[Query failed test.]] + .Visible [[Query passed test.]] + .NoResult [[Query result is not available yet.]] + +--- Primitive topology. +enum.Topology { underscore, comment = "Primitive topology:" } + .TriList [[Triangle list.]] + .TriStrip [[Triangle strip.]] + .LineList [[Line list.]] + .LineStrip [[Line strip.]] + .PointList [[Point list.]] + +--- Topology conversion function. +enum.TopologyConvert { underscore , comment = "Topology conversion functions:" } + .TriListFlipWinding [[Flip winding order of triangle list.]] + .TriStripFlipWinding [[Flip winding order of trinagle strip.]] + .TriListToLineList [[Convert triangle list to line list.]] + .TriStripToTriList [[Convert triangle strip to triangle list.]] + .LineStripToLineList [[Convert line strip to line list.]] + +--- Topology sort order. +enum.TopologySort { underscore, comment = "Topology sort order:" , } + .DirectionFrontToBackMin + .DirectionFrontToBackAvg + .DirectionFrontToBackMax + .DirectionBackToFrontMin + .DirectionBackToFrontAvg + .DirectionBackToFrontMax + .DistanceFrontToBackMin + .DistanceFrontToBackAvg + .DistanceFrontToBackMax + .DistanceBackToFrontMin + .DistanceBackToFrontAvg + .DistanceBackToFrontMax + () + +--- View mode sets draw call sort order. +enum.ViewMode { underscore, comment = "View modes:" } + .Default [[Default sort order.]] + .Sequential [[Sort in the same order in which submit calls were called.]] + .DepthAscending [[Sort draw call depth in ascending order.]] + .DepthDescending [[Sort draw call depth in descending order.]] + +--- Render frame enum. +enum.RenderFrame { underscore, comment = "" } + .NoContext --- Renderer context is not created yet. + .Render --- Renderer context is created and rendering. + .Timeout --- Renderer context wait for main thread signal timed out without rendering. + .Exiting --- Renderer context is getting destroyed. + () + +--- GPU info. +struct.GPU { namespace = "Caps" } + .vendorId "uint16_t" --- Vendor PCI id. See `BGFX_PCI_ID_*`. + .deviceId "uint16_t" --- Device id. + +--- Renderer capabilities limits. +struct.Limits { namespace = "Caps" } + .maxDrawCalls "uint32_t" --- Maximum number of draw calls. + .maxBlits "uint32_t" --- Maximum number of blit calls. + .maxTextureSize "uint32_t" --- Maximum texture size. + .maxTextureLayers "uint32_t" --- Maximum texture layers. + .maxViews "uint32_t" --- Maximum number of views. + .maxFrameBuffers "uint32_t" --- Maximum number of frame buffer handles. + .maxFBAttachments "uint32_t" --- Maximum number of frame buffer attachments. + .maxPrograms "uint32_t" --- Maximum number of program handles. + .maxShaders "uint32_t" --- Maximum number of shader handles. + .maxTextures "uint32_t" --- Maximum number of texture handles. + .maxTextureSamplers "uint32_t" --- Maximum number of texture samplers. + .maxComputeBindings "uint32_t" --- Maximum number of compute bindings. + .maxVertexLayouts "uint32_t" --- Maximum number of vertex format layouts. + .maxVertexStreams "uint32_t" --- Maximum number of vertex streams. + .maxIndexBuffers "uint32_t" --- Maximum number of index buffer handles. + .maxVertexBuffers "uint32_t" --- Maximum number of vertex buffer handles. + .maxDynamicIndexBuffers "uint32_t" --- Maximum number of dynamic index buffer handles. + .maxDynamicVertexBuffers "uint32_t" --- Maximum number of dynamic vertex buffer handles. + .maxUniforms "uint32_t" --- Maximum number of uniform handles. + .maxOcclusionQueries "uint32_t" --- Maximum number of occlusion query handles. + .maxEncoders "uint32_t" --- Maximum number of encoder threads. + .transientVbSize "uint32_t" --- Maximum transient vertex buffer size. + .transientIbSize "uint32_t" --- Maximum transient index buffer size. + +--- Renderer capabilities. +struct.Caps + .rendererType "RendererType::Enum" --- Renderer backend type. See: `bgfx::RendererType` + .supported "uint64_t" --- Supported functionality. + --- @attention See BGFX_CAPS_* flags at https://bkaradzic.github.io/bgfx/bgfx.html#available-caps + .vendorId "uint16_t" --- Selected GPU vendor PCI id. + .deviceId "uint16_t" --- Selected GPU device id. + .homogeneousDepth "bool" --- True when NDC depth is in [-1, 1] range, otherwise its [0, 1]. + .originBottomLeft "bool" --- True when NDC origin is at bottom left. + .numGPUs "uint8_t" --- Number of enumerated GPUs. + .gpu "GPU[4]" --- Enumerated GPUs. + .limits "Limits" + .formats "uint16_t[TextureFormat::Count]" + --- Supported texture format capabilities flags: + --- - `BGFX_CAPS_FORMAT_TEXTURE_NONE` - Texture format is not supported. + --- - `BGFX_CAPS_FORMAT_TEXTURE_2D` - Texture format is supported. + --- - `BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB` - Texture as sRGB format is supported. + --- - `BGFX_CAPS_FORMAT_TEXTURE_2D_EMULATED` - Texture format is emulated. + --- - `BGFX_CAPS_FORMAT_TEXTURE_3D` - Texture format is supported. + --- - `BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB` - Texture as sRGB format is supported. + --- - `BGFX_CAPS_FORMAT_TEXTURE_3D_EMULATED` - Texture format is emulated. + --- - `BGFX_CAPS_FORMAT_TEXTURE_CUBE` - Texture format is supported. + --- - `BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB` - Texture as sRGB format is supported. + --- - `BGFX_CAPS_FORMAT_TEXTURE_CUBE_EMULATED` - Texture format is emulated. + --- - `BGFX_CAPS_FORMAT_TEXTURE_VERTEX` - Texture format can be used from vertex shader. + --- - `BGFX_CAPS_FORMAT_TEXTURE_IMAGE` - Texture format can be used as image from compute + --- shader. + --- - `BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER` - Texture format can be used as frame + --- buffer. + --- - `BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA` - Texture format can be used as MSAA + --- frame buffer. + --- - `BGFX_CAPS_FORMAT_TEXTURE_MSAA` - Texture can be sampled as MSAA. + --- - `BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN` - Texture format supports auto-generated + --- mips. + +--- Internal data. +struct.InternalData + .caps "const Caps*" --- Renderer capabilities. + .context "void*" --- GL context, or D3D device. + +--- Platform data. +struct.PlatformData { ctor } + .ndt "void*" --- Native display type. + .nwh "void*" --- Native window handle. + .context "void*" --- GL context, or D3D device. + .backBuffer "void*" --- GL backbuffer, or D3D render target view. + .backBufferDS "void*" --- Backbuffer depth/stencil. + +--- Backbuffer resolution and reset parameters. +struct.Resolution { ctor } + .format "TextureFormat::Enum" --- Backbuffer format. + .width "uint32_t" --- Backbuffer width. + .height "uint32_t" --- Backbuffer height. + .reset "uint32_t" --- Reset parameters. + .numBackBuffers "uint8_t" --- Number of back buffers. + .maxFrameLatency "uint8_t" --- Maximum frame latency. + +struct.Limits { namespace = "Init" } + .maxEncoders "uint16_t" --- Maximum number of encoder threads. + .transientVbSize "uint32_t" --- Maximum transient vertex buffer size. + .transientIbSize "uint32_t" --- Maximum transient index buffer size. + +--- Initialization parameters used by `bgfx::init`. +struct.Init { ctor } + .type "RendererType::Enum" --- Select rendering backend. When set to RendererType::Count + --- a default rendering backend will be selected appropriate to the platform. + --- See: `bgfx::RendererType` + + .vendorId "uint16_t" --- Vendor PCI id. If set to `BGFX_PCI_ID_NONE` it will select the first + --- device. + --- - `BGFX_PCI_ID_NONE` - Autoselect adapter. + --- - `BGFX_PCI_ID_SOFTWARE_RASTERIZER` - Software rasterizer. + --- - `BGFX_PCI_ID_AMD` - AMD adapter. + --- - `BGFX_PCI_ID_INTEL` - Intel adapter. + --- - `BGFX_PCI_ID_NVIDIA` - nVidia adapter. + + .deviceId "uint16_t" --- Device id. If set to 0 it will select first device, or device with + --- matching id. + + .debug "bool" --- Enable device for debuging. + .profile "bool" --- Enable device for profiling. + .platformData "PlatformData" --- Platform data. + .resolution "Resolution" --- Backbuffer resolution and reset parameters. See: `bgfx::Resolution`. + .limits "Limits" + .callback "CallbackI*" --- Provide application specific callback interface. + --- See: `bgfx::CallbackI` + + .allocator "bx::AllocatorI*" --- Custom allocator. When a custom allocator is not + --- specified, bgfx uses the CRT allocator. Bgfx assumes + --- custom allocator is thread safe. + +--- Memory must be obtained by calling `bgfx::alloc`, `bgfx::copy`, or `bgfx::makeRef`. +--- +--- @attention It is illegal to create this structure on stack and pass it to any bgfx API. +struct.Memory + .data "uint8_t*" [[Pointer to data.]] + .size "uint32_t" [[Data size.]] + +--- Transient index buffer. +struct.TransientIndexBuffer + .data "uint8_t*" --- Pointer to data. + .size "uint32_t" --- Data size. + .startIndex "uint32_t" --- First index. + .handle "IndexBufferHandle" --- Index buffer handle. + +--- Transient vertex buffer. +struct.TransientVertexBuffer + .data "uint8_t*" --- Pointer to data. + .size "uint32_t" --- Data size. + .startVertex "uint32_t" --- First vertex. + .stride "uint16_t" --- Vertex stride. + .handle "VertexBufferHandle" --- Vertex buffer handle. + .layoutHandle "VertexLayoutHandle" --- Vertex layout handle. + +--- Instance data buffer info. +struct.InstanceDataBuffer + .data "uint8_t*" --- Pointer to data. + .size "uint32_t" --- Data size. + .offset "uint32_t" --- Offset in vertex buffer. + .num "uint32_t" --- Number of instances. + .stride "uint16_t" --- Vertex buffer stride. + .handle "VertexBufferHandle" --- Vertex buffer object handle. + +--- Texture info. +struct.TextureInfo + .format "TextureFormat::Enum" --- Texture format. + .storageSize "uint32_t" --- Total amount of bytes required to store texture. + .width "uint16_t" --- Texture width. + .height "uint16_t" --- Texture height. + .depth "uint16_t" --- Texture depth. + .numLayers "uint16_t" --- Number of layers in texture array. + .numMips "uint8_t" --- Number of MIP maps. + .bitsPerPixel "uint8_t" --- Format bits per pixel. + .cubeMap "bool" --- Texture is cubemap. + +--- Uniform info. +struct.UniformInfo + .name "char[256]" --- Uniform name. + .type "UniformType::Enum" --- Uniform type. + .num "uint16_t" --- Number of elements in array. + +--- Frame buffer texture attachment info. +struct.Attachment { shortname } + .access "Access::Enum" --- Attachement access. See `Access::Enum`. + .handle "TextureHandle" --- Render target texture handle. + .mip "uint16_t" --- Mip level. + .layer "uint16_t" --- Cubemap side or depth layer/slice. + .resolve "uint8_t" --- Resolve flags. See: `BGFX_RESOLVE_*` + +--- Init attachment. +func.Attachment.init + "void" + .handle "TextureHandle" --- Render target texture handle. + .access "Access::Enum" --- Access. See `Access::Enum`. + { default = "Access::Write" } + .layer "uint16_t" --- Cubemap side or depth layer/slice. + { default = 0 } + .mip "uint16_t" --- Mip level. + { default = 0 } + .resolve "uint8_t" --- Resolve flags. See: `BGFX_RESOLVE_*` + { default = "BGFX_RESOLVE_AUTO_GEN_MIPS" } + +--- Transform data. +struct.Transform + .data "float*" --- Pointer to first 4x4 matrix. + .num "uint16_t" --- Number of matrices. + +--- View stats. +struct.ViewStats + .name "char[256]" --- View name. + .view "ViewId" --- View id. + .cpuTimeElapsed "int64_t" --- CPU (submit) time elapsed. + .gpuTimeElapsed "int64_t" --- GPU time elapsed. + +--- Encoder stats. +struct.EncoderStats + .cpuTimeBegin "int64_t" --- Encoder thread CPU submit begin time. + .cpuTimeEnd "int64_t" --- Encoder thread CPU submit end time. + +--- Renderer statistics data. +--- +--- @remarks All time values are high-resolution timestamps, while +--- time frequencies define timestamps-per-second for that hardware. +struct.Stats + .cpuTimeFrame "int64_t" --- CPU time between two `bgfx::frame` calls. + .cpuTimeBegin "int64_t" --- Render thread CPU submit begin time. + .cpuTimeEnd "int64_t" --- Render thread CPU submit end time. + .cpuTimerFreq "int64_t" --- CPU timer frequency. Timestamps-per-second + + .gpuTimeBegin "int64_t" --- GPU frame begin time. + .gpuTimeEnd "int64_t" --- GPU frame end time. + .gpuTimerFreq "int64_t" --- GPU timer frequency. + + .waitRender "int64_t" --- Time spent waiting for render backend thread to finish issuing draw commands to underlying graphics API. + .waitSubmit "int64_t" --- Time spent waiting for submit thread to advance to next frame. + + .numDraw "uint32_t" --- Number of draw calls submitted. + .numCompute "uint32_t" --- Number of compute calls submitted. + .numBlit "uint32_t" --- Number of blit calls submitted. + .maxGpuLatency "uint32_t" --- GPU driver latency. + + .numDynamicIndexBuffers "uint16_t" --- Number of used dynamic index buffers. + .numDynamicVertexBuffers "uint16_t" --- Number of used dynamic vertex buffers. + .numFrameBuffers "uint16_t" --- Number of used frame buffers. + .numIndexBuffers "uint16_t" --- Number of used index buffers. + .numOcclusionQueries "uint16_t" --- Number of used occlusion queries. + .numPrograms "uint16_t" --- Number of used programs. + .numShaders "uint16_t" --- Number of used shaders. + .numTextures "uint16_t" --- Number of used textures. + .numUniforms "uint16_t" --- Number of used uniforms. + .numVertexBuffers "uint16_t" --- Number of used vertex buffers. + .numVertexLayouts "uint16_t" --- Number of used vertex layouts. + + .textureMemoryUsed "int64_t" --- Estimate of texture memory used. + .rtMemoryUsed "int64_t" --- Estimate of render target memory used. + .transientVbUsed "int32_t" --- Amount of transient vertex buffer used. + .transientIbUsed "int32_t" --- Amount of transient index buffer used. + + .numPrims "uint32_t[Topology::Count]" --- Number of primitives rendered. + + .gpuMemoryMax "int64_t" --- Maximum available GPU memory for application. + .gpuMemoryUsed "int64_t" --- Amount of GPU memory used by the application. + + .width "uint16_t" --- Backbuffer width in pixels. + .height "uint16_t" --- Backbuffer height in pixels. + .textWidth "uint16_t" --- Debug text width in characters. + .textHeight "uint16_t" --- Debug text height in characters. + + .numViews "uint16_t" --- Number of view stats. + .viewStats "ViewStats*" --- Array of View stats. + + .numEncoders "uint8_t" --- Number of encoders used during frame. + .encoderStats "EncoderStats*" --- Array of encoder stats. + +--- Vertex layout. +struct.VertexLayout { ctor } + .hash "uint32_t" --- Hash. + .stride "uint16_t" --- Stride. + .offset "uint16_t[Attrib::Count]" --- Attribute offsets. + .attributes "uint16_t[Attrib::Count]" --- Used attributes. + +--- Encoders are used for submitting draw calls from multiple threads. Only one encoder +--- per thread should be used. Use `bgfx::begin()` to obtain an encoder for a thread. +struct.Encoder {} + +handle "DynamicIndexBufferHandle" +handle "DynamicVertexBufferHandle" +handle "FrameBufferHandle" +handle "IndexBufferHandle" +handle "IndirectBufferHandle" +handle "OcclusionQueryHandle" +handle "ProgramHandle" +handle "ShaderHandle" +handle "TextureHandle" +handle "UniformHandle" +handle "VertexBufferHandle" +handle "VertexLayoutHandle" + +--- Start VertexLayout. +func.VertexLayout.begin + "VertexLayout&" + .rendererType "RendererType::Enum" + { default = "RendererType::Noop" } + +--- Add attribute to VertexLayout. +--- +--- @remarks Must be called between begin/end. +--- +func.VertexLayout.add + "VertexLayout&" + .attrib "Attrib::Enum" --- Attribute semantics. See: `bgfx::Attrib` + .num "uint8_t" --- Number of elements 1, 2, 3 or 4. + .type "AttribType::Enum" --- Element type. + .normalized "bool" --- When using fixed point AttribType (f.e. Uint8) + { default = false } --- value will be normalized for vertex shader usage. When normalized + --- is set to true, AttribType::Uint8 value in range 0-255 will be + --- in range 0.0-1.0 in vertex shader. + .asInt "bool" --- Packaging rule for vertexPack, vertexUnpack, and + { default = false } --- vertexConvert for AttribType::Uint8 and AttribType::Int16. + --- Unpacking code must be implemented inside vertex shader. + +--- Decode attribute. +func.VertexLayout.decode { const } + "void" + .attrib "Attrib::Enum" --- Attribute semantics. See: `bgfx::Attrib` + .num "uint8_t &" { out } --- Number of elements. + .type "AttribType::Enum &" { out } --- Element type. + .normalized "bool &" { out } --- Attribute is normalized. + .asInt "bool &" { out } --- Attribute is packed as int. + +--- Returns true if VertexLayout contains attribute. +func.VertexLayout.has { const } + "bool" + .attrib "Attrib::Enum" --- Attribute semantics. See: `bgfx::Attrib` + +--- Skip `_num` bytes in vertex stream. +func.VertexLayout.skip + "VertexLayout&" + .num "uint8_t" + +-- Notice: `end` is a keyword in lua. +--- End VertexLayout. +func.VertexLayout["end"] + "void" + +--- Returns relative attribute offset from the vertex. +func.VertexLayout.getOffset { const , cpponly } + "uint16_t" + .attrib "Attrib::Enum" --- Attribute semantics. See: `bgfx::Attrib` + +--- Returns vertex stride. +func.VertexLayout.getStride { const , cpponly } + "uint16_t" + +--- Returns size of vertex buffer for number of vertices. +func.VertexLayout.getSize { const, cpponly } + "uint32_t" + .num "uint32_t" + +--- Pack vertex attribute into vertex stream format. +func.vertexPack + "void" + .input "const float[4]" --- Value to be packed into vertex stream. + .inputNormalized "bool" --- `true` if input value is already normalized. + .attr "Attrib::Enum" --- Attribute to pack. + .layout "const VertexLayout &" --- Vertex stream layout. + .data "void*" --- Destination vertex stream where data will be packed. + .index "uint32_t" --- Vertex index that will be modified. + { default = 0 } + +--- Unpack vertex attribute from vertex stream format. +func.vertexUnpack + "void" + .output "float[4]" { out } --- Result of unpacking. + .attr "Attrib::Enum" --- Attribute to unpack. + .layout "const VertexLayout &" --- Vertex stream layout. + .data "const void*" --- Source vertex stream from where data will be unpacked. + .index "uint32_t" --- Vertex index that will be unpacked. + { default = 0 } + +--- Converts vertex stream data from one vertex stream format to another. +func.vertexConvert + "void" + .dstLayout "const VertexLayout &" --- Destination vertex stream layout. + .dstData "void*" --- Destination vertex stream. + .srcLayout "const VertexLayout &" --- Source vertex stream layout. + .srcData "const void*" --- Source vertex stream data. + .num "uint32_t" --- Number of vertices to convert from source to destination. + { default = 1 } + +--- Weld vertices. +func.weldVertices + "uint16_t" --- Number of unique vertices after vertex welding. + .output "uint16_t*" --- Welded vertices remapping table. The size of buffer + --- must be the same as number of vertices. + .layout "const VertexLayout &" --- Vertex stream layout. + .data "const void*" --- Vertex stream. + .num "uint16_t" --- Number of vertices in vertex stream. + .epsilon "float" --- Error tolerance for vertex position comparison. + { default = "0.001f" } + +--- Convert index buffer for use with different primitive topologies. +func.topologyConvert + "uint32_t" --- Number of output indices after conversion. + .conversion "TopologyConvert::Enum" --- Conversion type, see `TopologyConvert::Enum`. + .dst "void*" { out } --- Destination index buffer. If this argument is NULL + --- function will return number of indices after conversion. + .dstSize "uint32_t" --- Destination index buffer in bytes. It must be + --- large enough to contain output indices. If destination size is + --- insufficient index buffer will be truncated. + .indices "const void*" --- Source indices. + .numIndices "uint32_t" --- Number of input indices. + .index32 "bool" --- Set to `true` if input indices are 32-bit. + +--- Sort indices. +func.topologySortTriList + "void" + .sort "TopologySort::Enum" --- Sort order, see `TopologySort::Enum`. + .dst "void*" { out } --- Destination index buffer. + .dstSize "uint32_t" --- Destination index buffer in bytes. It must be + --- large enough to contain output indices. If destination size is + --- insufficient index buffer will be truncated. + .dir "const float[3]" --- Direction (vector must be normalized). + .pos "const float[3]" --- Position. + .vertices "const void*" --- Pointer to first vertex represented as + --- float x, y, z. Must contain at least number of vertices + --- referencende by index buffer. + .stride "uint32_t" --- Vertex stride. + .indices "const void*" --- Source indices. + .numIndices "uint32_t" --- Number of input indices. + .index32 "bool" --- Set to `true` if input indices are 32-bit. + +--- Returns supported backend API renderers. +func.getSupportedRenderers + "uint8_t" --- Number of supported renderers. + .max "uint8_t" --- Maximum number of elements in _enum array. + { default = 0 } + .enum "RendererType::Enum*" { inout } --- Array where supported renderers will be written. + { default = NULL } + +--- Returns name of renderer. +func.getRendererName + "const char*" --- Name of renderer. + .type "RendererType::Enum" --- Renderer backend type. See: `bgfx::RendererType` + +func.initCtor { cfunc } + "void" + .init "Init*" + +--- Initialize bgfx library. +func.init { cfunc } + "bool" --- `true` if initialization was successful. + .init "const Init &" --- Initialization parameters. See: `bgfx::Init` for more info. + +--- Shutdown bgfx library. +func.shutdown + "void" + +--- Reset graphic settings and back-buffer size. +--- +--- @attention This call doesn't actually change window size, it just +--- resizes back-buffer. Windowing code has to change window size. +--- +func.reset + "void" + .width "uint32_t" --- Back-buffer width. + .height "uint32_t" --- Back-buffer height. + .flags "uint32_t" --- See: `BGFX_RESET_*` for more info. + { default = "BGFX_RESET_NONE" } --- - `BGFX_RESET_NONE` - No reset flags. + --- - `BGFX_RESET_FULLSCREEN` - Not supported yet. + --- - `BGFX_RESET_MSAA_X[2/4/8/16]` - Enable 2, 4, 8 or 16 x MSAA. + --- - `BGFX_RESET_VSYNC` - Enable V-Sync. + --- - `BGFX_RESET_MAXANISOTROPY` - Turn on/off max anisotropy. + --- - `BGFX_RESET_CAPTURE` - Begin screen capture. + --- - `BGFX_RESET_FLUSH_AFTER_RENDER` - Flush rendering after submitting to GPU. + --- - `BGFX_RESET_FLIP_AFTER_RENDER` - This flag specifies where flip + --- occurs. Default behavior is that flip occurs before rendering new + --- frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`. + --- - `BGFX_RESET_SRGB_BACKBUFFER` - Enable sRGB backbuffer. + .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`. + { default = "TextureFormat::Count" } + +--- Advance to next frame. When using multithreaded renderer, this call +--- just swaps internal buffers, kicks render thread, and returns. In +--- singlethreaded renderer this call does frame rendering. +func.frame + "uint32_t" --- Current frame number. This might be used in conjunction with + --- double/multi buffering data outside the library and passing it to + --- library via `bgfx::makeRef` calls. + .capture "bool" --- Capture frame with graphics debugger. + { default = false } + +--- Returns current renderer backend API type. +--- +--- @remarks +--- Library must be initialized. +--- +func.getRendererType + "RendererType::Enum" --- Renderer backend type. See: `bgfx::RendererType` + +--- Returns renderer capabilities. +--- +--- @remarks +--- Library must be initialized. +--- +func.getCaps + "const Caps*" --- Pointer to static `bgfx::Caps` structure. + +--- Returns performance counters. +--- +--- @attention Pointer returned is valid until `bgfx::frame` is called. +--- +func.getStats + "const Stats*" -- Performance counters. + +--- Allocate buffer to pass to bgfx calls. Data will be freed inside bgfx. +func.alloc + "const Memory*" --- Allocated memory. + .size "uint32_t" --- Size to allocate. + +--- Allocate buffer and copy data into it. Data will be freed inside bgfx. +func.copy + "const Memory*" --- Allocated memory. + .data "const void*" --- Pointer to data to be copied. + .size "uint32_t" --- Size of data to be copied. + +--- Make reference to data to pass to bgfx. Unlike `bgfx::alloc`, this call +--- doesn't allocate memory for data. It just copies the _data pointer. You +--- can pass `ReleaseFn` function pointer to release this memory after it's +--- consumed, otherwise you must make sure _data is available for at least 2 +--- `bgfx::frame` calls. `ReleaseFn` function must be able to be called +--- from any thread. +--- +--- @attention Data passed must be available for at least 2 `bgfx::frame` calls. +--- +func.makeRef { conly } + "const Memory*" --- Referenced memory. + .data "const void*" --- Pointer to data. + .size "uint32_t" --- Size of data. + +--- Make reference to data to pass to bgfx. Unlike `bgfx::alloc`, this call +--- doesn't allocate memory for data. It just copies the _data pointer. You +--- can pass `ReleaseFn` function pointer to release this memory after it's +--- consumed, otherwise you must make sure _data is available for at least 2 +--- `bgfx::frame` calls. `ReleaseFn` function must be able to be called +--- from any thread. +--- +--- @attention Data passed must be available for at least 2 `bgfx::frame` calls. +--- +func.makeRef { cname = "make_ref_release" } + "const Memory*" --- Referenced memory. + .data "const void*" --- Pointer to data. + .size "uint32_t" --- Size of data. + .releaseFn "ReleaseFn" --- Callback function to release memory after use. + { default = NULL } + .userData "void*" --- User data to be passed to callback function. + { default = NULL } + +--- Set debug flags. +func.setDebug + "void" + .debug "uint32_t" --- Available flags: + --- - `BGFX_DEBUG_IFH` - Infinitely fast hardware. When this flag is set + --- all rendering calls will be skipped. This is useful when profiling + --- to quickly assess potential bottlenecks between CPU and GPU. + --- - `BGFX_DEBUG_PROFILER` - Enable profiler. + --- - `BGFX_DEBUG_STATS` - Display internal statistics. + --- - `BGFX_DEBUG_TEXT` - Display debug text. + --- - `BGFX_DEBUG_WIREFRAME` - Wireframe rendering. All rendering + --- primitives will be rendered as lines. + +--- Clear internal debug text buffer. +func.dbgTextClear + "void" + .attr "uint8_t" --- Background color. + { default = 0 } + .small "bool" --- Default 8x16 or 8x8 font. + { default = false } + +--- Print formatted data to internal debug text character-buffer (VGA-compatible text mode). +func.dbgTextPrintf { vararg = "dbgTextPrintfVargs" } + "void" + .x "uint16_t" --- Position x from the left corner of the window. + .y "uint16_t" --- Position y from the top corner of the window. + .attr "uint8_t" --- Color palette. Where top 4-bits represent index of background, and bottom + --- 4-bits represent foreground color from standard VGA text palette (ANSI escape codes). + .format "const char*" --- `printf` style format. + +--- Print formatted data from variable argument list to internal debug text character-buffer (VGA-compatible text mode). +func.dbgTextPrintfVargs { cname = "dbg_text_vprintf" } + "void" + .x "uint16_t" --- Position x from the left corner of the window. + .y "uint16_t" --- Position y from the top corner of the window. + .attr "uint8_t" --- Color palette. Where top 4-bits represent index of background, and bottom + --- 4-bits represent foreground color from standard VGA text palette (ANSI escape codes). + .format "const char*" --- `printf` style format. + .argList "va_list" --- Variable arguments list for format string. + +--- Draw image into internal debug text buffer. +func.dbgTextImage + "void" + .x "uint16_t" --- Position x from the left corner of the window. + .y "uint16_t" --- Position y from the top corner of the window. + .width "uint16_t" --- Image width. + .height "uint16_t" --- Image height. + .data "const void*" --- Raw image data (character/attribute raw encoding). + .pitch "uint16_t" --- Image pitch in bytes. + +--- Create static index buffer. +func.createIndexBuffer + "IndexBufferHandle" + .mem "const Memory*" --- Index buffer data. + .flags "uint16_t" --- Buffer creation flags. + { default = "BGFX_BUFFER_NONE" } --- - `BGFX_BUFFER_NONE` - No flags. + --- - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. + --- - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer + --- is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. + --- - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. + --- - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of + --- data is passed. If this flag is not specified, and more data is passed on update, the buffer + --- will be trimmed to fit the existing buffer size. This flag has effect only on dynamic + --- buffers. + --- - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on + --- index buffers. + +--- Set static index buffer debug name. +func.setName { cname = "set_index_buffer_name" } + "void" + .handle "IndexBufferHandle" --- Static index buffer handle. + .name "const char*" --- Static index buffer name. + .len "int32_t" --- Static index buffer name length (if length is INT32_MAX, it's expected + { default = INT32_MAX } --- that _name is zero terminated string. + +--- Destroy static index buffer. +func.destroy { cname = "destroy_index_buffer" } + "void" + .handle "IndexBufferHandle" --- Static index buffer handle. + +--- Create vertex layout. +func.createVertexLayout + "VertexLayoutHandle" + .layout "const VertexLayout &" --- Vertex layout. + +--- Destroy vertex layout. +func.destroy { cname = "destroy_vertex_layout" } + "void" + .layoutHandle "VertexLayoutHandle" --- Vertex layout handle. + +--- Create static vertex buffer. +func.createVertexBuffer + "VertexBufferHandle" --- Static vertex buffer handle. + .mem "const Memory*" --- Vertex buffer data. + .layout "const VertexLayout &" --- Vertex layout. + .flags "uint16_t" --- Buffer creation flags. + { default = "BGFX_BUFFER_NONE" } --- - `BGFX_BUFFER_NONE` - No flags. + --- - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. + --- - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer + --- is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. + --- - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. + --- - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of + --- data is passed. If this flag is not specified, and more data is passed on update, the buffer + --- will be trimmed to fit the existing buffer size. This flag has effect only on dynamic buffers. + --- - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on index buffers. + +--- Set static vertex buffer debug name. +func.setName { cname = "set_vertex_buffer_name" } + "void" + .handle "VertexBufferHandle" --- Static vertex buffer handle. + .name "const char*" --- Static vertex buffer name. + .len "int32_t" --- Static vertex buffer name length (if length is INT32_MAX, it's expected + { default = INT32_MAX } --- that _name is zero terminated string. + +--- Destroy static vertex buffer. +func.destroy { cname = "destroy_vertex_buffer" } + "void" + .handle "VertexBufferHandle" --- Static vertex buffer handle. + +--- Create empty dynamic index buffer. +func.createDynamicIndexBuffer + "DynamicIndexBufferHandle" --- Dynamic index buffer handle. + .num "uint32_t" --- Number of indices. + .flags "uint16_t" --- Buffer creation flags. + { default = "BGFX_BUFFER_NONE" } --- - `BGFX_BUFFER_NONE` - No flags. + --- - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. + --- - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer + --- is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. + --- - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. + --- - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of + --- data is passed. If this flag is not specified, and more data is passed on update, the buffer + --- will be trimmed to fit the existing buffer size. This flag has effect only on dynamic + --- buffers. + --- - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on + --- index buffers. + +--- Create dynamic index buffer and initialized it. +func.createDynamicIndexBuffer { cname = "create_dynamic_index_buffer_mem" } + "DynamicIndexBufferHandle" --- Dynamic index buffer handle. + .mem "const Memory*" --- Index buffer data. + .flags "uint16_t" --- Buffer creation flags. + { default = "BGFX_BUFFER_NONE" } --- - `BGFX_BUFFER_NONE` - No flags. + --- - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. + --- - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer + --- is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. + --- - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. + --- - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of + --- data is passed. If this flag is not specified, and more data is passed on update, the buffer + --- will be trimmed to fit the existing buffer size. This flag has effect only on dynamic + --- buffers. + --- - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on + --- index buffers. + +--- Update dynamic index buffer. +func.update { cname = "update_dynamic_index_buffer" } + "void" + .handle "DynamicIndexBufferHandle" --- Dynamic index buffer handle. + .startIndex "uint32_t" --- Start index. + .mem "const Memory*" --- Index buffer data. + +--- Destroy dynamic index buffer. +func.destroy { cname = "destroy_dynamic_index_buffer" } + "void" + .handle "DynamicIndexBufferHandle" --- Dynamic index buffer handle. + +--- Create empty dynamic vertex buffer. +func.createDynamicVertexBuffer + "DynamicVertexBufferHandle" --- Dynamic vertex buffer handle. + .num "uint32_t" --- Number of vertices. + .layout "const VertexLayout&" --- Vertex layout. + .flags "uint16_t" --- Buffer creation flags. + { default = "BGFX_BUFFER_NONE" } --- - `BGFX_BUFFER_NONE` - No flags. + --- - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. + --- - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer + --- is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. + --- - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. + --- - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of + --- data is passed. If this flag is not specified, and more data is passed on update, the buffer + --- will be trimmed to fit the existing buffer size. This flag has effect only on dynamic + --- buffers. + --- - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on + --- index buffers. + +--- Create dynamic vertex buffer and initialize it. +func.createDynamicVertexBuffer { cname = "create_dynamic_vertex_buffer_mem" } + "DynamicVertexBufferHandle" --- Dynamic vertex buffer handle. + .mem "const Memory*" --- Vertex buffer data. + .layout "const VertexLayout&" --- Vertex layout. + .flags "uint16_t" --- Buffer creation flags. + { default = "BGFX_BUFFER_NONE" } --- - `BGFX_BUFFER_NONE` - No flags. + --- - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader. + --- - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer + --- is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU. + --- - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader. + --- - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of + --- data is passed. If this flag is not specified, and more data is passed on update, the buffer + --- will be trimmed to fit the existing buffer size. This flag has effect only on dynamic + --- buffers. + --- - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on + --- index buffers. + +--- Update dynamic vertex buffer. +func.update { cname = "update_dynamic_vertex_buffer" } + "void" + .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer handle. + .startVertex "uint32_t" --- Start vertex. + .mem "const Memory*" --- Vertex buffer data. + +--- Destroy dynamic vertex buffer. +func.destroy { cname = "destroy_dynamic_vertex_buffer" } + "void" + .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer handle. + +--- Returns number of requested or maximum available indices. +func.getAvailTransientIndexBuffer + "uint32_t" --- Number of requested or maximum available indices. + .num "uint32_t" --- Number of required indices. + +--- Returns number of requested or maximum available vertices. +func.getAvailTransientVertexBuffer + "uint32_t" --- Number of requested or maximum available vertices. + .num "uint32_t" --- Number of required vertices. + .layout "const VertexLayout &" --- Vertex layout. + +--- Returns number of requested or maximum available instance buffer slots. +func.getAvailInstanceDataBuffer + "uint32_t" --- Number of requested or maximum available instance buffer slots. + .num "uint32_t" --- Number of required instances. + .stride "uint16_t" --- Stride per instance. + +--- Allocate transient index buffer. +--- +--- @remarks +--- Only 16-bit index buffer is supported. +--- +func.allocTransientIndexBuffer + "void" + .tib "TransientIndexBuffer*" { out } --- TransientIndexBuffer structure is filled and is valid + --- for the duration of frame, and it can be reused for multiple draw + --- calls. + .num "uint32_t" --- Number of indices to allocate. + +--- Allocate transient vertex buffer. +func.allocTransientVertexBuffer + "void" + .tvb "TransientVertexBuffer*" { out } --- TransientVertexBuffer structure is filled and is valid + --- for the duration of frame, and it can be reused for multiple draw + --- calls. + .num "uint32_t" --- Number of vertices to allocate. + .layout "const VertexLayout &" --- Vertex layout. + +--- Check for required space and allocate transient vertex and index +--- buffers. If both space requirements are satisfied function returns +--- true. +--- +--- @remarks +--- Only 16-bit index buffer is supported. +--- +func.allocTransientBuffers + "bool" + .tvb "TransientVertexBuffer*" { out } --- TransientVertexBuffer structure is filled and is valid + --- for the duration of frame, and it can be reused for multiple draw + --- calls. + .layout "const VertexLayout &" --- Vertex layout. + .numVertices "uint32_t" --- Number of vertices to allocate. + .tib "TransientIndexBuffer*" { out } --- TransientIndexBuffer structure is filled and is valid + --- for the duration of frame, and it can be reused for multiple draw + --- calls. + .numIndices "uint32_t" --- Number of indices to allocate. + +--- Allocate instance data buffer. +func.allocInstanceDataBuffer + "void" + .idb "InstanceDataBuffer*" { out } --- InstanceDataBuffer structure is filled and is valid + --- for duration of frame, and it can be reused for multiple draw + --- calls. + .num "uint32_t" --- Number of instances. + .stride "uint16_t" --- Instance stride. Must be multiple of 16. + +--- Create draw indirect buffer. +func.createIndirectBuffer + "IndirectBufferHandle" --- Indirect buffer handle. + .num "uint32_t" --- Number of indirect calls. + +--- Destroy draw indirect buffer. +func.destroy { cname = "destroy_indirect_buffer" } + "void" + .handle "IndirectBufferHandle" --- Indirect buffer handle. + +--- Create shader from memory buffer. +func.createShader + "ShaderHandle" --- Shader handle. + .mem "const Memory*" --- Shader binary. + +--- Returns the number of uniforms and uniform handles used inside a shader. +--- +--- @remarks +--- Only non-predefined uniforms are returned. +--- +func.getShaderUniforms + "uint16_t" --- Number of uniforms used by shader. + .handle "ShaderHandle" --- Shader handle. + .uniforms "UniformHandle*" { out } --- UniformHandle array where data will be stored. + { default = NULL } + .max "uint16_t" --- Maximum capacity of array. + { default = 0 } + +--- Set shader debug name. +func.setName { cname = "set_shader_name" } + "void" + .handle "ShaderHandle" --- Shader handle. + .name "const char*" --- Shader name. + .len "int32_t" --- Shader name length (if length is INT32_MAX, it's expected + { default = INT32_MAX } --- that _name is zero terminated string). + +--- Destroy shader. +--- +--- @remark Once a shader program is created with _handle, +--- it is safe to destroy that shader. +--- +func.destroy { cname = "destroy_shader" } + "void" + .handle "ShaderHandle" --- Shader handle. + +--- Create program with vertex and fragment shaders. +func.createProgram + "ProgramHandle" --- Program handle if vertex shader output and fragment shader + --- input are matching, otherwise returns invalid program handle. + .vsh "ShaderHandle" --- Vertex shader. + .fsh "ShaderHandle" --- Fragment shader. + .destroyShaders "bool" --- If true, shaders will be destroyed when program is destroyed. + { default = false } + +--- Create program with compute shader. +func.createProgram { cname = "create_compute_program" } + "ProgramHandle" --- Program handle. + .csh "ShaderHandle" --- Compute shader. + .destroyShaders "bool" --- If true, shaders will be destroyed when program is destroyed. + { default = false } + +--- Destroy program. +func.destroy { cname = "destroy_program" } + "void" + .handle "ProgramHandle" --- Program handle. + +--- Validate texture parameters. +func.isTextureValid + "bool" --- True if texture can be successfully created. + .depth "uint16_t" --- Depth dimension of volume texture. + .cubeMap "bool" --- Indicates that texture contains cubemap. + .numLayers "uint16_t" --- Number of layers in texture array. + .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`. + .flags "uint64_t" --- Texture flags. See `BGFX_TEXTURE_*`. + +--- Calculate amount of memory required for texture. +func.calcTextureSize + "void" + .info "TextureInfo &" { out } --- Resulting texture info structure. See: `TextureInfo`. + .width "uint16_t" --- Width. + .height "uint16_t" --- Height. + .depth "uint16_t" --- Depth dimension of volume texture. + .cubeMap "bool" --- Indicates that texture contains cubemap. + .hasMips "bool" --- Indicates that texture contains full mip-map chain. + .numLayers "uint16_t" --- Number of layers in texture array. + .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`. + +--- Create texture from memory buffer. +func.createTexture + "TextureHandle" --- Texture handle. + .mem "const Memory*" --- DDS, KTX or PVR texture binary data. + .flags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) + { "BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE" } --- flags. Default texture sampling mode is linear, and wrap mode is repeat. + --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap + --- mode. + --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic + --- sampling. + .skip "uint8_t" --- Skip top level mips when parsing texture. + { default = 0 } + .info "TextureInfo*" { out } --- When non-`NULL` is specified it returns parsed texture information. + { default = NULL } + +--- Create 2D texture. +func.createTexture2D + "TextureHandle" --- Texture handle. + .width "uint16_t" --- Width. + .height "uint16_t" --- Height. + .hasMips "bool" --- Indicates that texture contains full mip-map chain. + .numLayers "uint16_t" --- Number of layers in texture array. Must be 1 if caps + --- `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set. + .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`. + .flags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) + { "BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE" } --- flags. Default texture sampling mode is linear, and wrap mode is repeat. + --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap + --- mode. + --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic + --- sampling. + .mem "const Memory*" --- Texture data. If `_mem` is non-NULL, created texture will be immutable. If + { default = NULL } --- `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than + --- 1, expected memory layout is texture and all mips together for each array element. + +--- Create texture with size based on backbuffer ratio. Texture will maintain ratio +--- if back buffer resolution changes. +func.createTexture2D { cname = "create_texture_2d_scaled" } + "TextureHandle" --- Texture handle. + .ratio "BackbufferRatio::Enum" --- Texture size in respect to back-buffer size. See: `BackbufferRatio::Enum`. + .hasMips "bool" --- Indicates that texture contains full mip-map chain. + .numLayers "uint16_t" --- Number of layers in texture array. Must be 1 if caps + --- `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set. + .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`. + .flags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) + { default = "BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE" } + --- flags. Default texture sampling mode is linear, and wrap mode is repeat. + --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap + --- mode. + --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic + --- sampling. + +--- Create 3D texture. +func.createTexture3D + "TextureHandle" --- Texture handle. + .width "uint16_t" --- Width. + .height "uint16_t" --- Height. + .depth "uint16_t" --- Depth. + .hasMips "bool" --- Indicates that texture contains full mip-map chain. + .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`. + .flags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) + { default = "BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE" } + --- flags. Default texture sampling mode is linear, and wrap mode is repeat. + --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap + --- mode. + --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic + --- sampling. + .mem "const Memory*" --- Texture data. If `_mem` is non-NULL, created texture will be immutable. If + { default = NULL } --- `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than + --- 1, expected memory layout is texture and all mips together for each array element. + +--- Create Cube texture. +func.createTextureCube + "TextureHandle" --- Texture handle. + .size "uint16_t" --- Cube side size. + .hasMips "bool" --- Indicates that texture contains full mip-map chain. + .numLayers "uint16_t" --- Number of layers in texture array. Must be 1 if caps + --- `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set. + .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`. + .flags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) + { default = "BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE" } + --- flags. Default texture sampling mode is linear, and wrap mode is repeat. + --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap + --- mode. + --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic + --- sampling. + .mem "const Memory*" --- Texture data. If `_mem` is non-NULL, created texture will be immutable. If + { default = NULL } --- `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than + --- 1, expected memory layout is texture and all mips together for each array element. + +--- Update 2D texture. +--- +--- @attention It's valid to update only mutable texture. See `bgfx::createTexture2D` for more info. +--- +func.updateTexture2D + "void" + .handle "TextureHandle" --- Texture handle. + .layer "uint16_t" --- Layer in texture array. + .mip "uint8_t" --- Mip level. + .x "uint16_t" --- X offset in texture. + .y "uint16_t" --- Y offset in texture. + .width "uint16_t" --- Width of texture block. + .height "uint16_t" --- Height of texture block. + .mem "const Memory*" --- Texture update data. + .pitch "uint16_t" --- Pitch of input image (bytes). When _pitch is set to + --- UINT16_MAX, it will be calculated internally based on _width. + { default = UINT16_MAX } + +--- Update 3D texture. +--- +--- @attention It's valid to update only mutable texture. See `bgfx::createTexture3D` for more info. +--- +func.updateTexture3D + "void" + .handle "TextureHandle" --- Texture handle. + .mip "uint8_t" --- Mip level. + .x "uint16_t" --- X offset in texture. + .y "uint16_t" --- Y offset in texture. + .z "uint16_t" --- Z offset in texture. + .width "uint16_t" --- Width of texture block. + .height "uint16_t" --- Height of texture block. + .depth "uint16_t" --- Depth of texture block. + .mem "const Memory*" --- Texture update data. + +--- Update Cube texture. +--- +--- @attention It's valid to update only mutable texture. See `bgfx::createTextureCube` for more info. +--- +func.updateTextureCube + "void" + .handle "TextureHandle" --- Texture handle. + .layer "uint16_t" --- Layer in texture array. + .side "uint8_t" --- Cubemap side `BGFX_CUBE_MAP_<POSITIVE or NEGATIVE>_<X, Y or Z>`, + --- where 0 is +X, 1 is -X, 2 is +Y, 3 is -Y, 4 is +Z, and 5 is -Z. + --- + --- +----------+ + --- |-z 2| + --- | ^ +y | + --- | | | Unfolded cube: + --- | +---->+x | + --- +----------+----------+----------+----------+ + --- |+y 1|+y 4|+y 0|+y 5| + --- | ^ -x | ^ +z | ^ +x | ^ -z | + --- | | | | | | | | | + --- | +---->+z | +---->+x | +---->-z | +---->-x | + --- +----------+----------+----------+----------+ + --- |+z 3| + --- | ^ -y | + --- | | | + --- | +---->+x | + --- +----------+ + .mip "uint8_t" --- Mip level. + .x "uint16_t" --- X offset in texture. + .y "uint16_t" --- Y offset in texture. + .width "uint16_t" --- Width of texture block. + .height "uint16_t" --- Height of texture block. + .mem "const Memory*" --- Texture update data. + .pitch "uint16_t" --- Pitch of input image (bytes). When _pitch is set to + --- UINT16_MAX, it will be calculated internally based on _width. + { default = UINT16_MAX } + +--- Read back texture content. +--- +--- @attention Texture must be created with `BGFX_TEXTURE_READ_BACK` flag. +--- @attention Availability depends on: `BGFX_CAPS_TEXTURE_READ_BACK`. +--- +func.readTexture + "uint32_t" --- Frame number when the result will be available. See: `bgfx::frame`. + .handle "TextureHandle" --- Texture handle. + .data "void*" --- Destination buffer. + .mip "uint8_t" --- Mip level. + { default = 0 } + +--- Set texture debug name. +func.setName { cname = "set_texture_name" } + "void" + .handle "TextureHandle" --- Texture handle. + .name "const char*" --- Texture name. + .len "int32_t" --- Texture name length (if length is INT32_MAX, it's expected + { default = INT32_MAX } --- that _name is zero terminated string. + +--- Returns texture direct access pointer. +--- +--- @attention Availability depends on: `BGFX_CAPS_TEXTURE_DIRECT_ACCESS`. This feature +--- is available on GPUs that have unified memory architecture (UMA) support. +--- +func.getDirectAccessPtr + "void*" --- Pointer to texture memory. If returned pointer is `NULL` direct access + --- is not available for this texture. If pointer is `UINTPTR_MAX` sentinel value + --- it means texture is pending creation. Pointer returned can be cached and it + --- will be valid until texture is destroyed. + .handle "TextureHandle" --- Texture handle. + +--- Destroy texture. +func.destroy { cname = "destroy_texture" } + "void" + .handle "TextureHandle" --- Texture handle. + +--- Create frame buffer (simple). +func.createFrameBuffer + "FrameBufferHandle" --- Frame buffer handle. + .width "uint16_t" --- Texture width. + .height "uint16_t" --- Texture height. + .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`. + .textureFlags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) + { default = "BGFX_SAMPLER_U_CLAMP|BGFX_SAMPLER_V_CLAMP" } + --- flags. Default texture sampling mode is linear, and wrap mode is repeat. + --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap + --- mode. + --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic + --- sampling. + +--- Create frame buffer with size based on backbuffer ratio. Frame buffer will maintain ratio +--- if back buffer resolution changes. +func.createFrameBuffer { cname = "create_frame_buffer_scaled" } + "FrameBufferHandle" --- Frame buffer handle. + .ratio "BackbufferRatio::Enum" --- Frame buffer size in respect to back-buffer size. See: + --- `BackbufferRatio::Enum`. + .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`. + .textureFlags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) + { default = "BGFX_SAMPLER_U_CLAMP|BGFX_SAMPLER_V_CLAMP" } + --- flags. Default texture sampling mode is linear, and wrap mode is repeat. + --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap + --- mode. + --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic + --- sampling. + +--- Create MRT frame buffer from texture handles (simple). +func.createFrameBuffer { cname = "create_frame_buffer_from_handles" } + "FrameBufferHandle" --- Frame buffer handle. + .num "uint8_t" --- Number of texture handles. + .handles "const TextureHandle*" --- Texture attachments. + .destroyTexture "bool" --- If true, textures will be destroyed when + { default = false } --- frame buffer is destroyed. + +--- Create MRT frame buffer from texture handles with specific layer and +--- mip level. +func.createFrameBuffer { cname = "create_frame_buffer_from_attachment" } + "FrameBufferHandle" --- Frame buffer handle. + .num "uint8_t" --- Number of attachements. + .attachment "const Attachment*" --- Attachment texture info. See: `bgfx::Attachment`. + .destroyTexture "bool" --- If true, textures will be destroyed when + { default = false } --- frame buffer is destroyed. + +--- Create frame buffer for multiple window rendering. +--- +--- @remarks +--- Frame buffer cannot be used for sampling. +--- +--- @attention Availability depends on: `BGFX_CAPS_SWAP_CHAIN`. +--- +func.createFrameBuffer { cname = "create_frame_buffer_from_nwh" } + "FrameBufferHandle" --- Frame buffer handle. + .nwh "void*" --- OS' target native window handle. + .width "uint16_t" --- Window back buffer width. + .height "uint16_t" --- Window back buffer height. + .format "TextureFormat::Enum" --- Window back buffer color format. + { default = "TextureFormat::Count" } + .depthFormat "TextureFormat::Enum" --- Window back buffer depth format. + { default = "TextureFormat::Count" } + +--- Set frame buffer debug name. +func.setName { cname = "set_frame_buffer_name" } + "void" + .handle "FrameBufferHandle" --- Frame buffer handle. + .name "const char*" --- Frame buffer name. + .len "int32_t" --- Frame buffer name length (if length is INT32_MAX, it's expected + { default = INT32_MAX } --- that _name is zero terminated string. + +--- Obtain texture handle of frame buffer attachment. +func.getTexture + "TextureHandle" + .handle "FrameBufferHandle" --- Frame buffer handle. + .attachment "uint8_t" + { default = 0 } + +--- Destroy frame buffer. +func.destroy { cname = "destroy_frame_buffer" } + "void" + .handle "FrameBufferHandle" --- Frame buffer handle. + +--- Create shader uniform parameter. +--- +--- @remarks +--- 1. Uniform names are unique. It's valid to call `bgfx::createUniform` +--- multiple times with the same uniform name. The library will always +--- return the same handle, but the handle reference count will be +--- incremented. This means that the same number of `bgfx::destroyUniform` +--- must be called to properly destroy the uniform. +--- +--- 2. Predefined uniforms (declared in `bgfx_shader.sh`): +--- - `u_viewRect vec4(x, y, width, height)` - view rectangle for current +--- view, in pixels. +--- - `u_viewTexel vec4(1.0/width, 1.0/height, undef, undef)` - inverse +--- width and height +--- - `u_view mat4` - view matrix +--- - `u_invView mat4` - inverted view matrix +--- - `u_proj mat4` - projection matrix +--- - `u_invProj mat4` - inverted projection matrix +--- - `u_viewProj mat4` - concatenated view projection matrix +--- - `u_invViewProj mat4` - concatenated inverted view projection matrix +--- - `u_model mat4[BGFX_CONFIG_MAX_BONES]` - array of model matrices. +--- - `u_modelView mat4` - concatenated model view matrix, only first +--- model matrix from array is used. +--- - `u_modelViewProj mat4` - concatenated model view projection matrix. +--- - `u_alphaRef float` - alpha reference value for alpha test. +--- +func.createUniform + "UniformHandle" --- Handle to uniform object. + .name "const char*" --- Uniform name in shader. + .type "UniformType::Enum" --- Type of uniform (See: `bgfx::UniformType`). + .num "uint16_t" --- Number of elements in array. + { default = 1 } + +--- Retrieve uniform info. +func.getUniformInfo + "void" + .handle "UniformHandle" --- Handle to uniform object. + .info "UniformInfo &" { out } --- Uniform info. + +--- Destroy shader uniform parameter. +func.destroy { cname = "destroy_uniform" } + "void" + .handle "UniformHandle" --- Handle to uniform object. + +--- Create occlusion query. +func.createOcclusionQuery + "OcclusionQueryHandle" --- Handle to occlusion query object. + +--- Retrieve occlusion query result from previous frame. +func.getResult + "OcclusionQueryResult::Enum" --- Occlusion query result. + .handle "OcclusionQueryHandle" --- Handle to occlusion query object. + .result "int32_t*" { out } --- Number of pixels that passed test. This argument + --- can be `NULL` if result of occlusion query is not needed. + { default = NULL } + +--- Destroy occlusion query. +func.destroy { cname = "destroy_occlusion_query" } + "void" + .handle "OcclusionQueryHandle" --- Handle to occlusion query object. + +--- Set palette color value. +func.setPaletteColor + "void" + .index "uint8_t" --- Index into palette. + .rgba "const float[4]" --- RGBA floating point values. + +--- Set palette color value. +func.setPaletteColor { cname = "set_palette_color_rgba8" } + "void" + .index "uint8_t" --- Index into palette. + .rgba "uint32_t" --- Packed 32-bit RGBA value. + +--- Set view name. +--- +--- @remarks +--- This is debug only feature. +--- +--- In graphics debugger view name will appear as: +--- +--- "nnnc <view name>" +--- ^ ^ ^ +--- | +--- compute (C) +--- +------ view id +--- +func.setViewName + "void" + .id "ViewId" --- View id. + .name "const char*" --- View name. + +--- Set view rectangle. Draw primitive outside view will be clipped. +func.setViewRect + "void" + .id "ViewId" --- View id. + .x "uint16_t" --- Position x from the left corner of the window. + .y "uint16_t" --- Position y from the top corner of the window. + .width "uint16_t" --- Width of view port region. + .height "uint16_t" --- Height of view port region. + +--- Set view rectangle. Draw primitive outside view will be clipped. +func.setViewRect { cname = "set_view_rect_ratio" } + "void" + .id "ViewId" --- View id. + .x "uint16_t" --- Position x from the left corner of the window. + .y "uint16_t" --- Position y from the top corner of the window. + .ratio "BackbufferRatio::Enum" --- Width and height will be set in respect to back-buffer size. + --- See: `BackbufferRatio::Enum`. + +--- Set view scissor. Draw primitive outside view will be clipped. When +--- _x, _y, _width and _height are set to 0, scissor will be disabled. +func.setViewScissor + "void" + .id "ViewId" --- View id. + .x "uint16_t" --- Position x from the left corner of the window. + { default = 0 } + .y "uint16_t" --- Position y from the top corner of the window. + { default = 0 } + .width "uint16_t" --- Width of view scissor region. + { default = 0 } + .height "uint16_t" --- Height of view scissor region. + { default = 0 } + +--- Set view clear flags. +func.setViewClear + "void" + .id "ViewId" --- View id. + .flags "uint16_t" --- Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear + --- operation. See: `BGFX_CLEAR_*`. + .rgba "uint32_t" --- Color clear value. + { default = "0x000000ff" } + .depth "float" --- Depth clear value. + { default = "1.0f" } + .stencil "uint8_t" --- Stencil clear value. + { default = 0 } + +--- Set view clear flags with different clear color for each +--- frame buffer texture. Must use `bgfx::setPaletteColor` to setup clear color +--- palette. +func.setViewClear { cname = "set_view_clear_mrt" } + "void" + .id "ViewId" --- View id. + .flags "uint16_t" --- Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear + --- operation. See: `BGFX_CLEAR_*`. + .depth "float" --- Depth clear value. + .stencil "uint8_t" --- Stencil clear value. + .c0 "uint8_t" --- Palette index for frame buffer attachment 0. + { default = UINT8_MAX } + .c1 "uint8_t" --- Palette index for frame buffer attachment 1. + { default = UINT8_MAX } + .c2 "uint8_t" --- Palette index for frame buffer attachment 2. + { default = UINT8_MAX } + .c3 "uint8_t" --- Palette index for frame buffer attachment 3. + { default = UINT8_MAX } + .c4 "uint8_t" --- Palette index for frame buffer attachment 4. + { default = UINT8_MAX } + .c5 "uint8_t" --- Palette index for frame buffer attachment 5. + { default = UINT8_MAX } + .c6 "uint8_t" --- Palette index for frame buffer attachment 6. + { default = UINT8_MAX } + .c7 "uint8_t" --- Palette index for frame buffer attachment 7. + { default = UINT8_MAX } + +--- Set view sorting mode. +--- +--- @remarks +--- View mode must be set prior calling `bgfx::submit` for the view. +--- +func.setViewMode + "void" + .id "ViewId" --- View id. + .mode "ViewMode::Enum" --- View sort mode. See `ViewMode::Enum`. + { default = "ViewMode::Default" } + +--- Set view frame buffer. +--- +--- @remarks +--- Not persistent after `bgfx::reset` call. +--- +func.setViewFrameBuffer + "void" + .id "ViewId" --- View id. + .handle "FrameBufferHandle" --- Frame buffer handle. Passing `BGFX_INVALID_HANDLE` as + --- frame buffer handle will draw primitives from this view into + --- default back buffer. + +--- Set view view and projection matrices, all draw primitives in this +--- view will use these matrices. +func.setViewTransform + "void" + .id "ViewId" --- View id. + .view "const void*" --- View matrix. + .proj "const void*" --- Projection matrix. + +--- Post submit view reordering. +func.setViewOrder + "void" + .id "ViewId" --- First view id. + { default = 0 } + .num "uint16_t" --- Number of views to remap. + { default = UINT16_MAX } + .order "const ViewId*" --- View remap id table. Passing `NULL` will reset view ids + --- to default state. + { default = NULL } + +--- Begin submitting draw calls from thread. +func.begin { cname = "encoder_begin" } + "Encoder*" --- Encoder. + .forThread "bool" --- Explicitly request an encoder for a worker thread. + +--- End submitting draw calls from thread. +func["end"] { cname = "encoder_end" } + "void" + .encoder "Encoder*" --- Encoder. + +--- Sets a debug marker. This allows you to group graphics calls together for easy browsing in +--- graphics debugging tools. +func.Encoder.setMarker + "void" + .marker "const char*" --- Marker string. + +--- Set render states for draw primitive. +--- +--- @remarks +--- 1. To setup more complex states use: +--- `BGFX_STATE_ALPHA_REF(_ref)`, +--- `BGFX_STATE_POINT_SIZE(_size)`, +--- `BGFX_STATE_BLEND_FUNC(_src, _dst)`, +--- `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`, +--- `BGFX_STATE_BLEND_EQUATION(_equation)`, +--- `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)` +--- 2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend +--- equation is specified. +--- +func.Encoder.setState + "void" + .state "uint64_t" --- State flags. Default state for primitive type is + --- triangles. See: `BGFX_STATE_DEFAULT`. + --- - `BGFX_STATE_DEPTH_TEST_*` - Depth test function. + --- - `BGFX_STATE_BLEND_*` - See remark 1 about BGFX_STATE_BLEND_FUNC. + --- - `BGFX_STATE_BLEND_EQUATION_*` - See remark 2. + --- - `BGFX_STATE_CULL_*` - Backface culling mode. + --- - `BGFX_STATE_WRITE_*` - Enable R, G, B, A or Z write. + --- - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing. + --- - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type. + .rgba "uint32_t" --- Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and + --- `BGFX_STATE_BLEND_INV_FACTOR` blend modes. + { default = 0 } + +--- Set condition for rendering. +func.Encoder.setCondition + "void" + .handle "OcclusionQueryHandle" --- Occlusion query handle. + .visible "bool" --- Render if occlusion query is visible. + +--- Set stencil test state. +func.Encoder.setStencil + "void" + .fstencil "uint32_t" --- Front stencil state. + .bstencil "uint32_t" --- Back stencil state. If back is set to `BGFX_STENCIL_NONE` + --- _fstencil is applied to both front and back facing primitives. + { default = "BGFX_STENCIL_NONE" } + +--- Set scissor for draw primitive. +--- +--- @remark +--- To scissor for all primitives in view see `bgfx::setViewScissor`. +--- +func.Encoder.setScissor + "uint16_t" --- Scissor cache index. + .x "uint16_t" --- Position x from the left corner of the window. + .y "uint16_t" --- Position y from the top corner of the window. + .width "uint16_t" --- Width of view scissor region. + .height "uint16_t" --- Height of view scissor region. + +--- Set scissor from cache for draw primitive. +--- +--- @remark +--- To scissor for all primitives in view see `bgfx::setViewScissor`. +--- +func.Encoder.setScissor { cname = "set_scissor_cached" } + "void" + .cache "uint16_t" --- Index in scissor cache. + { default = UINT16_MAX } + +--- Set model matrix for draw primitive. If it is not called, +--- the model will be rendered with an identity model matrix. +func.Encoder.setTransform + "uint32_t" --- Index into matrix cache in case the same model matrix has + --- to be used for other draw primitive call. + .mtx "const void*" --- Pointer to first matrix in array. + .num "uint16_t" --- Number of matrices in array. + +--- Set model matrix from matrix cache for draw primitive. +func.Encoder.setTransform { cname = "set_transform_cached" } + "void" + .cache "uint32_t" --- Index in matrix cache. + .num "uint16_t" --- Number of matrices from cache. + { default = 1 } + +--- Reserve matrices in internal matrix cache. +--- +--- @attention Pointer returned can be modifed until `bgfx::frame` is called. +--- +func.Encoder.allocTransform + "uint32_t" --- Index in matrix cache. + .transform "Transform*" { out } --- Pointer to `Transform` structure. + .num "uint16_t" --- Number of matrices. + +--- Set shader uniform parameter for draw primitive. +func.Encoder.setUniform + "void" + .handle "UniformHandle" --- Uniform. + .value "const void*" --- Pointer to uniform data. + .num "uint16_t" --- Number of elements. Passing `UINT16_MAX` will + --- use the _num passed on uniform creation. + { default = 1 } + +--- Set index buffer for draw primitive. +func.Encoder.setIndexBuffer { cpponly } + "void" + .handle "IndexBufferHandle" --- Index buffer. + +--- Set index buffer for draw primitive. +func.Encoder.setIndexBuffer + "void" + .handle "IndexBufferHandle" --- Index buffer. + .firstIndex "uint32_t" --- First index to render. + .numIndices "uint32_t" --- Number of indices to render. + +--- Set index buffer for draw primitive. +func.Encoder.setIndexBuffer { cpponly } + "void" + .handle "DynamicIndexBufferHandle" --- Dynamic index buffer. + +--- Set index buffer for draw primitive. +func.Encoder.setIndexBuffer { cname = "set_dynamic_index_buffer" } + "void" + .handle "DynamicIndexBufferHandle" --- Dynamic index buffer. + .firstIndex "uint32_t" --- First index to render. + .numIndices "uint32_t" --- Number of indices to render. + +--- Set index buffer for draw primitive. +func.Encoder.setIndexBuffer { cpponly } + "void" + .tib "const TransientIndexBuffer*" --- Transient index buffer. + +--- Set index buffer for draw primitive. +func.Encoder.setIndexBuffer { cname = "set_transient_index_buffer" } + "void" + .tib "const TransientIndexBuffer*" --- Transient index buffer. + .firstIndex "uint32_t" --- First index to render. + .numIndices "uint32_t" --- Number of indices to render. + +--- Set vertex buffer for draw primitive. +func.Encoder.setVertexBuffer { cpponly } + "void" + .stream "uint8_t" --- Vertex stream. + .handle "VertexBufferHandle" --- Vertex buffer. + +--- Set vertex buffer for draw primitive. +func.Encoder.setVertexBuffer + "void" + .stream "uint8_t" --- Vertex stream. + .handle "VertexBufferHandle" --- Vertex buffer. + .startVertex "uint32_t" --- First vertex to render. + .numVertices "uint32_t" --- Number of vertices to render. + .layoutHandle "VertexLayoutHandle" --- Vertex layout for aliasing vertex buffer. + { default = "BGFX_INVALID_HANDLE" } + +--- Set vertex buffer for draw primitive. +func.Encoder.setVertexBuffer { cpponly } + "void" + .stream "uint8_t" --- Vertex stream. + .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer. + +--- Set vertex buffer for draw primitive. +func.Encoder.setVertexBuffer { cname = "set_dynamic_vertex_buffer" } + "void" + .stream "uint8_t" --- Vertex stream. + .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer. + .startVertex "uint32_t" --- First vertex to render. + .numVertices "uint32_t" --- Number of vertices to render. + .layoutHandle "VertexLayoutHandle" --- Vertex layout for aliasing vertex buffer. + { default = "BGFX_INVALID_HANDLE" } + +--- Set vertex buffer for draw primitive. +func.Encoder.setVertexBuffer { cpponly } + "void" + .stream "uint8_t" --- Vertex stream. + .tvb "const TransientVertexBuffer*" --- Transient vertex buffer. + +--- Set vertex buffer for draw primitive. +func.Encoder.setVertexBuffer { cname = "set_transient_vertex_buffer" } + "void" + .stream "uint8_t" --- Vertex stream. + .tvb "const TransientVertexBuffer*" --- Transient vertex buffer. + .startVertex "uint32_t" --- First vertex to render. + .numVertices "uint32_t" --- Number of vertices to render. + .layoutHandle "VertexLayoutHandle" --- Vertex layout for aliasing vertex buffer. + { default = "BGFX_INVALID_HANDLE" } + +--- Set number of vertices for auto generated vertices use in conjuction +--- with gl_VertexID. +--- +--- @attention Availability depends on: `BGFX_CAPS_VERTEX_ID`. +--- +func.Encoder.setVertexCount + "void" + .numVertices "uint32_t" --- Number of vertices. + +--- Set instance data buffer for draw primitive. +func.Encoder.setInstanceDataBuffer { cpponly } + "void" + .idb "const InstanceDataBuffer*" --- Transient instance data buffer. + +--- Set instance data buffer for draw primitive. +func.Encoder.setInstanceDataBuffer + "void" + .idb "const InstanceDataBuffer*" --- Transient instance data buffer. + .start "uint32_t" --- First instance data. + .num "uint32_t" --- Number of data instances. + +--- Set instance data buffer for draw primitive. +func.Encoder.setInstanceDataBuffer { cpponly } + "void" + .handle "VertexBufferHandle" --- Vertex buffer. + +--- Set instance data buffer for draw primitive. +func.Encoder.setInstanceDataBuffer { cname = "set_instance_data_from_vertex_buffer" } + "void" + .handle "VertexBufferHandle" --- Vertex buffer. + .startVertex "uint32_t" --- First instance data. + .num "uint32_t" --- Number of data instances. + + --- Set instance data buffer for draw primitive. +func.Encoder.setInstanceDataBuffer { cpponly } + "void" + .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer. + +--- Set instance data buffer for draw primitive. +func.Encoder.setInstanceDataBuffer { cname = "set_instance_data_from_dynamic_vertex_buffer" } + "void" + .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer. + .startVertex "uint32_t" --- First instance data. + .num "uint32_t" --- Number of data instances. + +--- Set number of instances for auto generated instances use in conjuction +--- with gl_InstanceID. +--- +--- @attention Availability depends on: `BGFX_CAPS_VERTEX_ID`. +--- +func.Encoder.setInstanceCount + "void" + .numInstances "uint32_t" -- Number of instances. + +--- Set texture stage for draw primitive. +func.Encoder.setTexture + "void" + .stage "uint8_t" --- Texture unit. + .sampler "UniformHandle" --- Program sampler. + .handle "TextureHandle" --- Texture handle. + .flags "uint32_t" --- Texture sampling mode. Default value UINT32_MAX uses + { default = UINT32_MAX } --- texture sampling settings from the texture. + --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap + --- mode. + --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic + --- sampling. + +--- Submit an empty primitive for rendering. Uniforms and draw state +--- will be applied but no geometry will be submitted. +--- +--- @remark +--- These empty draw calls will sort before ordinary draw calls. +--- +func.Encoder.touch + "void" + .id "ViewId" --- View id. + +--- Submit primitive for rendering. +func.Encoder.submit + "void" + .id "ViewId" --- View id. + .program "ProgramHandle" --- Program. + .depth "uint32_t" --- Depth for sorting. + { default = 0 } + .preserveState "bool" --- Preserve internal draw state for next draw call submit. + { default = false } + +--- Submit primitive with occlusion query for rendering. +func.Encoder.submit { cname = "submit_occlusion_query" } + "void" + .id "ViewId" --- View id. + .program "ProgramHandle" --- Program. + .occlusionQuery "OcclusionQueryHandle" --- Occlusion query. + .depth "uint32_t" --- Depth for sorting. + { default = 0 } + .preserveState "bool" --- Preserve internal draw state for next draw call submit. + { default = false } + +--- Submit primitive for rendering with index and instance data info from +--- indirect buffer. +func.Encoder.submit { cname = "submit_indirect" } + "void" + .id "ViewId" --- View id. + .program "ProgramHandle" --- Program. + .indirectHandle "IndirectBufferHandle" --- Indirect buffer. + .start "uint16_t" --- First element in indirect buffer. + { default = 0 } + .num "uint16_t" --- Number of dispatches. + { default = 1 } + .depth "uint32_t" --- Depth for sorting. + { default = 0 } + .preserveState "bool" --- Preserve internal draw state for next draw call submit. + { default = false } + +--- Set compute index buffer. +func.Encoder.setBuffer { cname = "set_compute_index_buffer" } + "void" + .stage "uint8_t" --- Compute stage. + .handle "IndexBufferHandle" --- Index buffer handle. + .access "Access::Enum" --- Buffer access. See `Access::Enum`. + +--- Set compute vertex buffer. +func.Encoder.setBuffer { cname = "set_compute_vertex_buffer" } + "void" + .stage "uint8_t" --- Compute stage. + .handle "VertexBufferHandle" --- Vertex buffer handle. + .access "Access::Enum" --- Buffer access. See `Access::Enum`. + +--- Set compute dynamic index buffer. +func.Encoder.setBuffer { cname = "set_compute_dynamic_index_buffer" } + "void" + .stage "uint8_t" --- Compute stage. + .handle "DynamicIndexBufferHandle" --- Dynamic index buffer handle. + .access "Access::Enum" --- Buffer access. See `Access::Enum`. + +--- Set compute dynamic vertex buffer. +func.Encoder.setBuffer { cname = "set_compute_dynamic_vertex_buffer" } + "void" + .stage "uint8_t" --- Compute stage. + .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer handle. + .access "Access::Enum" --- Buffer access. See `Access::Enum`. + +--- Set compute indirect buffer. +func.Encoder.setBuffer { cname = "set_compute_indirect_buffer" } + "void" + .stage "uint8_t" --- Compute stage. + .handle "IndirectBufferHandle" --- Indirect buffer handle. + .access "Access::Enum" --- Buffer access. See `Access::Enum`. + +--- Set compute image from texture. +func.Encoder.setImage + "void" + .stage "uint8_t" --- Compute stage. + .handle "TextureHandle" --- Texture handle. + .mip "uint8_t" --- Mip level. + .access "Access::Enum" --- Image access. See `Access::Enum`. + .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`. + { default = "TextureFormat::Count" } + +--- Dispatch compute. +func.Encoder.dispatch + "void" + .id "ViewId" --- View id. + .program "ProgramHandle" --- Compute program. + .numX "uint32_t" --- Number of groups X. + { deafult = 1 } + .numY "uint32_t" --- Number of groups Y. + { deafult = 1 } + .numZ "uint32_t" --- Number of groups Z. + { deafult = 1 } + +--- Dispatch compute indirect. +func.Encoder.dispatch { cname = "dispatch_indirect" } + "void" + .id "ViewId" --- View id. + .program "ProgramHandle" --- Compute program. + .indirectHandle "IndirectBufferHandle" --- Indirect buffer. + .start "uint16_t" --- First element in indirect buffer. + { deafult = 0 } + .num "uint16_t" --- Number of dispatches. + { deafult = 1 } + +--- Discard all previously set state for draw or compute call. +func.Encoder.discard + "void" + +--- Blit 2D texture region between two 2D textures. +--- +--- @attention Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag. +--- @attention Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`. +--- +func.Encoder.blit { cpponly } + "void" + .id "ViewId" --- View id. + .dst "TextureHandle" --- Destination texture handle. + .dstX "uint16_t" --- Destination texture X position. + .dstY "uint16_t" --- Destination texture Y position. + .src "TextureHandle" --- Source texture handle. + .srcX "uint16_t" --- Source texture X position. + { default = 0 } + .srcY "uint16_t" --- Source texture Y position. + { default = 0 } + .width "uint16_t" --- Width of region. + { default = UINT16_MAX } + .height "uint16_t" --- Height of region. + { default = UINT16_MAX } + +--- Blit 2D texture region between two 2D textures. +--- +--- @attention Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag. +--- @attention Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`. +--- +func.Encoder.blit + "void" + .id "ViewId" --- View id. + .dst "TextureHandle" --- Destination texture handle. + .dstMip "uint8_t" --- Destination texture mip level. + .dstX "uint16_t" --- Destination texture X position. + .dstY "uint16_t" --- Destination texture Y position. + .dstZ "uint16_t" --- If texture is 2D this argument should be 0. If destination texture is cube + --- this argument represents destination texture cube face. For 3D texture this argument + --- represents destination texture Z position. + .src "TextureHandle" --- Source texture handle. + .srcMip "uint8_t" --- Source texture mip level. + { default = 0 } + .srcX "uint16_t" --- Source texture X position. + { default = 0 } + .srcY "uint16_t" --- Source texture Y position. + { default = 0 } + .srcZ "uint16_t" --- If texture is 2D this argument should be 0. If source texture is cube + --- this argument represents source texture cube face. For 3D texture this argument + --- represents source texture Z position. + { default = 0 } + .width "uint16_t" --- Width of region. + { default = UINT16_MAX } + .height "uint16_t" --- Height of region. + { default = UINT16_MAX } + .depth "uint16_t" --- If texture is 3D this argument represents depth of region, otherwise it's + --- unused. + { default = UINT16_MAX } + +--- Request screen shot of window back buffer. +--- +--- @remarks +--- `bgfx::CallbackI::screenShot` must be implemented. +--- @attention Frame buffer handle must be created with OS' target native window handle. +--- +func.requestScreenShot + "void" + .handle "FrameBufferHandle" --- Frame buffer handle. If handle is `BGFX_INVALID_HANDLE` request will be + --- made for main window back buffer. + .filePath "const char*" --- Will be passed to `bgfx::CallbackI::screenShot` callback. + +--- Render frame. +--- +--- @attention `bgfx::renderFrame` is blocking call. It waits for +--- `bgfx::frame` to be called from API thread to process frame. +--- If timeout value is passed call will timeout and return even +--- if `bgfx::frame` is not called. +--- +--- @warning This call should be only used on platforms that don't +--- allow creating separate rendering thread. If it is called before +--- to bgfx::init, render thread won't be created by bgfx::init call. +--- +func.renderFrame + "RenderFrame::Enum" --- Current renderer context state. See: `bgfx::RenderFrame`. + .msecs "int32_t" --- Timeout in milliseconds. + { default = -1 } + +--- Set platform data. +--- +--- @warning Must be called before `bgfx::init`. +--- +func.setPlatformData + "void" + .data "const PlatformData &" --- Platform data. + +--- Get internal data for interop. +--- +--- @attention It's expected you understand some bgfx internals before you +--- use this call. +--- +--- @warning Must be called only on render thread. +--- +func.getInternalData + "const InternalData*" --- Internal data. + +--- Override internal texture with externally created texture. Previously +--- created internal texture will released. +--- +--- @attention It's expected you understand some bgfx internals before you +--- use this call. +--- +--- @warning Must be called only on render thread. +--- +func.overrideInternal { cname = "override_internal_texture_ptr" } + "uintptr_t" --- Native API pointer to texture. If result is 0, texture is not created + --- yet from the main thread. + .handle "TextureHandle" --- Texture handle. + .ptr "uintptr_t" --- Native API pointer to texture. + +--- Override internal texture by creating new texture. Previously created +--- internal texture will released. +--- +--- @attention It's expected you understand some bgfx internals before you +--- use this call. +--- +--- @returns Native API pointer to texture. If result is 0, texture is not created yet from the +--- main thread. +--- +--- @warning Must be called only on render thread. +--- +func.overrideInternal { cname = "override_internal_texture" } + "uintptr_t" --- Native API pointer to texture. If result is 0, texture is not created + --- yet from the main thread. + .handle "TextureHandle" --- Texture handle. + .width "uint16_t" --- Width. + .height "uint16_t" --- Height. + .numMips "uint8_t" --- Number of mip-maps. + .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`. + .flags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) + --- flags. Default texture sampling mode is linear, and wrap mode is repeat. + --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap + --- mode. + --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic + --- sampling. + +-- Legacy API: + +--- Sets a debug marker. This allows you to group graphics calls together for easy browsing in +--- graphics debugging tools. +func.setMarker + "void" + .marker "const char*" --- Marker string. + +--- Set render states for draw primitive. +--- +--- @remarks +--- 1. To setup more complex states use: +--- `BGFX_STATE_ALPHA_REF(_ref)`, +--- `BGFX_STATE_POINT_SIZE(_size)`, +--- `BGFX_STATE_BLEND_FUNC(_src, _dst)`, +--- `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`, +--- `BGFX_STATE_BLEND_EQUATION(_equation)`, +--- `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)` +--- 2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend +--- equation is specified. +--- +func.setState + "void" + .state "uint64_t" --- State flags. Default state for primitive type is + --- triangles. See: `BGFX_STATE_DEFAULT`. + --- - `BGFX_STATE_DEPTH_TEST_*` - Depth test function. + --- - `BGFX_STATE_BLEND_*` - See remark 1 about BGFX_STATE_BLEND_FUNC. + --- - `BGFX_STATE_BLEND_EQUATION_*` - See remark 2. + --- - `BGFX_STATE_CULL_*` - Backface culling mode. + --- - `BGFX_STATE_WRITE_*` - Enable R, G, B, A or Z write. + --- - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing. + --- - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type. + .rgba "uint32_t" --- Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and + --- `BGFX_STATE_BLEND_INV_FACTOR` blend modes. + { default = 0 } + +--- Set condition for rendering. +func.setCondition + "void" + .handle "OcclusionQueryHandle" --- Occlusion query handle. + .visible "bool" --- Render if occlusion query is visible. + +--- Set stencil test state. +func.setStencil + "void" + .fstencil "uint32_t" --- Front stencil state. + .bstencil "uint32_t" --- Back stencil state. If back is set to `BGFX_STENCIL_NONE` + --- _fstencil is applied to both front and back facing primitives. + { default = "BGFX_STENCIL_NONE" } + +--- Set scissor for draw primitive. +--- +--- @remark +--- To scissor for all primitives in view see `bgfx::setViewScissor`. +--- +func.setScissor + "uint16_t" --- Scissor cache index. + .x "uint16_t" --- Position x from the left corner of the window. + .y "uint16_t" --- Position y from the top corner of the window. + .width "uint16_t" --- Width of view scissor region. + .height "uint16_t" --- Height of view scissor region. + +--- Set scissor from cache for draw primitive. +--- +--- @remark +--- To scissor for all primitives in view see `bgfx::setViewScissor`. +--- +func.setScissor { cname = "set_scissor_cached" } + "void" + .cache "uint16_t" --- Index in scissor cache. + { default = UINT16_MAX } + +--- Set model matrix for draw primitive. If it is not called, +--- the model will be rendered with an identity model matrix. +func.setTransform + "uint32_t" --- Index into matrix cache in case the same model matrix has + --- to be used for other draw primitive call. + .mtx "const void*" --- Pointer to first matrix in array. + .num "uint16_t" --- Number of matrices in array. + +--- Set model matrix from matrix cache for draw primitive. +func.setTransform { cname = "set_transform_cached" } + "void" + .cache "uint32_t" --- Index in matrix cache. + .num "uint16_t" --- Number of matrices from cache. + { default = 1 } + +--- Reserve matrices in internal matrix cache. +--- +--- @attention Pointer returned can be modifed until `bgfx::frame` is called. +--- +func.allocTransform + "uint32_t" --- Index in matrix cache. + .transform "Transform*" { out } --- Pointer to `Transform` structure. + .num "uint16_t" --- Number of matrices. + +--- Set shader uniform parameter for draw primitive. +func.setUniform + "void" + .handle "UniformHandle" --- Uniform. + .value "const void*" --- Pointer to uniform data. + .num "uint16_t" --- Number of elements. Passing `UINT16_MAX` will + --- use the _num passed on uniform creation. + { default = 1 } + +--- Set index buffer for draw primitive. +func.setIndexBuffer { cpponly } + "void" + .handle "IndexBufferHandle" --- Index buffer. + +--- Set index buffer for draw primitive. +func.setIndexBuffer + "void" + .handle "IndexBufferHandle" --- Index buffer. + .firstIndex "uint32_t" --- First index to render. + .numIndices "uint32_t" --- Number of indices to render. + +--- Set index buffer for draw primitive. +func.setIndexBuffer { cpponly } + "void" + .handle "DynamicIndexBufferHandle" --- Dynamic index buffer. + +--- Set index buffer for draw primitive. +func.setIndexBuffer { cname = "set_dynamic_index_buffer" } + "void" + .handle "DynamicIndexBufferHandle" --- Dynamic index buffer. + .firstIndex "uint32_t" --- First index to render. + .numIndices "uint32_t" --- Number of indices to render. + +--- Set index buffer for draw primitive. +func.setIndexBuffer { cpponly } + "void" + .tib "const TransientIndexBuffer*" --- Transient index buffer. + +--- Set index buffer for draw primitive. +func.setIndexBuffer { cname = "set_transient_index_buffer" } + "void" + .tib "const TransientIndexBuffer*" --- Transient index buffer. + .firstIndex "uint32_t" --- First index to render. + .numIndices "uint32_t" --- Number of indices to render. + +--- Set vertex buffer for draw primitive. +func.setVertexBuffer { cpponly } + "void" + .stream "uint8_t" --- Vertex stream. + .handle "VertexBufferHandle" --- Vertex buffer. + +--- Set vertex buffer for draw primitive. +func.setVertexBuffer + "void" + .stream "uint8_t" --- Vertex stream. + .handle "VertexBufferHandle" --- Vertex buffer. + .startVertex "uint32_t" --- First vertex to render. + .numVertices "uint32_t" --- Number of vertices to render. + +--- Set vertex buffer for draw primitive. +func.setVertexBuffer { cpponly } + "void" + .stream "uint8_t" --- Vertex stream. + .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer. + +--- Set vertex buffer for draw primitive. +func.setVertexBuffer { cname = "set_dynamic_vertex_buffer" } + "void" + .stream "uint8_t" --- Vertex stream. + .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer. + .startVertex "uint32_t" --- First vertex to render. + .numVertices "uint32_t" --- Number of vertices to render. + +--- Set vertex buffer for draw primitive. +func.setVertexBuffer { cpponly } + "void" + .stream "uint8_t" --- Vertex stream. + .tvb "const TransientVertexBuffer*" --- Transient vertex buffer. + +--- Set vertex buffer for draw primitive. +func.setVertexBuffer { cname = "set_transient_vertex_buffer" } + "void" + .stream "uint8_t" --- Vertex stream. + .tvb "const TransientVertexBuffer*" --- Transient vertex buffer. + .startVertex "uint32_t" --- First vertex to render. + .numVertices "uint32_t" --- Number of vertices to render. + +--- Set number of vertices for auto generated vertices use in conjuction +--- with gl_VertexID. +--- +--- @attention Availability depends on: `BGFX_CAPS_VERTEX_ID`. +--- +func.setVertexCount + "void" + .numVertices "uint32_t" --- Number of vertices. + +--- Set instance data buffer for draw primitive. +func.setInstanceDataBuffer { cpponly } + "void" + .idb "const InstanceDataBuffer*" --- Transient instance data buffer. + +--- Set instance data buffer for draw primitive. +func.setInstanceDataBuffer + "void" + .idb "const InstanceDataBuffer*" --- Transient instance data buffer. + .start "uint32_t" --- First instance data. + .num "uint32_t" --- Number of data instances. + +--- Set instance data buffer for draw primitive. +func.setInstanceDataBuffer { cpponly } + "void" + .handle "VertexBufferHandle" --- Vertex buffer. + +--- Set instance data buffer for draw primitive. +func.setInstanceDataBuffer { cname = "set_instance_data_from_vertex_buffer" } + "void" + .handle "VertexBufferHandle" --- Vertex buffer. + .startVertex "uint32_t" --- First instance data. + .num "uint32_t" --- Number of data instances. + + --- Set instance data buffer for draw primitive. +func.setInstanceDataBuffer { cpponly } + "void" + .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer. + +--- Set instance data buffer for draw primitive. +func.setInstanceDataBuffer { cname = "set_instance_data_from_dynamic_vertex_buffer" } + "void" + .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer. + .startVertex "uint32_t" --- First instance data. + .num "uint32_t" --- Number of data instances. + +--- Set number of instances for auto generated instances use in conjuction +--- with gl_InstanceID. +--- +--- @attention Availability depends on: `BGFX_CAPS_VERTEX_ID`. +--- +func.setInstanceCount + "void" + .numInstances "uint32_t" -- Number of instances. + +--- Set texture stage for draw primitive. +func.setTexture + "void" + .stage "uint8_t" --- Texture unit. + .sampler "UniformHandle" --- Program sampler. + .handle "TextureHandle" --- Texture handle. + .flags "uint32_t" --- Texture sampling mode. Default value UINT32_MAX uses + { default = UINT32_MAX } --- texture sampling settings from the texture. + --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap + --- mode. + --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic + --- sampling. + +--- Submit an empty primitive for rendering. Uniforms and draw state +--- will be applied but no geometry will be submitted. +--- +--- @remark +--- These empty draw calls will sort before ordinary draw calls. +--- +func.touch + "void" + .id "ViewId" --- View id. + +--- Submit primitive for rendering. +func.submit + "void" + .id "ViewId" --- View id. + .program "ProgramHandle" --- Program. + .depth "uint32_t" --- Depth for sorting. + { default = 0 } + .preserveState "bool" --- Preserve internal draw state for next draw call submit. + { default = false } + +--- Submit primitive with occlusion query for rendering. +func.submit { cname = "submit_occlusion_query" } + "void" + .id "ViewId" --- View id. + .program "ProgramHandle" --- Program. + .occlusionQuery "OcclusionQueryHandle" --- Occlusion query. + .depth "uint32_t" --- Depth for sorting. + { default = 0 } + .preserveState "bool" --- Preserve internal draw state for next draw call submit. + { default = false } + +--- Submit primitive for rendering with index and instance data info from +--- indirect buffer. +func.submit { cname = "submit_indirect" } + "void" + .id "ViewId" --- View id. + .program "ProgramHandle" --- Program. + .indirectHandle "IndirectBufferHandle" --- Indirect buffer. + .start "uint16_t" --- First element in indirect buffer. + { default = 0 } + .num "uint16_t" --- Number of dispatches. + { default = 1 } + .depth "uint32_t" --- Depth for sorting. + { default = 0 } + .preserveState "bool" --- Preserve internal draw state for next draw call submit. + { default = false } + +--- Set compute index buffer. +func.setBuffer { cname = "set_compute_index_buffer" } + "void" + .stage "uint8_t" --- Compute stage. + .handle "IndexBufferHandle" --- Index buffer handle. + .access "Access::Enum" --- Buffer access. See `Access::Enum`. + +--- Set compute vertex buffer. +func.setBuffer { cname = "set_compute_vertex_buffer" } + "void" + .stage "uint8_t" --- Compute stage. + .handle "VertexBufferHandle" --- Vertex buffer handle. + .access "Access::Enum" --- Buffer access. See `Access::Enum`. + +--- Set compute dynamic index buffer. +func.setBuffer { cname = "set_compute_dynamic_index_buffer" } + "void" + .stage "uint8_t" --- Compute stage. + .handle "DynamicIndexBufferHandle" --- Dynamic index buffer handle. + .access "Access::Enum" --- Buffer access. See `Access::Enum`. + +--- Set compute dynamic vertex buffer. +func.setBuffer { cname = "set_compute_dynamic_vertex_buffer" } + "void" + .stage "uint8_t" --- Compute stage. + .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer handle. + .access "Access::Enum" --- Buffer access. See `Access::Enum`. + +--- Set compute indirect buffer. +func.setBuffer { cname = "set_compute_indirect_buffer" } + "void" + .stage "uint8_t" --- Compute stage. + .handle "IndirectBufferHandle" --- Indirect buffer handle. + .access "Access::Enum" --- Buffer access. See `Access::Enum`. + +--- Set compute image from texture. +func.setImage + "void" + .stage "uint8_t" --- Compute stage. + .handle "TextureHandle" --- Texture handle. + .mip "uint8_t" --- Mip level. + .access "Access::Enum" --- Image access. See `Access::Enum`. + .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`. + { default = "TextureFormat::Count" } + +--- Dispatch compute. +func.dispatch + "void" + .id "ViewId" --- View id. + .program "ProgramHandle" --- Compute program. + .numX "uint32_t" --- Number of groups X. + { deafult = 1 } + .numY "uint32_t" --- Number of groups Y. + { deafult = 1 } + .numZ "uint32_t" --- Number of groups Z. + { deafult = 1 } + +--- Dispatch compute indirect. +func.dispatch { cname = "dispatch_indirect" } + "void" + .id "ViewId" --- View id. + .program "ProgramHandle" --- Compute program. + .indirectHandle "IndirectBufferHandle" --- Indirect buffer. + .start "uint16_t" --- First element in indirect buffer. + { deafult = 0 } + .num "uint16_t" --- Number of dispatches. + { deafult = 1 } + +--- Discard all previously set state for draw or compute call. +func.discard + "void" + +--- Blit 2D texture region between two 2D textures. +--- +--- @attention Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag. +--- @attention Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`. +--- +func.blit { cpponly } + "void" + .id "ViewId" --- View id. + .dst "TextureHandle" --- Destination texture handle. + .dstX "uint16_t" --- Destination texture X position. + .dstY "uint16_t" --- Destination texture Y position. + .src "TextureHandle" --- Source texture handle. + .srcX "uint16_t" --- Source texture X position. + { default = 0 } + .srcY "uint16_t" --- Source texture Y position. + { default = 0 } + .width "uint16_t" --- Width of region. + { default = UINT16_MAX } + .height "uint16_t" --- Height of region. + { default = UINT16_MAX } + +--- Blit 2D texture region between two 2D textures. +--- +--- @attention Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag. +--- @attention Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`. +--- +func.blit + "void" + .id "ViewId" --- View id. + .dst "TextureHandle" --- Destination texture handle. + .dstMip "uint8_t" --- Destination texture mip level. + .dstX "uint16_t" --- Destination texture X position. + .dstY "uint16_t" --- Destination texture Y position. + .dstZ "uint16_t" --- If texture is 2D this argument should be 0. If destination texture is cube + --- this argument represents destination texture cube face. For 3D texture this argument + --- represents destination texture Z position. + .src "TextureHandle" --- Source texture handle. + .srcMip "uint8_t" --- Source texture mip level. + { default = 0 } + .srcX "uint16_t" --- Source texture X position. + { default = 0 } + .srcY "uint16_t" --- Source texture Y position. + { default = 0 } + .srcZ "uint16_t" --- If texture is 2D this argument should be 0. If source texture is cube + --- this argument represents source texture cube face. For 3D texture this argument + --- represents source texture Z position. + { default = 0 } + .width "uint16_t" --- Width of region. + { default = UINT16_MAX } + .height "uint16_t" --- Height of region. + { default = UINT16_MAX } + .depth "uint16_t" --- If texture is 3D this argument represents depth of region, otherwise it's + --- unused. + { default = UINT16_MAX } |