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author Julian Sikorski <belegdol+github@gmail.com>2019-10-13 13:50:38 +0200
committer R. Belmont <rb6502@users.noreply.github.com>2019-10-13 07:50:38 -0400
commit0837e7451a84f95c29dbdb9bd6b8b931fee1635d (patch)
tree626bcbd250a7fbebdf5958a288d2f438d4f9fb5a /3rdparty/bgfx/scripts/bgfx.idl
parentc913ccb59d713ce0b91135520719ac5385e54358 (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.idl2998
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 }