Browse Source

New auto-generated D bindings (#3114)

* Added shaderc default defines to docs

* Update tools.rst

* Update tools.rst

* WIP new D bindings

* New bindings "nearly done"

* More unfinished changes

* Nearly done; ctors still don't work

* Bindings auto-generation is done

* New auto-generated D bindings

* Reduced D bindings file count back to 2

---------

Co-authored-by: Бранимир Караџић <[email protected]>
IchorDev 2 years ago
parent
commit
cbd83f57ca
8 changed files with 4375 additions and 5972 deletions
  1. 1 1
      README.md
  2. 79 0
      bindings/d/fakeenum.d
  3. 0 4565
      bindings/d/funcs.d
  4. 3608 0
      bindings/d/package.d
  5. 0 1141
      bindings/d/types.d
  6. 1 1
      docs/overview.rst
  7. 684 262
      scripts/bindings-d.lua
  8. 2 2
      scripts/genie.lua

+ 1 - 1
README.md

@@ -72,7 +72,7 @@ Languages:
  * [C/C++ API documentation](https://bkaradzic.github.io/bgfx/bgfx.html)
  * [Beef API bindings](https://github.com/bkaradzic/bgfx/tree/master/bindings/bf)
  * [C# language API bindings #1](https://github.com/bkaradzic/bgfx/tree/master/bindings/cs)
- * [D language API bindings](https://github.com/GoaLitiuM/bindbc-bgfx)
+ * [D language API bindings](https://github.com/BindBC/bindbc-bgfx)
  * [Go language API bindings](https://github.com/james4k/go-bgfx)
  * [Haskell language API bindings](https://github.com/haskell-game/bgfx)
  * [Lightweight Java Game Library 3 bindings](https://github.com/LWJGL/lwjgl3)

+ 79 - 0
bindings/d/fakeenum.d

@@ -0,0 +1,79 @@
+/+
++ ┌==============================┐
++ │ AUTO GENERATED! DO NOT EDIT! │
++ └==============================┘
++/
+module bgfx.fakeenum;
+
+//NOTE: Do NOT use this module! Use the enums with the same names in `bgfx/package.d` instead.
+package:
+extern(C++, "bgfx") package final abstract class Fatal{
+	enum Enum{
+		debugCheck,invalidShader,unableToInitialize,unableToCreateTexture,deviceLost,count
+	}
+}
+extern(C++, "bgfx") package final abstract class RendererType{
+	enum Enum{
+		noop,agc,direct3D9,direct3D11,direct3D12,gnm,metal,nvn,openGLES,openGL,vulkan,webGPU,count
+	}
+}
+extern(C++, "bgfx") package final abstract class Access{
+	enum Enum{
+		read,write,readWrite,count
+	}
+}
+extern(C++, "bgfx") package final abstract class Attrib{
+	enum Enum{
+		position,normal,tangent,bitangent,color0,color1,color2,color3,indices,weight,texCoord0,texCoord1,texCoord2,texCoord3,texCoord4,texCoord5,texCoord6,texCoord7,count
+	}
+}
+extern(C++, "bgfx") package final abstract class AttribType{
+	enum Enum{
+		uint8,uint10,int16,half,float_,count
+	}
+}
+extern(C++, "bgfx") package final abstract class TextureFormat{
+	enum Enum{
+		bc1,bc2,bc3,bc4,bc5,bc6h,bc7,etc1,etc2,etc2a,etc2a1,ptc12,ptc14,ptc12a,ptc14a,ptc22,ptc24,atc,atce,atci,astc4x4,astc5x4,astc5x5,astc6x5,astc6x6,astc8x5,astc8x6,astc8x8,astc10x5,astc10x6,astc10x8,astc10x10,astc12x10,astc12x12,unknown,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,b5g6r5,r5g6b5,bgra4,rgba4,bgr5a1,rgb5a1,rgb10a2,rg11b10f,unknownDepth,d16,d24,d24s8,d32,d16f,d24f,d32f,d0s8,count
+	}
+}
+extern(C++, "bgfx") package final abstract class UniformType{
+	enum Enum{
+		sampler,end,vec4,mat3,mat4,count
+	}
+}
+extern(C++, "bgfx") package final abstract class BackbufferRatio{
+	enum Enum{
+		equal,half,quarter,eighth,sixteenth,double_,count
+	}
+}
+extern(C++, "bgfx") package final abstract class OcclusionQueryResult{
+	enum Enum{
+		invisible,visible,noResult,count
+	}
+}
+extern(C++, "bgfx") package final abstract class Topology{
+	enum Enum{
+		triList,triStrip,lineList,lineStrip,pointList,count
+	}
+}
+extern(C++, "bgfx") package final abstract class TopologyConvert{
+	enum Enum{
+		triListFlipWinding,triStripFlipWinding,triListToLineList,triStripToTriList,lineStripToLineList,count
+	}
+}
+extern(C++, "bgfx") package final abstract class TopologySort{
+	enum Enum{
+		directionFrontToBackMin,directionFrontToBackAvg,directionFrontToBackMax,directionBackToFrontMin,directionBackToFrontAvg,directionBackToFrontMax,distanceFrontToBackMin,distanceFrontToBackAvg,distanceFrontToBackMax,distanceBackToFrontMin,distanceBackToFrontAvg,distanceBackToFrontMax,count
+	}
+}
+extern(C++, "bgfx") package final abstract class ViewMode{
+	enum Enum{
+		default_,sequential,depthAscending,depthDescending,count
+	}
+}
+extern(C++, "bgfx") package final abstract class RenderFrame{
+	enum Enum{
+		noContext,render,timeout,exiting,count
+	}
+}

+ 0 - 4565
bindings/d/funcs.d

@@ -1,4565 +0,0 @@
-/*
- *
- * AUTO GENERATED! DO NOT EDIT!
- *
- */
-
-module bindbc.bgfx.funcs;
-
-private import bindbc.bgfx.types;
-
-extern(C) @nogc nothrow:
-
-version(BindBgfx_Static)
-{
-	/**
-	 * Init attachment.
-	 * Params:
-	 * _handle = Render target texture handle.
-	 * _access = Access. See `Access::Enum`.
-	 * _layer = Cubemap side or depth layer/slice to use.
-	 * _numLayers = Number of texture layer/slice(s) in array to use.
-	 * _mip = Mip level.
-	 * _resolve = Resolve flags. See: `BGFX_RESOLVE_*`
-	 */
-	void bgfx_attachment_init(bgfx_attachment_t* _this, bgfx_texture_handle_t _handle, bgfx_access_t _access, ushort _layer, ushort _numLayers, ushort _mip, ubyte _resolve);
-	
-	/**
-	 * Start VertexLayout.
-	 * Params:
-	 * _rendererType = Renderer backend type. See: `bgfx::RendererType`
-	 */
-	bgfx_vertex_layout_t* bgfx_vertex_layout_begin(bgfx_vertex_layout_t* _this, bgfx_renderer_type_t _rendererType);
-	
-	/**
-	 * Add attribute to VertexLayout.
-	 * Remarks: Must be called between begin/end.
-	 * Params:
-	 * _attrib = Attribute semantics. See: `bgfx::Attrib`
-	 * _num = Number of elements 1, 2, 3 or 4.
-	 * _type = Element type.
-	 * _normalized = When using fixed point AttribType (f.e. Uint8)
-	 * value will be normalized for vertex shader usage. When normalized
-	 * is set to true, AttribType::Uint8 value in range 0-255 will be
-	 * in range 0.0-1.0 in vertex shader.
-	 * _asInt = Packaging rule for vertexPack, vertexUnpack, and
-	 * vertexConvert for AttribType::Uint8 and AttribType::Int16.
-	 * Unpacking code must be implemented inside vertex shader.
-	 */
-	bgfx_vertex_layout_t* bgfx_vertex_layout_add(bgfx_vertex_layout_t* _this, bgfx_attrib_t _attrib, ubyte _num, bgfx_attrib_type_t _type, bool _normalized, bool _asInt);
-	
-	/**
-	 * Decode attribute.
-	 * Params:
-	 * _attrib = Attribute semantics. See: `bgfx::Attrib`
-	 * _num = Number of elements.
-	 * _type = Element type.
-	 * _normalized = Attribute is normalized.
-	 * _asInt = Attribute is packed as int.
-	 */
-	void bgfx_vertex_layout_decode(const(bgfx_vertex_layout_t)* _this, bgfx_attrib_t _attrib, ubyte* _num, bgfx_attrib_type_t* _type, bool* _normalized, bool* _asInt);
-	
-	/**
-	 * Returns `true` if VertexLayout contains attribute.
-	 * Params:
-	 * _attrib = Attribute semantics. See: `bgfx::Attrib`
-	 */
-	bool bgfx_vertex_layout_has(const(bgfx_vertex_layout_t)* _this, bgfx_attrib_t _attrib);
-	
-	/**
-	 * Skip `_num` bytes in vertex stream.
-	 * Params:
-	 * _num = Number of bytes to skip.
-	 */
-	bgfx_vertex_layout_t* bgfx_vertex_layout_skip(bgfx_vertex_layout_t* _this, ubyte _num);
-	
-	/**
-	 * End VertexLayout.
-	 */
-	void bgfx_vertex_layout_end(bgfx_vertex_layout_t* _this);
-	
-	/**
-	 * Pack vertex attribute into vertex stream format.
-	 * Params:
-	 * _input = Value to be packed into vertex stream.
-	 * _inputNormalized = `true` if input value is already normalized.
-	 * _attr = Attribute to pack.
-	 * _layout = Vertex stream layout.
-	 * _data = Destination vertex stream where data will be packed.
-	 * _index = Vertex index that will be modified.
-	 */
-	void bgfx_vertex_pack(const float[4] _input, bool _inputNormalized, bgfx_attrib_t _attr, const(bgfx_vertex_layout_t)* _layout, void* _data, uint _index);
-	
-	/**
-	 * Unpack vertex attribute from vertex stream format.
-	 * Params:
-	 * _output = Result of unpacking.
-	 * _attr = Attribute to unpack.
-	 * _layout = Vertex stream layout.
-	 * _data = Source vertex stream from where data will be unpacked.
-	 * _index = Vertex index that will be unpacked.
-	 */
-	void bgfx_vertex_unpack(float[4] _output, bgfx_attrib_t _attr, const(bgfx_vertex_layout_t)* _layout, const(void)* _data, uint _index);
-	
-	/**
-	 * Converts vertex stream data from one vertex stream format to another.
-	 * Params:
-	 * _dstLayout = Destination vertex stream layout.
-	 * _dstData = Destination vertex stream.
-	 * _srcLayout = Source vertex stream layout.
-	 * _srcData = Source vertex stream data.
-	 * _num = Number of vertices to convert from source to destination.
-	 */
-	void bgfx_vertex_convert(const(bgfx_vertex_layout_t)* _dstLayout, void* _dstData, const(bgfx_vertex_layout_t)* _srcLayout, const(void)* _srcData, uint _num);
-	
-	/**
-	 * Weld vertices.
-	 * Params:
-	 * _output = Welded vertices remapping table. The size of buffer
-	 * must be the same as number of vertices.
-	 * _layout = Vertex stream layout.
-	 * _data = Vertex stream.
-	 * _num = Number of vertices in vertex stream.
-	 * _index32 = Set to `true` if input indices are 32-bit.
-	 * _epsilon = Error tolerance for vertex position comparison.
-	 */
-	uint bgfx_weld_vertices(void* _output, const(bgfx_vertex_layout_t)* _layout, const(void)* _data, uint _num, bool _index32, float _epsilon);
-	
-	/**
-	 * Convert index buffer for use with different primitive topologies.
-	 * Params:
-	 * _conversion = Conversion type, see `TopologyConvert::Enum`.
-	 * _dst = Destination index buffer. If this argument is NULL
-	 * function will return number of indices after conversion.
-	 * _dstSize = Destination index buffer in bytes. It must be
-	 * large enough to contain output indices. If destination size is
-	 * insufficient index buffer will be truncated.
-	 * _indices = Source indices.
-	 * _numIndices = Number of input indices.
-	 * _index32 = Set to `true` if input indices are 32-bit.
-	 */
-	uint bgfx_topology_convert(bgfx_topology_convert_t _conversion, void* _dst, uint _dstSize, const(void)* _indices, uint _numIndices, bool _index32);
-	
-	/**
-	 * Sort indices.
-	 * Params:
-	 * _sort = Sort order, see `TopologySort::Enum`.
-	 * _dst = Destination index buffer.
-	 * _dstSize = Destination index buffer in bytes. It must be
-	 * large enough to contain output indices. If destination size is
-	 * insufficient index buffer will be truncated.
-	 * _dir = Direction (vector must be normalized).
-	 * _pos = Position.
-	 * _vertices = Pointer to first vertex represented as
-	 * float x, y, z. Must contain at least number of vertices
-	 * referencende by index buffer.
-	 * _stride = Vertex stride.
-	 * _indices = Source indices.
-	 * _numIndices = Number of input indices.
-	 * _index32 = Set to `true` if input indices are 32-bit.
-	 */
-	void bgfx_topology_sort_tri_list(bgfx_topology_sort_t _sort, void* _dst, uint _dstSize, const float[3] _dir, const float[3] _pos, const(void)* _vertices, uint _stride, const(void)* _indices, uint _numIndices, bool _index32);
-	
-	/**
-	 * Returns supported backend API renderers.
-	 * Params:
-	 * _max = Maximum number of elements in _enum array.
-	 * _enum = Array where supported renderers will be written.
-	 */
-	ubyte bgfx_get_supported_renderers(ubyte _max, bgfx_renderer_type_t* _enum);
-	
-	/**
-	 * Returns name of renderer.
-	 * Params:
-	 * _type = Renderer backend type. See: `bgfx::RendererType`
-	 */
-	const(char)* bgfx_get_renderer_name(bgfx_renderer_type_t _type);
-	
-	void bgfx_init_ctor(bgfx_init_t* _init);
-	
-	/**
-	 * Initialize the bgfx library.
-	 * Params:
-	 * _init = Initialization parameters. See: `bgfx::Init` for more info.
-	 */
-	bool bgfx_init(const(bgfx_init_t)* _init);
-	
-	/**
-	 * Shutdown bgfx library.
-	 */
-	void bgfx_shutdown();
-	
-	/**
-	 * Reset graphic settings and back-buffer size.
-	 * Attention: This call doesn’t change the window size, it just resizes
-	 *   the back-buffer. Your windowing code controls the window size.
-	 * Params:
-	 * _width = Back-buffer width.
-	 * _height = Back-buffer height.
-	 * _flags = See: `BGFX_RESET_*` for more info.
-	 *   - `BGFX_RESET_NONE` - No reset flags.
-	 *   - `BGFX_RESET_FULLSCREEN` - Not supported yet.
-	 *   - `BGFX_RESET_MSAA_X[2/4/8/16]` - Enable 2, 4, 8 or 16 x MSAA.
-	 *   - `BGFX_RESET_VSYNC` - Enable V-Sync.
-	 *   - `BGFX_RESET_MAXANISOTROPY` - Turn on/off max anisotropy.
-	 *   - `BGFX_RESET_CAPTURE` - Begin screen capture.
-	 *   - `BGFX_RESET_FLUSH_AFTER_RENDER` - Flush rendering after submitting to GPU.
-	 *   - `BGFX_RESET_FLIP_AFTER_RENDER` - This flag  specifies where flip
-	 *     occurs. Default behaviour is that flip occurs before rendering new
-	 *     frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
-	 *   - `BGFX_RESET_SRGB_BACKBUFFER` - Enable sRGB back-buffer.
-	 * _format = Texture format. See: `TextureFormat::Enum`.
-	 */
-	void bgfx_reset(uint _width, uint _height, uint _flags, bgfx_texture_format_t _format);
-	
-	/**
-	 * Advance to next frame. When using multithreaded renderer, this call
-	 * just swaps internal buffers, kicks render thread, and returns. In
-	 * singlethreaded renderer this call does frame rendering.
-	 * Params:
-	 * _capture = Capture frame with graphics debugger.
-	 */
-	uint bgfx_frame(bool _capture);
-	
-	/**
-	 * Returns current renderer backend API type.
-	 * Remarks:
-	 *   Library must be initialized.
-	 */
-	bgfx_renderer_type_t bgfx_get_renderer_type();
-	
-	/**
-	 * Returns renderer capabilities.
-	 * Remarks:
-	 *   Library must be initialized.
-	 */
-	const(bgfx_caps_t)* bgfx_get_caps();
-	
-	/**
-	 * Returns performance counters.
-	 * Attention: Pointer returned is valid until `bgfx::frame` is called.
-	 */
-	const(bgfx_stats_t)* bgfx_get_stats();
-	
-	/**
-	 * Allocate buffer to pass to bgfx calls. Data will be freed inside bgfx.
-	 * Params:
-	 * _size = Size to allocate.
-	 */
-	const(bgfx_memory_t)* bgfx_alloc(uint _size);
-	
-	/**
-	 * Allocate buffer and copy data into it. Data will be freed inside bgfx.
-	 * Params:
-	 * _data = Pointer to data to be copied.
-	 * _size = Size of data to be copied.
-	 */
-	const(bgfx_memory_t)* bgfx_copy(const(void)* _data, uint _size);
-	
-	/**
-	 * Make reference to data to pass to bgfx. Unlike `bgfx::alloc`, this call
-	 * doesn't allocate memory for data. It just copies the _data pointer. You
-	 * can pass `ReleaseFn` function pointer to release this memory after it's
-	 * consumed, otherwise you must make sure _data is available for at least 2
-	 * `bgfx::frame` calls. `ReleaseFn` function must be able to be called
-	 * from any thread.
-	 * Attention: Data passed must be available for at least 2 `bgfx::frame` calls.
-	 * Params:
-	 * _data = Pointer to data.
-	 * _size = Size of data.
-	 */
-	const(bgfx_memory_t)* bgfx_make_ref(const(void)* _data, uint _size);
-	
-	/**
-	 * Make reference to data to pass to bgfx. Unlike `bgfx::alloc`, this call
-	 * doesn't allocate memory for data. It just copies the _data pointer. You
-	 * can pass `ReleaseFn` function pointer to release this memory after it's
-	 * consumed, otherwise you must make sure _data is available for at least 2
-	 * `bgfx::frame` calls. `ReleaseFn` function must be able to be called
-	 * from any thread.
-	 * Attention: Data passed must be available for at least 2 `bgfx::frame` calls.
-	 * Params:
-	 * _data = Pointer to data.
-	 * _size = Size of data.
-	 * _releaseFn = Callback function to release memory after use.
-	 * _userData = User data to be passed to callback function.
-	 */
-	const(bgfx_memory_t)* bgfx_make_ref_release(const(void)* _data, uint _size, void* _releaseFn, void* _userData);
-	
-	/**
-	 * Set debug flags.
-	 * Params:
-	 * _debug = Available flags:
-	 *   - `BGFX_DEBUG_IFH` - Infinitely fast hardware. When this flag is set
-	 *     all rendering calls will be skipped. This is useful when profiling
-	 *     to quickly assess potential bottlenecks between CPU and GPU.
-	 *   - `BGFX_DEBUG_PROFILER` - Enable profiler.
-	 *   - `BGFX_DEBUG_STATS` - Display internal statistics.
-	 *   - `BGFX_DEBUG_TEXT` - Display debug text.
-	 *   - `BGFX_DEBUG_WIREFRAME` - Wireframe rendering. All rendering
-	 *     primitives will be rendered as lines.
-	 */
-	void bgfx_set_debug(uint _debug);
-	
-	/**
-	 * Clear internal debug text buffer.
-	 * Params:
-	 * _attr = Background color.
-	 * _small = Default 8x16 or 8x8 font.
-	 */
-	void bgfx_dbg_text_clear(ubyte _attr, bool _small);
-	
-	/**
-	 * Print formatted data to internal debug text character-buffer (VGA-compatible text mode).
-	 * Params:
-	 * _x = Position x from the left corner of the window.
-	 * _y = Position y from the top corner of the window.
-	 * _attr = Color palette. Where top 4-bits represent index of background, and bottom
-	 * 4-bits represent foreground color from standard VGA text palette (ANSI escape codes).
-	 * _format = `printf` style format.
-	 */
-	void bgfx_dbg_text_printf(ushort _x, ushort _y, ubyte _attr, const(char)* _format, ... );
-	
-	/**
-	 * Print formatted data from variable argument list to internal debug text character-buffer (VGA-compatible text mode).
-	 * Params:
-	 * _x = Position x from the left corner of the window.
-	 * _y = Position y from the top corner of the window.
-	 * _attr = Color palette. Where top 4-bits represent index of background, and bottom
-	 * 4-bits represent foreground color from standard VGA text palette (ANSI escape codes).
-	 * _format = `printf` style format.
-	 * _argList = Variable arguments list for format string.
-	 */
-	void bgfx_dbg_text_vprintf(ushort _x, ushort _y, ubyte _attr, const(char)* _format, va_list _argList);
-	
-	/**
-	 * Draw image into internal debug text buffer.
-	 * Params:
-	 * _x = Position x from the left corner of the window.
-	 * _y = Position y from the top corner of the window.
-	 * _width = Image width.
-	 * _height = Image height.
-	 * _data = Raw image data (character/attribute raw encoding).
-	 * _pitch = Image pitch in bytes.
-	 */
-	void bgfx_dbg_text_image(ushort _x, ushort _y, ushort _width, ushort _height, const(void)* _data, ushort _pitch);
-	
-	/**
-	 * Create static index buffer.
-	 * Params:
-	 * _mem = Index buffer data.
-	 * _flags = Buffer creation flags.
-	 *   - `BGFX_BUFFER_NONE` - No flags.
-	 *   - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
-	 *   - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
-	 *       is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
-	 *   - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
-	 *   - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
-	 *       data is passed. If this flag is not specified, and more data is passed on update, the buffer
-	 *       will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
-	 *       buffers.
-	 *   - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
-	 *       index buffers.
-	 */
-	bgfx_index_buffer_handle_t bgfx_create_index_buffer(const(bgfx_memory_t)* _mem, ushort _flags);
-	
-	/**
-	 * Set static index buffer debug name.
-	 * Params:
-	 * _handle = Static index buffer handle.
-	 * _name = Static index buffer name.
-	 * _len = Static index buffer name length (if length is INT32_MAX, it's expected
-	 * that _name is zero terminated string.
-	 */
-	void bgfx_set_index_buffer_name(bgfx_index_buffer_handle_t _handle, const(char)* _name, int _len);
-	
-	/**
-	 * Destroy static index buffer.
-	 * Params:
-	 * _handle = Static index buffer handle.
-	 */
-	void bgfx_destroy_index_buffer(bgfx_index_buffer_handle_t _handle);
-	
-	/**
-	 * Create vertex layout.
-	 * Params:
-	 * _layout = Vertex layout.
-	 */
-	bgfx_vertex_layout_handle_t bgfx_create_vertex_layout(const(bgfx_vertex_layout_t)* _layout);
-	
-	/**
-	 * Destroy vertex layout.
-	 * Params:
-	 * _layoutHandle = Vertex layout handle.
-	 */
-	void bgfx_destroy_vertex_layout(bgfx_vertex_layout_handle_t _layoutHandle);
-	
-	/**
-	 * Create static vertex buffer.
-	 * Params:
-	 * _mem = Vertex buffer data.
-	 * _layout = Vertex layout.
-	 * _flags = Buffer creation flags.
-	 *  - `BGFX_BUFFER_NONE` - No flags.
-	 *  - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
-	 *  - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
-	 *      is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
-	 *  - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
-	 *  - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
-	 *      data is passed. If this flag is not specified, and more data is passed on update, the buffer
-	 *      will be trimmed to fit the existing buffer size. This flag has effect only on dynamic buffers.
-	 *  - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on index buffers.
-	 */
-	bgfx_vertex_buffer_handle_t bgfx_create_vertex_buffer(const(bgfx_memory_t)* _mem, const(bgfx_vertex_layout_t)* _layout, ushort _flags);
-	
-	/**
-	 * Set static vertex buffer debug name.
-	 * Params:
-	 * _handle = Static vertex buffer handle.
-	 * _name = Static vertex buffer name.
-	 * _len = Static vertex buffer name length (if length is INT32_MAX, it's expected
-	 * that _name is zero terminated string.
-	 */
-	void bgfx_set_vertex_buffer_name(bgfx_vertex_buffer_handle_t _handle, const(char)* _name, int _len);
-	
-	/**
-	 * Destroy static vertex buffer.
-	 * Params:
-	 * _handle = Static vertex buffer handle.
-	 */
-	void bgfx_destroy_vertex_buffer(bgfx_vertex_buffer_handle_t _handle);
-	
-	/**
-	 * Create empty dynamic index buffer.
-	 * Params:
-	 * _num = Number of indices.
-	 * _flags = Buffer creation flags.
-	 *   - `BGFX_BUFFER_NONE` - No flags.
-	 *   - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
-	 *   - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
-	 *       is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
-	 *   - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
-	 *   - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
-	 *       data is passed. If this flag is not specified, and more data is passed on update, the buffer
-	 *       will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
-	 *       buffers.
-	 *   - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
-	 *       index buffers.
-	 */
-	bgfx_dynamic_index_buffer_handle_t bgfx_create_dynamic_index_buffer(uint _num, ushort _flags);
-	
-	/**
-	 * Create a dynamic index buffer and initialize it.
-	 * Params:
-	 * _mem = Index buffer data.
-	 * _flags = Buffer creation flags.
-	 *   - `BGFX_BUFFER_NONE` - No flags.
-	 *   - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
-	 *   - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
-	 *       is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
-	 *   - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
-	 *   - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
-	 *       data is passed. If this flag is not specified, and more data is passed on update, the buffer
-	 *       will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
-	 *       buffers.
-	 *   - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
-	 *       index buffers.
-	 */
-	bgfx_dynamic_index_buffer_handle_t bgfx_create_dynamic_index_buffer_mem(const(bgfx_memory_t)* _mem, ushort _flags);
-	
-	/**
-	 * Update dynamic index buffer.
-	 * Params:
-	 * _handle = Dynamic index buffer handle.
-	 * _startIndex = Start index.
-	 * _mem = Index buffer data.
-	 */
-	void bgfx_update_dynamic_index_buffer(bgfx_dynamic_index_buffer_handle_t _handle, uint _startIndex, const(bgfx_memory_t)* _mem);
-	
-	/**
-	 * Destroy dynamic index buffer.
-	 * Params:
-	 * _handle = Dynamic index buffer handle.
-	 */
-	void bgfx_destroy_dynamic_index_buffer(bgfx_dynamic_index_buffer_handle_t _handle);
-	
-	/**
-	 * Create empty dynamic vertex buffer.
-	 * Params:
-	 * _num = Number of vertices.
-	 * _layout = Vertex layout.
-	 * _flags = Buffer creation flags.
-	 *   - `BGFX_BUFFER_NONE` - No flags.
-	 *   - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
-	 *   - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
-	 *       is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
-	 *   - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
-	 *   - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
-	 *       data is passed. If this flag is not specified, and more data is passed on update, the buffer
-	 *       will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
-	 *       buffers.
-	 *   - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
-	 *       index buffers.
-	 */
-	bgfx_dynamic_vertex_buffer_handle_t bgfx_create_dynamic_vertex_buffer(uint _num, const(bgfx_vertex_layout_t)* _layout, ushort _flags);
-	
-	/**
-	 * Create dynamic vertex buffer and initialize it.
-	 * Params:
-	 * _mem = Vertex buffer data.
-	 * _layout = Vertex layout.
-	 * _flags = Buffer creation flags.
-	 *   - `BGFX_BUFFER_NONE` - No flags.
-	 *   - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
-	 *   - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
-	 *       is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
-	 *   - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
-	 *   - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
-	 *       data is passed. If this flag is not specified, and more data is passed on update, the buffer
-	 *       will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
-	 *       buffers.
-	 *   - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
-	 *       index buffers.
-	 */
-	bgfx_dynamic_vertex_buffer_handle_t bgfx_create_dynamic_vertex_buffer_mem(const(bgfx_memory_t)* _mem, const(bgfx_vertex_layout_t)* _layout, ushort _flags);
-	
-	/**
-	 * Update dynamic vertex buffer.
-	 * Params:
-	 * _handle = Dynamic vertex buffer handle.
-	 * _startVertex = Start vertex.
-	 * _mem = Vertex buffer data.
-	 */
-	void bgfx_update_dynamic_vertex_buffer(bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, const(bgfx_memory_t)* _mem);
-	
-	/**
-	 * Destroy dynamic vertex buffer.
-	 * Params:
-	 * _handle = Dynamic vertex buffer handle.
-	 */
-	void bgfx_destroy_dynamic_vertex_buffer(bgfx_dynamic_vertex_buffer_handle_t _handle);
-	
-	/**
-	 * Returns number of requested or maximum available indices.
-	 * Params:
-	 * _num = Number of required indices.
-	 * _index32 = Set to `true` if input indices will be 32-bit.
-	 */
-	uint bgfx_get_avail_transient_index_buffer(uint _num, bool _index32);
-	
-	/**
-	 * Returns number of requested or maximum available vertices.
-	 * Params:
-	 * _num = Number of required vertices.
-	 * _layout = Vertex layout.
-	 */
-	uint bgfx_get_avail_transient_vertex_buffer(uint _num, const(bgfx_vertex_layout_t)* _layout);
-	
-	/**
-	 * Returns number of requested or maximum available instance buffer slots.
-	 * Params:
-	 * _num = Number of required instances.
-	 * _stride = Stride per instance.
-	 */
-	uint bgfx_get_avail_instance_data_buffer(uint _num, ushort _stride);
-	
-	/**
-	 * Allocate transient index buffer.
-	 * Params:
-	 * _tib = TransientIndexBuffer structure will be filled, and will be valid
-	 * for the duration of frame, and can be reused for multiple draw
-	 * calls.
-	 * _num = Number of indices to allocate.
-	 * _index32 = Set to `true` if input indices will be 32-bit.
-	 */
-	void bgfx_alloc_transient_index_buffer(bgfx_transient_index_buffer_t* _tib, uint _num, bool _index32);
-	
-	/**
-	 * Allocate transient vertex buffer.
-	 * Params:
-	 * _tvb = TransientVertexBuffer structure will be filled, and will be valid
-	 * for the duration of frame, and can be reused for multiple draw
-	 * calls.
-	 * _num = Number of vertices to allocate.
-	 * _layout = Vertex layout.
-	 */
-	void bgfx_alloc_transient_vertex_buffer(bgfx_transient_vertex_buffer_t* _tvb, uint _num, const(bgfx_vertex_layout_t)* _layout);
-	
-	/**
-	 * Check for required space and allocate transient vertex and index
-	 * buffers. If both space requirements are satisfied function returns
-	 * true.
-	 * Params:
-	 * _tvb = TransientVertexBuffer structure will be filled, and will be valid
-	 * for the duration of frame, and can be reused for multiple draw
-	 * calls.
-	 * _layout = Vertex layout.
-	 * _numVertices = Number of vertices to allocate.
-	 * _tib = TransientIndexBuffer structure will be filled, and will be valid
-	 * for the duration of frame, and can be reused for multiple draw
-	 * calls.
-	 * _numIndices = Number of indices to allocate.
-	 * _index32 = Set to `true` if input indices will be 32-bit.
-	 */
-	bool bgfx_alloc_transient_buffers(bgfx_transient_vertex_buffer_t* _tvb, const(bgfx_vertex_layout_t)* _layout, uint _numVertices, bgfx_transient_index_buffer_t* _tib, uint _numIndices, bool _index32);
-	
-	/**
-	 * Allocate instance data buffer.
-	 * Params:
-	 * _idb = InstanceDataBuffer structure will be filled, and will be valid
-	 * for duration of frame, and can be reused for multiple draw
-	 * calls.
-	 * _num = Number of instances.
-	 * _stride = Instance stride. Must be multiple of 16.
-	 */
-	void bgfx_alloc_instance_data_buffer(bgfx_instance_data_buffer_t* _idb, uint _num, ushort _stride);
-	
-	/**
-	 * Create draw indirect buffer.
-	 * Params:
-	 * _num = Number of indirect calls.
-	 */
-	bgfx_indirect_buffer_handle_t bgfx_create_indirect_buffer(uint _num);
-	
-	/**
-	 * Destroy draw indirect buffer.
-	 * Params:
-	 * _handle = Indirect buffer handle.
-	 */
-	void bgfx_destroy_indirect_buffer(bgfx_indirect_buffer_handle_t _handle);
-	
-	/**
-	 * Create shader from memory buffer.
-	 * Params:
-	 * _mem = Shader binary.
-	 */
-	bgfx_shader_handle_t bgfx_create_shader(const(bgfx_memory_t)* _mem);
-	
-	/**
-	 * Returns the number of uniforms and uniform handles used inside a shader.
-	 * Remarks:
-	 *   Only non-predefined uniforms are returned.
-	 * Params:
-	 * _handle = Shader handle.
-	 * _uniforms = UniformHandle array where data will be stored.
-	 * _max = Maximum capacity of array.
-	 */
-	ushort bgfx_get_shader_uniforms(bgfx_shader_handle_t _handle, bgfx_uniform_handle_t* _uniforms, ushort _max);
-	
-	/**
-	 * Set shader debug name.
-	 * Params:
-	 * _handle = Shader handle.
-	 * _name = Shader name.
-	 * _len = Shader name length (if length is INT32_MAX, it's expected
-	 * that _name is zero terminated string).
-	 */
-	void bgfx_set_shader_name(bgfx_shader_handle_t _handle, const(char)* _name, int _len);
-	
-	/**
-	 * Destroy shader.
-	 * Remarks: Once a shader program is created with _handle,
-	 *   it is safe to destroy that shader.
-	 * Params:
-	 * _handle = Shader handle.
-	 */
-	void bgfx_destroy_shader(bgfx_shader_handle_t _handle);
-	
-	/**
-	 * Create program with vertex and fragment shaders.
-	 * Params:
-	 * _vsh = Vertex shader.
-	 * _fsh = Fragment shader.
-	 * _destroyShaders = If true, shaders will be destroyed when program is destroyed.
-	 */
-	bgfx_program_handle_t bgfx_create_program(bgfx_shader_handle_t _vsh, bgfx_shader_handle_t _fsh, bool _destroyShaders);
-	
-	/**
-	 * Create program with compute shader.
-	 * Params:
-	 * _csh = Compute shader.
-	 * _destroyShaders = If true, shaders will be destroyed when program is destroyed.
-	 */
-	bgfx_program_handle_t bgfx_create_compute_program(bgfx_shader_handle_t _csh, bool _destroyShaders);
-	
-	/**
-	 * Destroy program.
-	 * Params:
-	 * _handle = Program handle.
-	 */
-	void bgfx_destroy_program(bgfx_program_handle_t _handle);
-	
-	/**
-	 * Validate texture parameters.
-	 * Params:
-	 * _depth = Depth dimension of volume texture.
-	 * _cubeMap = Indicates that texture contains cubemap.
-	 * _numLayers = Number of layers in texture array.
-	 * _format = Texture format. See: `TextureFormat::Enum`.
-	 * _flags = Texture flags. See `BGFX_TEXTURE_*`.
-	 */
-	bool bgfx_is_texture_valid(ushort _depth, bool _cubeMap, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags);
-	
-	/**
-	 * Validate frame buffer parameters.
-	 * Params:
-	 * _num = Number of attachments.
-	 * _attachment = Attachment texture info. See: `bgfx::Attachment`.
-	 */
-	bool bgfx_is_frame_buffer_valid(ubyte _num, const(bgfx_attachment_t)* _attachment);
-	
-	/**
-	 * Calculate amount of memory required for texture.
-	 * Params:
-	 * _info = Resulting texture info structure. See: `TextureInfo`.
-	 * _width = Width.
-	 * _height = Height.
-	 * _depth = Depth dimension of volume texture.
-	 * _cubeMap = Indicates that texture contains cubemap.
-	 * _hasMips = Indicates that texture contains full mip-map chain.
-	 * _numLayers = Number of layers in texture array.
-	 * _format = Texture format. See: `TextureFormat::Enum`.
-	 */
-	void bgfx_calc_texture_size(bgfx_texture_info_t* _info, ushort _width, ushort _height, ushort _depth, bool _cubeMap, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format);
-	
-	/**
-	 * Create texture from memory buffer.
-	 * Params:
-	 * _mem = DDS, KTX or PVR texture binary data.
-	 * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
-	 * flags. Default texture sampling mode is linear, and wrap mode is repeat.
-	 * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
-	 *   mode.
-	 * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
-	 *   sampling.
-	 * _skip = Skip top level mips when parsing texture.
-	 * _info = When non-`NULL` is specified it returns parsed texture information.
-	 */
-	bgfx_texture_handle_t bgfx_create_texture(const(bgfx_memory_t)* _mem, ulong _flags, ubyte _skip, bgfx_texture_info_t* _info);
-	
-	/**
-	 * Create 2D texture.
-	 * Params:
-	 * _width = Width.
-	 * _height = Height.
-	 * _hasMips = Indicates that texture contains full mip-map chain.
-	 * _numLayers = Number of layers in texture array. Must be 1 if caps
-	 * `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
-	 * _format = Texture format. See: `TextureFormat::Enum`.
-	 * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
-	 * flags. Default texture sampling mode is linear, and wrap mode is repeat.
-	 * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
-	 *   mode.
-	 * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
-	 *   sampling.
-	 * _mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If
-	 * `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than
-	 * 1, expected memory layout is texture and all mips together for each array element.
-	 */
-	bgfx_texture_handle_t bgfx_create_texture_2d(ushort _width, ushort _height, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags, const(bgfx_memory_t)* _mem);
-	
-	/**
-	 * Create texture with size based on back-buffer ratio. Texture will maintain ratio
-	 * if back buffer resolution changes.
-	 * Params:
-	 * _ratio = Texture size in respect to back-buffer size. See: `BackbufferRatio::Enum`.
-	 * _hasMips = Indicates that texture contains full mip-map chain.
-	 * _numLayers = Number of layers in texture array. Must be 1 if caps
-	 * `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
-	 * _format = Texture format. See: `TextureFormat::Enum`.
-	 * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
-	 * flags. Default texture sampling mode is linear, and wrap mode is repeat.
-	 * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
-	 *   mode.
-	 * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
-	 *   sampling.
-	 */
-	bgfx_texture_handle_t bgfx_create_texture_2d_scaled(bgfx_backbuffer_ratio_t _ratio, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags);
-	
-	/**
-	 * Create 3D texture.
-	 * Params:
-	 * _width = Width.
-	 * _height = Height.
-	 * _depth = Depth.
-	 * _hasMips = Indicates that texture contains full mip-map chain.
-	 * _format = Texture format. See: `TextureFormat::Enum`.
-	 * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
-	 * flags. Default texture sampling mode is linear, and wrap mode is repeat.
-	 * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
-	 *   mode.
-	 * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
-	 *   sampling.
-	 * _mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If
-	 * `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than
-	 * 1, expected memory layout is texture and all mips together for each array element.
-	 */
-	bgfx_texture_handle_t bgfx_create_texture_3d(ushort _width, ushort _height, ushort _depth, bool _hasMips, bgfx_texture_format_t _format, ulong _flags, const(bgfx_memory_t)* _mem);
-	
-	/**
-	 * Create Cube texture.
-	 * Params:
-	 * _size = Cube side size.
-	 * _hasMips = Indicates that texture contains full mip-map chain.
-	 * _numLayers = Number of layers in texture array. Must be 1 if caps
-	 * `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
-	 * _format = Texture format. See: `TextureFormat::Enum`.
-	 * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
-	 * flags. Default texture sampling mode is linear, and wrap mode is repeat.
-	 * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
-	 *   mode.
-	 * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
-	 *   sampling.
-	 * _mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If
-	 * `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than
-	 * 1, expected memory layout is texture and all mips together for each array element.
-	 */
-	bgfx_texture_handle_t bgfx_create_texture_cube(ushort _size, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags, const(bgfx_memory_t)* _mem);
-	
-	/**
-	 * Update 2D texture.
-	 * Attention: It's valid to update only mutable texture. See `bgfx::createTexture2D` for more info.
-	 * Params:
-	 * _handle = Texture handle.
-	 * _layer = Layer in texture array.
-	 * _mip = Mip level.
-	 * _x = X offset in texture.
-	 * _y = Y offset in texture.
-	 * _width = Width of texture block.
-	 * _height = Height of texture block.
-	 * _mem = Texture update data.
-	 * _pitch = Pitch of input image (bytes). When _pitch is set to
-	 * UINT16_MAX, it will be calculated internally based on _width.
-	 */
-	void bgfx_update_texture_2d(bgfx_texture_handle_t _handle, ushort _layer, ubyte _mip, ushort _x, ushort _y, ushort _width, ushort _height, const(bgfx_memory_t)* _mem, ushort _pitch);
-	
-	/**
-	 * Update 3D texture.
-	 * Attention: It's valid to update only mutable texture. See `bgfx::createTexture3D` for more info.
-	 * Params:
-	 * _handle = Texture handle.
-	 * _mip = Mip level.
-	 * _x = X offset in texture.
-	 * _y = Y offset in texture.
-	 * _z = Z offset in texture.
-	 * _width = Width of texture block.
-	 * _height = Height of texture block.
-	 * _depth = Depth of texture block.
-	 * _mem = Texture update data.
-	 */
-	void bgfx_update_texture_3d(bgfx_texture_handle_t _handle, ubyte _mip, ushort _x, ushort _y, ushort _z, ushort _width, ushort _height, ushort _depth, const(bgfx_memory_t)* _mem);
-	
-	/**
-	 * Update Cube texture.
-	 * Attention: It's valid to update only mutable texture. See `bgfx::createTextureCube` for more info.
-	 * Params:
-	 * _handle = Texture handle.
-	 * _layer = Layer in texture array.
-	 * _side = Cubemap side `BGFX_CUBE_MAP_<POSITIVE or NEGATIVE>_<X, Y or Z>`,
-	 *   where 0 is +X, 1 is -X, 2 is +Y, 3 is -Y, 4 is +Z, and 5 is -Z.
-	 *                  +----------+
-	 *                  |-z       2|
-	 *                  | ^  +y    |
-	 *                  | |        |    Unfolded cube:
-	 *                  | +---->+x |
-	 *       +----------+----------+----------+----------+
-	 *       |+y       1|+y       4|+y       0|+y       5|
-	 *       | ^  -x    | ^  +z    | ^  +x    | ^  -z    |
-	 *       | |        | |        | |        | |        |
-	 *       | +---->+z | +---->+x | +---->-z | +---->-x |
-	 *       +----------+----------+----------+----------+
-	 *                  |+z       3|
-	 *                  | ^  -y    |
-	 *                  | |        |
-	 *                  | +---->+x |
-	 *                  +----------+
-	 * _mip = Mip level.
-	 * _x = X offset in texture.
-	 * _y = Y offset in texture.
-	 * _width = Width of texture block.
-	 * _height = Height of texture block.
-	 * _mem = Texture update data.
-	 * _pitch = Pitch of input image (bytes). When _pitch is set to
-	 * UINT16_MAX, it will be calculated internally based on _width.
-	 */
-	void bgfx_update_texture_cube(bgfx_texture_handle_t _handle, ushort _layer, ubyte _side, ubyte _mip, ushort _x, ushort _y, ushort _width, ushort _height, const(bgfx_memory_t)* _mem, ushort _pitch);
-	
-	/**
-	 * Read back texture content.
-	 * Attention: Texture must be created with `BGFX_TEXTURE_READ_BACK` flag.
-	 * Attention: Availability depends on: `BGFX_CAPS_TEXTURE_READ_BACK`.
-	 * Params:
-	 * _handle = Texture handle.
-	 * _data = Destination buffer.
-	 * _mip = Mip level.
-	 */
-	uint bgfx_read_texture(bgfx_texture_handle_t _handle, void* _data, ubyte _mip);
-	
-	/**
-	 * Set texture debug name.
-	 * Params:
-	 * _handle = Texture handle.
-	 * _name = Texture name.
-	 * _len = Texture name length (if length is INT32_MAX, it's expected
-	 * that _name is zero terminated string.
-	 */
-	void bgfx_set_texture_name(bgfx_texture_handle_t _handle, const(char)* _name, int _len);
-	
-	/**
-	 * Returns texture direct access pointer.
-	 * Attention: Availability depends on: `BGFX_CAPS_TEXTURE_DIRECT_ACCESS`. This feature
-	 *   is available on GPUs that have unified memory architecture (UMA) support.
-	 * Params:
-	 * _handle = Texture handle.
-	 */
-	void* bgfx_get_direct_access_ptr(bgfx_texture_handle_t _handle);
-	
-	/**
-	 * Destroy texture.
-	 * Params:
-	 * _handle = Texture handle.
-	 */
-	void bgfx_destroy_texture(bgfx_texture_handle_t _handle);
-	
-	/**
-	 * Create frame buffer (simple).
-	 * Params:
-	 * _width = Texture width.
-	 * _height = Texture height.
-	 * _format = Texture format. See: `TextureFormat::Enum`.
-	 * _textureFlags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
-	 * flags. Default texture sampling mode is linear, and wrap mode is repeat.
-	 * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
-	 *   mode.
-	 * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
-	 *   sampling.
-	 */
-	bgfx_frame_buffer_handle_t bgfx_create_frame_buffer(ushort _width, ushort _height, bgfx_texture_format_t _format, ulong _textureFlags);
-	
-	/**
-	 * Create frame buffer with size based on back-buffer ratio. Frame buffer will maintain ratio
-	 * if back buffer resolution changes.
-	 * Params:
-	 * _ratio = Frame buffer size in respect to back-buffer size. See:
-	 * `BackbufferRatio::Enum`.
-	 * _format = Texture format. See: `TextureFormat::Enum`.
-	 * _textureFlags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
-	 * flags. Default texture sampling mode is linear, and wrap mode is repeat.
-	 * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
-	 *   mode.
-	 * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
-	 *   sampling.
-	 */
-	bgfx_frame_buffer_handle_t bgfx_create_frame_buffer_scaled(bgfx_backbuffer_ratio_t _ratio, bgfx_texture_format_t _format, ulong _textureFlags);
-	
-	/**
-	 * Create MRT frame buffer from texture handles (simple).
-	 * Params:
-	 * _num = Number of texture handles.
-	 * _handles = Texture attachments.
-	 * _destroyTexture = If true, textures will be destroyed when
-	 * frame buffer is destroyed.
-	 */
-	bgfx_frame_buffer_handle_t bgfx_create_frame_buffer_from_handles(ubyte _num, const(bgfx_texture_handle_t)* _handles, bool _destroyTexture);
-	
-	/**
-	 * Create MRT frame buffer from texture handles with specific layer and
-	 * mip level.
-	 * Params:
-	 * _num = Number of attachments.
-	 * _attachment = Attachment texture info. See: `bgfx::Attachment`.
-	 * _destroyTexture = If true, textures will be destroyed when
-	 * frame buffer is destroyed.
-	 */
-	bgfx_frame_buffer_handle_t bgfx_create_frame_buffer_from_attachment(ubyte _num, const(bgfx_attachment_t)* _attachment, bool _destroyTexture);
-	
-	/**
-	 * Create frame buffer for multiple window rendering.
-	 * Remarks:
-	 *   Frame buffer cannot be used for sampling.
-	 * Attention: Availability depends on: `BGFX_CAPS_SWAP_CHAIN`.
-	 * Params:
-	 * _nwh = OS' target native window handle.
-	 * _width = Window back buffer width.
-	 * _height = Window back buffer height.
-	 * _format = Window back buffer color format.
-	 * _depthFormat = Window back buffer depth format.
-	 */
-	bgfx_frame_buffer_handle_t bgfx_create_frame_buffer_from_nwh(void* _nwh, ushort _width, ushort _height, bgfx_texture_format_t _format, bgfx_texture_format_t _depthFormat);
-	
-	/**
-	 * Set frame buffer debug name.
-	 * Params:
-	 * _handle = Frame buffer handle.
-	 * _name = Frame buffer name.
-	 * _len = Frame buffer name length (if length is INT32_MAX, it's expected
-	 * that _name is zero terminated string.
-	 */
-	void bgfx_set_frame_buffer_name(bgfx_frame_buffer_handle_t _handle, const(char)* _name, int _len);
-	
-	/**
-	 * Obtain texture handle of frame buffer attachment.
-	 * Params:
-	 * _handle = Frame buffer handle.
-	 */
-	bgfx_texture_handle_t bgfx_get_texture(bgfx_frame_buffer_handle_t _handle, ubyte _attachment);
-	
-	/**
-	 * Destroy frame buffer.
-	 * Params:
-	 * _handle = Frame buffer handle.
-	 */
-	void bgfx_destroy_frame_buffer(bgfx_frame_buffer_handle_t _handle);
-	
-	/**
-	 * Create shader uniform parameter.
-	 * Remarks:
-	 *   1. Uniform names are unique. It's valid to call `bgfx::createUniform`
-	 *      multiple times with the same uniform name. The library will always
-	 *      return the same handle, but the handle reference count will be
-	 *      incremented. This means that the same number of `bgfx::destroyUniform`
-	 *      must be called to properly destroy the uniform.
-	 *   2. Predefined uniforms (declared in `bgfx_shader.sh`):
-	 *      - `u_viewRect vec4(x, y, width, height)` - view rectangle for current
-	 *        view, in pixels.
-	 *      - `u_viewTexel vec4(1.0/width, 1.0/height, undef, undef)` - inverse
-	 *        width and height
-	 *      - `u_view mat4` - view matrix
-	 *      - `u_invView mat4` - inverted view matrix
-	 *      - `u_proj mat4` - projection matrix
-	 *      - `u_invProj mat4` - inverted projection matrix
-	 *      - `u_viewProj mat4` - concatenated view projection matrix
-	 *      - `u_invViewProj mat4` - concatenated inverted view projection matrix
-	 *      - `u_model mat4[BGFX_CONFIG_MAX_BONES]` - array of model matrices.
-	 *      - `u_modelView mat4` - concatenated model view matrix, only first
-	 *        model matrix from array is used.
-	 *      - `u_modelViewProj mat4` - concatenated model view projection matrix.
-	 *      - `u_alphaRef float` - alpha reference value for alpha test.
-	 * Params:
-	 * _name = Uniform name in shader.
-	 * _type = Type of uniform (See: `bgfx::UniformType`).
-	 * _num = Number of elements in array.
-	 */
-	bgfx_uniform_handle_t bgfx_create_uniform(const(char)* _name, bgfx_uniform_type_t _type, ushort _num);
-	
-	/**
-	 * Retrieve uniform info.
-	 * Params:
-	 * _handle = Handle to uniform object.
-	 * _info = Uniform info.
-	 */
-	void bgfx_get_uniform_info(bgfx_uniform_handle_t _handle, bgfx_uniform_info_t* _info);
-	
-	/**
-	 * Destroy shader uniform parameter.
-	 * Params:
-	 * _handle = Handle to uniform object.
-	 */
-	void bgfx_destroy_uniform(bgfx_uniform_handle_t _handle);
-	
-	/**
-	 * Create occlusion query.
-	 */
-	bgfx_occlusion_query_handle_t bgfx_create_occlusion_query();
-	
-	/**
-	 * Retrieve occlusion query result from previous frame.
-	 * Params:
-	 * _handle = Handle to occlusion query object.
-	 * _result = Number of pixels that passed test. This argument
-	 * can be `NULL` if result of occlusion query is not needed.
-	 */
-	bgfx_occlusion_query_result_t bgfx_get_result(bgfx_occlusion_query_handle_t _handle, int* _result);
-	
-	/**
-	 * Destroy occlusion query.
-	 * Params:
-	 * _handle = Handle to occlusion query object.
-	 */
-	void bgfx_destroy_occlusion_query(bgfx_occlusion_query_handle_t _handle);
-	
-	/**
-	 * Set palette color value.
-	 * Params:
-	 * _index = Index into palette.
-	 * _rgba = RGBA floating point values.
-	 */
-	void bgfx_set_palette_color(ubyte _index, const float[4] _rgba);
-	
-	/**
-	 * Set palette color value.
-	 * Params:
-	 * _index = Index into palette.
-	 * _rgba = Packed 32-bit RGBA value.
-	 */
-	void bgfx_set_palette_color_rgba8(ubyte _index, uint _rgba);
-	
-	/**
-	 * Set view name.
-	 * Remarks:
-	 *   This is debug only feature.
-	 *   In graphics debugger view name will appear as:
-	 *       "nnnc <view name>"
-	 *        ^  ^ ^
-	 *        |  +--- compute (C)
-	 *        +------ view id
-	 * Params:
-	 * _id = View id.
-	 * _name = View name.
-	 */
-	void bgfx_set_view_name(bgfx_view_id_t _id, const(char)* _name);
-	
-	/**
-	 * Set view rectangle. Draw primitive outside view will be clipped.
-	 * Params:
-	 * _id = View id.
-	 * _x = Position x from the left corner of the window.
-	 * _y = Position y from the top corner of the window.
-	 * _width = Width of view port region.
-	 * _height = Height of view port region.
-	 */
-	void bgfx_set_view_rect(bgfx_view_id_t _id, ushort _x, ushort _y, ushort _width, ushort _height);
-	
-	/**
-	 * Set view rectangle. Draw primitive outside view will be clipped.
-	 * Params:
-	 * _id = View id.
-	 * _x = Position x from the left corner of the window.
-	 * _y = Position y from the top corner of the window.
-	 * _ratio = Width and height will be set in respect to back-buffer size.
-	 * See: `BackbufferRatio::Enum`.
-	 */
-	void bgfx_set_view_rect_ratio(bgfx_view_id_t _id, ushort _x, ushort _y, bgfx_backbuffer_ratio_t _ratio);
-	
-	/**
-	 * Set view scissor. Draw primitive outside view will be clipped. When
-	 * _x, _y, _width and _height are set to 0, scissor will be disabled.
-	 * Params:
-	 * _id = View id.
-	 * _x = Position x from the left corner of the window.
-	 * _y = Position y from the top corner of the window.
-	 * _width = Width of view scissor region.
-	 * _height = Height of view scissor region.
-	 */
-	void bgfx_set_view_scissor(bgfx_view_id_t _id, ushort _x, ushort _y, ushort _width, ushort _height);
-	
-	/**
-	 * Set view clear flags.
-	 * Params:
-	 * _id = View id.
-	 * _flags = Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear
-	 * operation. See: `BGFX_CLEAR_*`.
-	 * _rgba = Color clear value.
-	 * _depth = Depth clear value.
-	 * _stencil = Stencil clear value.
-	 */
-	void bgfx_set_view_clear(bgfx_view_id_t _id, ushort _flags, uint _rgba, float _depth, ubyte _stencil);
-	
-	/**
-	 * Set view clear flags with different clear color for each
-	 * frame buffer texture. `bgfx::setPaletteColor` must be used to set up a
-	 * clear color palette.
-	 * Params:
-	 * _id = View id.
-	 * _flags = Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear
-	 * operation. See: `BGFX_CLEAR_*`.
-	 * _depth = Depth clear value.
-	 * _stencil = Stencil clear value.
-	 * _c0 = Palette index for frame buffer attachment 0.
-	 * _c1 = Palette index for frame buffer attachment 1.
-	 * _c2 = Palette index for frame buffer attachment 2.
-	 * _c3 = Palette index for frame buffer attachment 3.
-	 * _c4 = Palette index for frame buffer attachment 4.
-	 * _c5 = Palette index for frame buffer attachment 5.
-	 * _c6 = Palette index for frame buffer attachment 6.
-	 * _c7 = Palette index for frame buffer attachment 7.
-	 */
-	void bgfx_set_view_clear_mrt(bgfx_view_id_t _id, ushort _flags, float _depth, ubyte _stencil, ubyte _c0, ubyte _c1, ubyte _c2, ubyte _c3, ubyte _c4, ubyte _c5, ubyte _c6, ubyte _c7);
-	
-	/**
-	 * Set view sorting mode.
-	 * Remarks:
-	 *   View mode must be set prior calling `bgfx::submit` for the view.
-	 * Params:
-	 * _id = View id.
-	 * _mode = View sort mode. See `ViewMode::Enum`.
-	 */
-	void bgfx_set_view_mode(bgfx_view_id_t _id, bgfx_view_mode_t _mode);
-	
-	/**
-	 * Set view frame buffer.
-	 * Remarks:
-	 *   Not persistent after `bgfx::reset` call.
-	 * Params:
-	 * _id = View id.
-	 * _handle = Frame buffer handle. Passing `BGFX_INVALID_HANDLE` as
-	 * frame buffer handle will draw primitives from this view into
-	 * default back buffer.
-	 */
-	void bgfx_set_view_frame_buffer(bgfx_view_id_t _id, bgfx_frame_buffer_handle_t _handle);
-	
-	/**
-	 * Set view's view matrix and projection matrix,
-	 * all draw primitives in this view will use these two matrices.
-	 * Params:
-	 * _id = View id.
-	 * _view = View matrix.
-	 * _proj = Projection matrix.
-	 */
-	void bgfx_set_view_transform(bgfx_view_id_t _id, const(void)* _view, const(void)* _proj);
-	
-	/**
-	 * Post submit view reordering.
-	 * Params:
-	 * _id = First view id.
-	 * _num = Number of views to remap.
-	 * _order = View remap id table. Passing `NULL` will reset view ids
-	 * to default state.
-	 */
-	void bgfx_set_view_order(bgfx_view_id_t _id, ushort _num, const(bgfx_view_id_t)* _order);
-	
-	/**
-	 * Reset all view settings to default.
-	 */
-	void bgfx_reset_view(bgfx_view_id_t _id);
-	
-	/**
-	 * Begin submitting draw calls from thread.
-	 * Params:
-	 * _forThread = Explicitly request an encoder for a worker thread.
-	 */
-	bgfx_encoder_t* bgfx_encoder_begin(bool _forThread);
-	
-	/**
-	 * End submitting draw calls from thread.
-	 * Params:
-	 * _encoder = Encoder.
-	 */
-	void bgfx_encoder_end(bgfx_encoder_t* _encoder);
-	
-	/**
-	 * Sets a debug marker. This allows you to group graphics calls together for easy browsing in
-	 * graphics debugging tools.
-	 * Params:
-	 * _marker = Marker string.
-	 */
-	void bgfx_encoder_set_marker(bgfx_encoder_t* _this, const(char)* _marker);
-	
-	/**
-	 * Set render states for draw primitive.
-	 * Remarks:
-	 *   1. To set up more complex states use:
-	 *      `BGFX_STATE_ALPHA_REF(_ref)`,
-	 *      `BGFX_STATE_POINT_SIZE(_size)`,
-	 *      `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
-	 *      `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`,
-	 *      `BGFX_STATE_BLEND_EQUATION(_equation)`,
-	 *      `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)`
-	 *   2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend
-	 *      equation is specified.
-	 * Params:
-	 * _state = State flags. Default state for primitive type is
-	 *   triangles. See: `BGFX_STATE_DEFAULT`.
-	 *   - `BGFX_STATE_DEPTH_TEST_*` - Depth test function.
-	 *   - `BGFX_STATE_BLEND_*` - See remark 1 about BGFX_STATE_BLEND_FUNC.
-	 *   - `BGFX_STATE_BLEND_EQUATION_*` - See remark 2.
-	 *   - `BGFX_STATE_CULL_*` - Backface culling mode.
-	 *   - `BGFX_STATE_WRITE_*` - Enable R, G, B, A or Z write.
-	 *   - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing.
-	 *   - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type.
-	 * _rgba = Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and
-	 *   `BGFX_STATE_BLEND_INV_FACTOR` blend modes.
-	 */
-	void bgfx_encoder_set_state(bgfx_encoder_t* _this, ulong _state, uint _rgba);
-	
-	/**
-	 * Set condition for rendering.
-	 * Params:
-	 * _handle = Occlusion query handle.
-	 * _visible = Render if occlusion query is visible.
-	 */
-	void bgfx_encoder_set_condition(bgfx_encoder_t* _this, bgfx_occlusion_query_handle_t _handle, bool _visible);
-	
-	/**
-	 * Set stencil test state.
-	 * Params:
-	 * _fstencil = Front stencil state.
-	 * _bstencil = Back stencil state. If back is set to `BGFX_STENCIL_NONE`
-	 * _fstencil is applied to both front and back facing primitives.
-	 */
-	void bgfx_encoder_set_stencil(bgfx_encoder_t* _this, uint _fstencil, uint _bstencil);
-	
-	/**
-	 * Set scissor for draw primitive.
-	 * Remarks:
-	 *   To scissor for all primitives in view see `bgfx::setViewScissor`.
-	 * Params:
-	 * _x = Position x from the left corner of the window.
-	 * _y = Position y from the top corner of the window.
-	 * _width = Width of view scissor region.
-	 * _height = Height of view scissor region.
-	 */
-	ushort bgfx_encoder_set_scissor(bgfx_encoder_t* _this, ushort _x, ushort _y, ushort _width, ushort _height);
-	
-	/**
-	 * Set scissor from cache for draw primitive.
-	 * Remarks:
-	 *   To scissor for all primitives in view see `bgfx::setViewScissor`.
-	 * Params:
-	 * _cache = Index in scissor cache.
-	 */
-	void bgfx_encoder_set_scissor_cached(bgfx_encoder_t* _this, ushort _cache);
-	
-	/**
-	 * Set model matrix for draw primitive. If it is not called,
-	 * the model will be rendered with an identity model matrix.
-	 * Params:
-	 * _mtx = Pointer to first matrix in array.
-	 * _num = Number of matrices in array.
-	 */
-	uint bgfx_encoder_set_transform(bgfx_encoder_t* _this, const(void)* _mtx, ushort _num);
-	
-	/**
-	 *  Set model matrix from matrix cache for draw primitive.
-	 * Params:
-	 * _cache = Index in matrix cache.
-	 * _num = Number of matrices from cache.
-	 */
-	void bgfx_encoder_set_transform_cached(bgfx_encoder_t* _this, uint _cache, ushort _num);
-	
-	/**
-	 * Reserve matrices in internal matrix cache.
-	 * Attention: Pointer returned can be modified until `bgfx::frame` is called.
-	 * Params:
-	 * _transform = Pointer to `Transform` structure.
-	 * _num = Number of matrices.
-	 */
-	uint bgfx_encoder_alloc_transform(bgfx_encoder_t* _this, bgfx_transform_t* _transform, ushort _num);
-	
-	/**
-	 * Set shader uniform parameter for draw primitive.
-	 * Params:
-	 * _handle = Uniform.
-	 * _value = Pointer to uniform data.
-	 * _num = Number of elements. Passing `UINT16_MAX` will
-	 * use the _num passed on uniform creation.
-	 */
-	void bgfx_encoder_set_uniform(bgfx_encoder_t* _this, bgfx_uniform_handle_t _handle, const(void)* _value, ushort _num);
-	
-	/**
-	 * Set index buffer for draw primitive.
-	 * Params:
-	 * _handle = Index buffer.
-	 * _firstIndex = First index to render.
-	 * _numIndices = Number of indices to render.
-	 */
-	void bgfx_encoder_set_index_buffer(bgfx_encoder_t* _this, bgfx_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices);
-	
-	/**
-	 * Set index buffer for draw primitive.
-	 * Params:
-	 * _handle = Dynamic index buffer.
-	 * _firstIndex = First index to render.
-	 * _numIndices = Number of indices to render.
-	 */
-	void bgfx_encoder_set_dynamic_index_buffer(bgfx_encoder_t* _this, bgfx_dynamic_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices);
-	
-	/**
-	 * Set index buffer for draw primitive.
-	 * Params:
-	 * _tib = Transient index buffer.
-	 * _firstIndex = First index to render.
-	 * _numIndices = Number of indices to render.
-	 */
-	void bgfx_encoder_set_transient_index_buffer(bgfx_encoder_t* _this, const(bgfx_transient_index_buffer_t)* _tib, uint _firstIndex, uint _numIndices);
-	
-	/**
-	 * Set vertex buffer for draw primitive.
-	 * Params:
-	 * _stream = Vertex stream.
-	 * _handle = Vertex buffer.
-	 * _startVertex = First vertex to render.
-	 * _numVertices = Number of vertices to render.
-	 */
-	void bgfx_encoder_set_vertex_buffer(bgfx_encoder_t* _this, ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices);
-	
-	/**
-	 * Set vertex buffer for draw primitive.
-	 * Params:
-	 * _stream = Vertex stream.
-	 * _handle = Vertex buffer.
-	 * _startVertex = First vertex to render.
-	 * _numVertices = Number of vertices to render.
-	 * _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
-	 * handle is used, vertex layout used for creation
-	 * of vertex buffer will be used.
-	 */
-	void bgfx_encoder_set_vertex_buffer_with_layout(bgfx_encoder_t* _this, ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
-	
-	/**
-	 * Set vertex buffer for draw primitive.
-	 * Params:
-	 * _stream = Vertex stream.
-	 * _handle = Dynamic vertex buffer.
-	 * _startVertex = First vertex to render.
-	 * _numVertices = Number of vertices to render.
-	 */
-	void bgfx_encoder_set_dynamic_vertex_buffer(bgfx_encoder_t* _this, ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices);
-	
-	void bgfx_encoder_set_dynamic_vertex_buffer_with_layout(bgfx_encoder_t* _this, ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
-	
-	/**
-	 * Set vertex buffer for draw primitive.
-	 * Params:
-	 * _stream = Vertex stream.
-	 * _tvb = Transient vertex buffer.
-	 * _startVertex = First vertex to render.
-	 * _numVertices = Number of vertices to render.
-	 */
-	void bgfx_encoder_set_transient_vertex_buffer(bgfx_encoder_t* _this, ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices);
-	
-	/**
-	 * Set vertex buffer for draw primitive.
-	 * Params:
-	 * _stream = Vertex stream.
-	 * _tvb = Transient vertex buffer.
-	 * _startVertex = First vertex to render.
-	 * _numVertices = Number of vertices to render.
-	 * _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
-	 * handle is used, vertex layout used for creation
-	 * of vertex buffer will be used.
-	 */
-	void bgfx_encoder_set_transient_vertex_buffer_with_layout(bgfx_encoder_t* _this, ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
-	
-	/**
-	 * Set number of vertices for auto generated vertices use in conjunction
-	 * with gl_VertexID.
-	 * Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
-	 * Params:
-	 * _numVertices = Number of vertices.
-	 */
-	void bgfx_encoder_set_vertex_count(bgfx_encoder_t* _this, uint _numVertices);
-	
-	/**
-	 * Set instance data buffer for draw primitive.
-	 * Params:
-	 * _idb = Transient instance data buffer.
-	 * _start = First instance data.
-	 * _num = Number of data instances.
-	 */
-	void bgfx_encoder_set_instance_data_buffer(bgfx_encoder_t* _this, const(bgfx_instance_data_buffer_t)* _idb, uint _start, uint _num);
-	
-	/**
-	 * Set instance data buffer for draw primitive.
-	 * Params:
-	 * _handle = Vertex buffer.
-	 * _startVertex = First instance data.
-	 * _num = Number of data instances.
-	 */
-	void bgfx_encoder_set_instance_data_from_vertex_buffer(bgfx_encoder_t* _this, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
-	
-	/**
-	 * Set instance data buffer for draw primitive.
-	 * Params:
-	 * _handle = Dynamic vertex buffer.
-	 * _startVertex = First instance data.
-	 * _num = Number of data instances.
-	 */
-	void bgfx_encoder_set_instance_data_from_dynamic_vertex_buffer(bgfx_encoder_t* _this, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
-	
-	/**
-	 * Set number of instances for auto generated instances use in conjunction
-	 * with gl_InstanceID.
-	 * Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
-	 */
-	void bgfx_encoder_set_instance_count(bgfx_encoder_t* _this, uint _numInstances);
-	
-	/**
-	 * Set texture stage for draw primitive.
-	 * Params:
-	 * _stage = Texture unit.
-	 * _sampler = Program sampler.
-	 * _handle = Texture handle.
-	 * _flags = Texture sampling mode. Default value UINT32_MAX uses
-	 *   texture sampling settings from the texture.
-	 *   - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
-	 *     mode.
-	 *   - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
-	 *     sampling.
-	 */
-	void bgfx_encoder_set_texture(bgfx_encoder_t* _this, ubyte _stage, bgfx_uniform_handle_t _sampler, bgfx_texture_handle_t _handle, uint _flags);
-	
-	/**
-	 * Submit an empty primitive for rendering. Uniforms and draw state
-	 * will be applied but no geometry will be submitted. Useful in cases
-	 * when no other draw/compute primitive is submitted to view, but it's
-	 * desired to execute clear view.
-	 * Remarks:
-	 *   These empty draw calls will sort before ordinary draw calls.
-	 * Params:
-	 * _id = View id.
-	 */
-	void bgfx_encoder_touch(bgfx_encoder_t* _this, bgfx_view_id_t _id);
-	
-	/**
-	 * Submit primitive for rendering.
-	 * Params:
-	 * _id = View id.
-	 * _program = Program.
-	 * _depth = Depth for sorting.
-	 * _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
-	 */
-	void bgfx_encoder_submit(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _depth, ubyte _flags);
-	
-	/**
-	 * Submit primitive with occlusion query for rendering.
-	 * Params:
-	 * _id = View id.
-	 * _program = Program.
-	 * _occlusionQuery = Occlusion query.
-	 * _depth = Depth for sorting.
-	 * _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
-	 */
-	void bgfx_encoder_submit_occlusion_query(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_occlusion_query_handle_t _occlusionQuery, uint _depth, ubyte _flags);
-	
-	/**
-	 * Submit primitive for rendering with index and instance data info from
-	 * indirect buffer.
-	 * Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT`.
-	 * Params:
-	 * _id = View id.
-	 * _program = Program.
-	 * _indirectHandle = Indirect buffer.
-	 * _start = First element in indirect buffer.
-	 * _num = Number of draws.
-	 * _depth = Depth for sorting.
-	 * _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
-	 */
-	void bgfx_encoder_submit_indirect(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, uint _depth, ubyte _flags);
-	
-	/**
-	 * Submit primitive for rendering with index and instance data info and
-	 * draw count from indirect buffers.
-	 * Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT_COUNT`.
-	 * Params:
-	 * _id = View id.
-	 * _program = Program.
-	 * _indirectHandle = Indirect buffer.
-	 * _start = First element in indirect buffer.
-	 * _numHandle = Buffer for number of draws. Must be
-	 *   created with `BGFX_BUFFER_INDEX32` and `BGFX_BUFFER_DRAW_INDIRECT`.
-	 * _numIndex = Element in number buffer.
-	 * _numMax = Max number of draws.
-	 * _depth = Depth for sorting.
-	 * _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
-	 */
-	void bgfx_encoder_submit_indirect_count(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, bgfx_index_buffer_handle_t _numHandle, uint _numIndex, ushort _numMax, uint _depth, ubyte _flags);
-	
-	/**
-	 * Set compute index buffer.
-	 * Params:
-	 * _stage = Compute stage.
-	 * _handle = Index buffer handle.
-	 * _access = Buffer access. See `Access::Enum`.
-	 */
-	void bgfx_encoder_set_compute_index_buffer(bgfx_encoder_t* _this, ubyte _stage, bgfx_index_buffer_handle_t _handle, bgfx_access_t _access);
-	
-	/**
-	 * Set compute vertex buffer.
-	 * Params:
-	 * _stage = Compute stage.
-	 * _handle = Vertex buffer handle.
-	 * _access = Buffer access. See `Access::Enum`.
-	 */
-	void bgfx_encoder_set_compute_vertex_buffer(bgfx_encoder_t* _this, ubyte _stage, bgfx_vertex_buffer_handle_t _handle, bgfx_access_t _access);
-	
-	/**
-	 * Set compute dynamic index buffer.
-	 * Params:
-	 * _stage = Compute stage.
-	 * _handle = Dynamic index buffer handle.
-	 * _access = Buffer access. See `Access::Enum`.
-	 */
-	void bgfx_encoder_set_compute_dynamic_index_buffer(bgfx_encoder_t* _this, ubyte _stage, bgfx_dynamic_index_buffer_handle_t _handle, bgfx_access_t _access);
-	
-	/**
-	 * Set compute dynamic vertex buffer.
-	 * Params:
-	 * _stage = Compute stage.
-	 * _handle = Dynamic vertex buffer handle.
-	 * _access = Buffer access. See `Access::Enum`.
-	 */
-	void bgfx_encoder_set_compute_dynamic_vertex_buffer(bgfx_encoder_t* _this, ubyte _stage, bgfx_dynamic_vertex_buffer_handle_t _handle, bgfx_access_t _access);
-	
-	/**
-	 * Set compute indirect buffer.
-	 * Params:
-	 * _stage = Compute stage.
-	 * _handle = Indirect buffer handle.
-	 * _access = Buffer access. See `Access::Enum`.
-	 */
-	void bgfx_encoder_set_compute_indirect_buffer(bgfx_encoder_t* _this, ubyte _stage, bgfx_indirect_buffer_handle_t _handle, bgfx_access_t _access);
-	
-	/**
-	 * Set compute image from texture.
-	 * Params:
-	 * _stage = Compute stage.
-	 * _handle = Texture handle.
-	 * _mip = Mip level.
-	 * _access = Image access. See `Access::Enum`.
-	 * _format = Texture format. See: `TextureFormat::Enum`.
-	 */
-	void bgfx_encoder_set_image(bgfx_encoder_t* _this, ubyte _stage, bgfx_texture_handle_t _handle, ubyte _mip, bgfx_access_t _access, bgfx_texture_format_t _format);
-	
-	/**
-	 * Dispatch compute.
-	 * Params:
-	 * _id = View id.
-	 * _program = Compute program.
-	 * _numX = Number of groups X.
-	 * _numY = Number of groups Y.
-	 * _numZ = Number of groups Z.
-	 * _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
-	 */
-	void bgfx_encoder_dispatch(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _numX, uint _numY, uint _numZ, ubyte _flags);
-	
-	/**
-	 * Dispatch compute indirect.
-	 * Params:
-	 * _id = View id.
-	 * _program = Compute program.
-	 * _indirectHandle = Indirect buffer.
-	 * _start = First element in indirect buffer.
-	 * _num = Number of dispatches.
-	 * _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
-	 */
-	void bgfx_encoder_dispatch_indirect(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, ubyte _flags);
-	
-	/**
-	 * Discard previously set state for draw or compute call.
-	 * Params:
-	 * _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
-	 */
-	void bgfx_encoder_discard(bgfx_encoder_t* _this, ubyte _flags);
-	
-	/**
-	 * Blit 2D texture region between two 2D textures.
-	 * Attention: Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag.
-	 * Attention: Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`.
-	 * Params:
-	 * _id = View id.
-	 * _dst = Destination texture handle.
-	 * _dstMip = Destination texture mip level.
-	 * _dstX = Destination texture X position.
-	 * _dstY = Destination texture Y position.
-	 * _dstZ = If texture is 2D this argument should be 0. If destination texture is cube
-	 * this argument represents destination texture cube face. For 3D texture this argument
-	 * represents destination texture Z position.
-	 * _src = Source texture handle.
-	 * _srcMip = Source texture mip level.
-	 * _srcX = Source texture X position.
-	 * _srcY = Source texture Y position.
-	 * _srcZ = If texture is 2D this argument should be 0. If source texture is cube
-	 * this argument represents source texture cube face. For 3D texture this argument
-	 * represents source texture Z position.
-	 * _width = Width of region.
-	 * _height = Height of region.
-	 * _depth = If texture is 3D this argument represents depth of region, otherwise it's
-	 * unused.
-	 */
-	void bgfx_encoder_blit(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_texture_handle_t _dst, ubyte _dstMip, ushort _dstX, ushort _dstY, ushort _dstZ, bgfx_texture_handle_t _src, ubyte _srcMip, ushort _srcX, ushort _srcY, ushort _srcZ, ushort _width, ushort _height, ushort _depth);
-	
-	/**
-	 * Request screen shot of window back buffer.
-	 * Remarks:
-	 *   `bgfx::CallbackI::screenShot` must be implemented.
-	 * Attention: Frame buffer handle must be created with OS' target native window handle.
-	 * Params:
-	 * _handle = Frame buffer handle. If handle is `BGFX_INVALID_HANDLE` request will be
-	 * made for main window back buffer.
-	 * _filePath = Will be passed to `bgfx::CallbackI::screenShot` callback.
-	 */
-	void bgfx_request_screen_shot(bgfx_frame_buffer_handle_t _handle, const(char)* _filePath);
-	
-	/**
-	 * Render frame.
-	 * Attention: `bgfx::renderFrame` is blocking call. It waits for
-	 *   `bgfx::frame` to be called from API thread to process frame.
-	 *   If timeout value is passed call will timeout and return even
-	 *   if `bgfx::frame` is not called.
-	 * Warning: This call should be only used on platforms that don't
-	 *   allow creating separate rendering thread. If it is called before
-	 *   to bgfx::init, render thread won't be created by bgfx::init call.
-	 * Params:
-	 * _msecs = Timeout in milliseconds.
-	 */
-	bgfx_render_frame_t bgfx_render_frame(int _msecs);
-	
-	/**
-	 * Set platform data.
-	 * Warning: Must be called before `bgfx::init`.
-	 * Params:
-	 * _data = Platform data.
-	 */
-	void bgfx_set_platform_data(const(bgfx_platform_data_t)* _data);
-	
-	/**
-	 * Get internal data for interop.
-	 * Attention: It's expected you understand some bgfx internals before you
-	 *   use this call.
-	 * Warning: Must be called only on render thread.
-	 */
-	const(bgfx_internal_data_t)* bgfx_get_internal_data();
-	
-	/**
-	 * Override internal texture with externally created texture. Previously
-	 * created internal texture will released.
-	 * Attention: It's expected you understand some bgfx internals before you
-	 *   use this call.
-	 * Warning: Must be called only on render thread.
-	 * Params:
-	 * _handle = Texture handle.
-	 * _ptr = Native API pointer to texture.
-	 */
-	ulong bgfx_override_internal_texture_ptr(bgfx_texture_handle_t _handle, ulong _ptr);
-	
-	/**
-	 * Override internal texture by creating new texture. Previously created
-	 * internal texture will released.
-	 * Attention: It's expected you understand some bgfx internals before you
-	 *   use this call.
-	 * Returns: Native API pointer to texture. If result is 0, texture is not created yet from the
-	 *   main thread.
-	 * Warning: Must be called only on render thread.
-	 * Params:
-	 * _handle = Texture handle.
-	 * _width = Width.
-	 * _height = Height.
-	 * _numMips = Number of mip-maps.
-	 * _format = Texture format. See: `TextureFormat::Enum`.
-	 * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
-	 * flags. Default texture sampling mode is linear, and wrap mode is repeat.
-	 * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
-	 *   mode.
-	 * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
-	 *   sampling.
-	 */
-	ulong bgfx_override_internal_texture(bgfx_texture_handle_t _handle, ushort _width, ushort _height, ubyte _numMips, bgfx_texture_format_t _format, ulong _flags);
-	
-	/**
-	 * Sets a debug marker. This allows you to group graphics calls together for easy browsing in
-	 * graphics debugging tools.
-	 * Params:
-	 * _marker = Marker string.
-	 */
-	void bgfx_set_marker(const(char)* _marker);
-	
-	/**
-	 * Set render states for draw primitive.
-	 * Remarks:
-	 *   1. To set up more complex states use:
-	 *      `BGFX_STATE_ALPHA_REF(_ref)`,
-	 *      `BGFX_STATE_POINT_SIZE(_size)`,
-	 *      `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
-	 *      `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`,
-	 *      `BGFX_STATE_BLEND_EQUATION(_equation)`,
-	 *      `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)`
-	 *   2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend
-	 *      equation is specified.
-	 * Params:
-	 * _state = State flags. Default state for primitive type is
-	 *   triangles. See: `BGFX_STATE_DEFAULT`.
-	 *   - `BGFX_STATE_DEPTH_TEST_*` - Depth test function.
-	 *   - `BGFX_STATE_BLEND_*` - See remark 1 about BGFX_STATE_BLEND_FUNC.
-	 *   - `BGFX_STATE_BLEND_EQUATION_*` - See remark 2.
-	 *   - `BGFX_STATE_CULL_*` - Backface culling mode.
-	 *   - `BGFX_STATE_WRITE_*` - Enable R, G, B, A or Z write.
-	 *   - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing.
-	 *   - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type.
-	 * _rgba = Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and
-	 *   `BGFX_STATE_BLEND_INV_FACTOR` blend modes.
-	 */
-	void bgfx_set_state(ulong _state, uint _rgba);
-	
-	/**
-	 * Set condition for rendering.
-	 * Params:
-	 * _handle = Occlusion query handle.
-	 * _visible = Render if occlusion query is visible.
-	 */
-	void bgfx_set_condition(bgfx_occlusion_query_handle_t _handle, bool _visible);
-	
-	/**
-	 * Set stencil test state.
-	 * Params:
-	 * _fstencil = Front stencil state.
-	 * _bstencil = Back stencil state. If back is set to `BGFX_STENCIL_NONE`
-	 * _fstencil is applied to both front and back facing primitives.
-	 */
-	void bgfx_set_stencil(uint _fstencil, uint _bstencil);
-	
-	/**
-	 * Set scissor for draw primitive.
-	 * Remarks:
-	 *   To scissor for all primitives in view see `bgfx::setViewScissor`.
-	 * Params:
-	 * _x = Position x from the left corner of the window.
-	 * _y = Position y from the top corner of the window.
-	 * _width = Width of view scissor region.
-	 * _height = Height of view scissor region.
-	 */
-	ushort bgfx_set_scissor(ushort _x, ushort _y, ushort _width, ushort _height);
-	
-	/**
-	 * Set scissor from cache for draw primitive.
-	 * Remarks:
-	 *   To scissor for all primitives in view see `bgfx::setViewScissor`.
-	 * Params:
-	 * _cache = Index in scissor cache.
-	 */
-	void bgfx_set_scissor_cached(ushort _cache);
-	
-	/**
-	 * Set model matrix for draw primitive. If it is not called,
-	 * the model will be rendered with an identity model matrix.
-	 * Params:
-	 * _mtx = Pointer to first matrix in array.
-	 * _num = Number of matrices in array.
-	 */
-	uint bgfx_set_transform(const(void)* _mtx, ushort _num);
-	
-	/**
-	 *  Set model matrix from matrix cache for draw primitive.
-	 * Params:
-	 * _cache = Index in matrix cache.
-	 * _num = Number of matrices from cache.
-	 */
-	void bgfx_set_transform_cached(uint _cache, ushort _num);
-	
-	/**
-	 * Reserve matrices in internal matrix cache.
-	 * Attention: Pointer returned can be modified until `bgfx::frame` is called.
-	 * Params:
-	 * _transform = Pointer to `Transform` structure.
-	 * _num = Number of matrices.
-	 */
-	uint bgfx_alloc_transform(bgfx_transform_t* _transform, ushort _num);
-	
-	/**
-	 * Set shader uniform parameter for draw primitive.
-	 * Params:
-	 * _handle = Uniform.
-	 * _value = Pointer to uniform data.
-	 * _num = Number of elements. Passing `UINT16_MAX` will
-	 * use the _num passed on uniform creation.
-	 */
-	void bgfx_set_uniform(bgfx_uniform_handle_t _handle, const(void)* _value, ushort _num);
-	
-	/**
-	 * Set index buffer for draw primitive.
-	 * Params:
-	 * _handle = Index buffer.
-	 * _firstIndex = First index to render.
-	 * _numIndices = Number of indices to render.
-	 */
-	void bgfx_set_index_buffer(bgfx_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices);
-	
-	/**
-	 * Set index buffer for draw primitive.
-	 * Params:
-	 * _handle = Dynamic index buffer.
-	 * _firstIndex = First index to render.
-	 * _numIndices = Number of indices to render.
-	 */
-	void bgfx_set_dynamic_index_buffer(bgfx_dynamic_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices);
-	
-	/**
-	 * Set index buffer for draw primitive.
-	 * Params:
-	 * _tib = Transient index buffer.
-	 * _firstIndex = First index to render.
-	 * _numIndices = Number of indices to render.
-	 */
-	void bgfx_set_transient_index_buffer(const(bgfx_transient_index_buffer_t)* _tib, uint _firstIndex, uint _numIndices);
-	
-	/**
-	 * Set vertex buffer for draw primitive.
-	 * Params:
-	 * _stream = Vertex stream.
-	 * _handle = Vertex buffer.
-	 * _startVertex = First vertex to render.
-	 * _numVertices = Number of vertices to render.
-	 */
-	void bgfx_set_vertex_buffer(ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices);
-	
-	/**
-	 * Set vertex buffer for draw primitive.
-	 * Params:
-	 * _stream = Vertex stream.
-	 * _handle = Vertex buffer.
-	 * _startVertex = First vertex to render.
-	 * _numVertices = Number of vertices to render.
-	 * _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
-	 * handle is used, vertex layout used for creation
-	 * of vertex buffer will be used.
-	 */
-	void bgfx_set_vertex_buffer_with_layout(ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
-	
-	/**
-	 * Set vertex buffer for draw primitive.
-	 * Params:
-	 * _stream = Vertex stream.
-	 * _handle = Dynamic vertex buffer.
-	 * _startVertex = First vertex to render.
-	 * _numVertices = Number of vertices to render.
-	 */
-	void bgfx_set_dynamic_vertex_buffer(ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices);
-	
-	/**
-	 * Set vertex buffer for draw primitive.
-	 * Params:
-	 * _stream = Vertex stream.
-	 * _handle = Dynamic vertex buffer.
-	 * _startVertex = First vertex to render.
-	 * _numVertices = Number of vertices to render.
-	 * _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
-	 * handle is used, vertex layout used for creation
-	 * of vertex buffer will be used.
-	 */
-	void bgfx_set_dynamic_vertex_buffer_with_layout(ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
-	
-	/**
-	 * Set vertex buffer for draw primitive.
-	 * Params:
-	 * _stream = Vertex stream.
-	 * _tvb = Transient vertex buffer.
-	 * _startVertex = First vertex to render.
-	 * _numVertices = Number of vertices to render.
-	 */
-	void bgfx_set_transient_vertex_buffer(ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices);
-	
-	/**
-	 * Set vertex buffer for draw primitive.
-	 * Params:
-	 * _stream = Vertex stream.
-	 * _tvb = Transient vertex buffer.
-	 * _startVertex = First vertex to render.
-	 * _numVertices = Number of vertices to render.
-	 * _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
-	 * handle is used, vertex layout used for creation
-	 * of vertex buffer will be used.
-	 */
-	void bgfx_set_transient_vertex_buffer_with_layout(ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
-	
-	/**
-	 * Set number of vertices for auto generated vertices use in conjunction
-	 * with gl_VertexID.
-	 * Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
-	 * Params:
-	 * _numVertices = Number of vertices.
-	 */
-	void bgfx_set_vertex_count(uint _numVertices);
-	
-	/**
-	 * Set instance data buffer for draw primitive.
-	 * Params:
-	 * _idb = Transient instance data buffer.
-	 * _start = First instance data.
-	 * _num = Number of data instances.
-	 */
-	void bgfx_set_instance_data_buffer(const(bgfx_instance_data_buffer_t)* _idb, uint _start, uint _num);
-	
-	/**
-	 * Set instance data buffer for draw primitive.
-	 * Params:
-	 * _handle = Vertex buffer.
-	 * _startVertex = First instance data.
-	 * _num = Number of data instances.
-	 */
-	void bgfx_set_instance_data_from_vertex_buffer(bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
-	
-	/**
-	 * Set instance data buffer for draw primitive.
-	 * Params:
-	 * _handle = Dynamic vertex buffer.
-	 * _startVertex = First instance data.
-	 * _num = Number of data instances.
-	 */
-	void bgfx_set_instance_data_from_dynamic_vertex_buffer(bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
-	
-	/**
-	 * Set number of instances for auto generated instances use in conjunction
-	 * with gl_InstanceID.
-	 * Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
-	 */
-	void bgfx_set_instance_count(uint _numInstances);
-	
-	/**
-	 * Set texture stage for draw primitive.
-	 * Params:
-	 * _stage = Texture unit.
-	 * _sampler = Program sampler.
-	 * _handle = Texture handle.
-	 * _flags = Texture sampling mode. Default value UINT32_MAX uses
-	 *   texture sampling settings from the texture.
-	 *   - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
-	 *     mode.
-	 *   - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
-	 *     sampling.
-	 */
-	void bgfx_set_texture(ubyte _stage, bgfx_uniform_handle_t _sampler, bgfx_texture_handle_t _handle, uint _flags);
-	
-	/**
-	 * Submit an empty primitive for rendering. Uniforms and draw state
-	 * will be applied but no geometry will be submitted.
-	 * Remarks:
-	 *   These empty draw calls will sort before ordinary draw calls.
-	 * Params:
-	 * _id = View id.
-	 */
-	void bgfx_touch(bgfx_view_id_t _id);
-	
-	/**
-	 * Submit primitive for rendering.
-	 * Params:
-	 * _id = View id.
-	 * _program = Program.
-	 * _depth = Depth for sorting.
-	 * _flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
-	 */
-	void bgfx_submit(bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _depth, ubyte _flags);
-	
-	/**
-	 * Submit primitive with occlusion query for rendering.
-	 * Params:
-	 * _id = View id.
-	 * _program = Program.
-	 * _occlusionQuery = Occlusion query.
-	 * _depth = Depth for sorting.
-	 * _flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
-	 */
-	void bgfx_submit_occlusion_query(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_occlusion_query_handle_t _occlusionQuery, uint _depth, ubyte _flags);
-	
-	/**
-	 * Submit primitive for rendering with index and instance data info from
-	 * indirect buffer.
-	 * Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT`.
-	 * Params:
-	 * _id = View id.
-	 * _program = Program.
-	 * _indirectHandle = Indirect buffer.
-	 * _start = First element in indirect buffer.
-	 * _num = Number of draws.
-	 * _depth = Depth for sorting.
-	 * _flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
-	 */
-	void bgfx_submit_indirect(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, uint _depth, ubyte _flags);
-	
-	/**
-	 * Submit primitive for rendering with index and instance data info and
-	 * draw count from indirect buffers.
-	 * Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT_COUNT`.
-	 * Params:
-	 * _id = View id.
-	 * _program = Program.
-	 * _indirectHandle = Indirect buffer.
-	 * _start = First element in indirect buffer.
-	 * _numHandle = Buffer for number of draws. Must be
-	 *   created with `BGFX_BUFFER_INDEX32` and `BGFX_BUFFER_DRAW_INDIRECT`.
-	 * _numIndex = Element in number buffer.
-	 * _numMax = Max number of draws.
-	 * _depth = Depth for sorting.
-	 * _flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
-	 */
-	void bgfx_submit_indirect_count(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, bgfx_index_buffer_handle_t _numHandle, uint _numIndex, ushort _numMax, uint _depth, ubyte _flags);
-	
-	/**
-	 * Set compute index buffer.
-	 * Params:
-	 * _stage = Compute stage.
-	 * _handle = Index buffer handle.
-	 * _access = Buffer access. See `Access::Enum`.
-	 */
-	void bgfx_set_compute_index_buffer(ubyte _stage, bgfx_index_buffer_handle_t _handle, bgfx_access_t _access);
-	
-	/**
-	 * Set compute vertex buffer.
-	 * Params:
-	 * _stage = Compute stage.
-	 * _handle = Vertex buffer handle.
-	 * _access = Buffer access. See `Access::Enum`.
-	 */
-	void bgfx_set_compute_vertex_buffer(ubyte _stage, bgfx_vertex_buffer_handle_t _handle, bgfx_access_t _access);
-	
-	/**
-	 * Set compute dynamic index buffer.
-	 * Params:
-	 * _stage = Compute stage.
-	 * _handle = Dynamic index buffer handle.
-	 * _access = Buffer access. See `Access::Enum`.
-	 */
-	void bgfx_set_compute_dynamic_index_buffer(ubyte _stage, bgfx_dynamic_index_buffer_handle_t _handle, bgfx_access_t _access);
-	
-	/**
-	 * Set compute dynamic vertex buffer.
-	 * Params:
-	 * _stage = Compute stage.
-	 * _handle = Dynamic vertex buffer handle.
-	 * _access = Buffer access. See `Access::Enum`.
-	 */
-	void bgfx_set_compute_dynamic_vertex_buffer(ubyte _stage, bgfx_dynamic_vertex_buffer_handle_t _handle, bgfx_access_t _access);
-	
-	/**
-	 * Set compute indirect buffer.
-	 * Params:
-	 * _stage = Compute stage.
-	 * _handle = Indirect buffer handle.
-	 * _access = Buffer access. See `Access::Enum`.
-	 */
-	void bgfx_set_compute_indirect_buffer(ubyte _stage, bgfx_indirect_buffer_handle_t _handle, bgfx_access_t _access);
-	
-	/**
-	 * Set compute image from texture.
-	 * Params:
-	 * _stage = Compute stage.
-	 * _handle = Texture handle.
-	 * _mip = Mip level.
-	 * _access = Image access. See `Access::Enum`.
-	 * _format = Texture format. See: `TextureFormat::Enum`.
-	 */
-	void bgfx_set_image(ubyte _stage, bgfx_texture_handle_t _handle, ubyte _mip, bgfx_access_t _access, bgfx_texture_format_t _format);
-	
-	/**
-	 * Dispatch compute.
-	 * Params:
-	 * _id = View id.
-	 * _program = Compute program.
-	 * _numX = Number of groups X.
-	 * _numY = Number of groups Y.
-	 * _numZ = Number of groups Z.
-	 * _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
-	 */
-	void bgfx_dispatch(bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _numX, uint _numY, uint _numZ, ubyte _flags);
-	
-	/**
-	 * Dispatch compute indirect.
-	 * Params:
-	 * _id = View id.
-	 * _program = Compute program.
-	 * _indirectHandle = Indirect buffer.
-	 * _start = First element in indirect buffer.
-	 * _num = Number of dispatches.
-	 * _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
-	 */
-	void bgfx_dispatch_indirect(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, ubyte _flags);
-	
-	/**
-	 * Discard previously set state for draw or compute call.
-	 * Params:
-	 * _flags = Draw/compute states to discard.
-	 */
-	void bgfx_discard(ubyte _flags);
-	
-	/**
-	 * Blit 2D texture region between two 2D textures.
-	 * Attention: Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag.
-	 * Attention: Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`.
-	 * Params:
-	 * _id = View id.
-	 * _dst = Destination texture handle.
-	 * _dstMip = Destination texture mip level.
-	 * _dstX = Destination texture X position.
-	 * _dstY = Destination texture Y position.
-	 * _dstZ = If texture is 2D this argument should be 0. If destination texture is cube
-	 * this argument represents destination texture cube face. For 3D texture this argument
-	 * represents destination texture Z position.
-	 * _src = Source texture handle.
-	 * _srcMip = Source texture mip level.
-	 * _srcX = Source texture X position.
-	 * _srcY = Source texture Y position.
-	 * _srcZ = If texture is 2D this argument should be 0. If source texture is cube
-	 * this argument represents source texture cube face. For 3D texture this argument
-	 * represents source texture Z position.
-	 * _width = Width of region.
-	 * _height = Height of region.
-	 * _depth = If texture is 3D this argument represents depth of region, otherwise it's
-	 * unused.
-	 */
-	void bgfx_blit(bgfx_view_id_t _id, bgfx_texture_handle_t _dst, ubyte _dstMip, ushort _dstX, ushort _dstY, ushort _dstZ, bgfx_texture_handle_t _src, ubyte _srcMip, ushort _srcX, ushort _srcY, ushort _srcZ, ushort _width, ushort _height, ushort _depth);
-	
-}
-else
-{
-	__gshared
-	{
-		/**
-		 * Init attachment.
-		 * Params:
-		 * _handle = Render target texture handle.
-		 * _access = Access. See `Access::Enum`.
-		 * _layer = Cubemap side or depth layer/slice to use.
-		 * _numLayers = Number of texture layer/slice(s) in array to use.
-		 * _mip = Mip level.
-		 * _resolve = Resolve flags. See: `BGFX_RESOLVE_*`
-		 */
-		alias da_bgfx_attachment_init = void function(bgfx_attachment_t* _this, bgfx_texture_handle_t _handle, bgfx_access_t _access, ushort _layer, ushort _numLayers, ushort _mip, ubyte _resolve);
-		da_bgfx_attachment_init bgfx_attachment_init;
-		
-		/**
-		 * Start VertexLayout.
-		 * Params:
-		 * _rendererType = Renderer backend type. See: `bgfx::RendererType`
-		 */
-		alias da_bgfx_vertex_layout_begin = bgfx_vertex_layout_t* function(bgfx_vertex_layout_t* _this, bgfx_renderer_type_t _rendererType);
-		da_bgfx_vertex_layout_begin bgfx_vertex_layout_begin;
-		
-		/**
-		 * Add attribute to VertexLayout.
-		 * Remarks: Must be called between begin/end.
-		 * Params:
-		 * _attrib = Attribute semantics. See: `bgfx::Attrib`
-		 * _num = Number of elements 1, 2, 3 or 4.
-		 * _type = Element type.
-		 * _normalized = When using fixed point AttribType (f.e. Uint8)
-		 * value will be normalized for vertex shader usage. When normalized
-		 * is set to true, AttribType::Uint8 value in range 0-255 will be
-		 * in range 0.0-1.0 in vertex shader.
-		 * _asInt = Packaging rule for vertexPack, vertexUnpack, and
-		 * vertexConvert for AttribType::Uint8 and AttribType::Int16.
-		 * Unpacking code must be implemented inside vertex shader.
-		 */
-		alias da_bgfx_vertex_layout_add = bgfx_vertex_layout_t* function(bgfx_vertex_layout_t* _this, bgfx_attrib_t _attrib, ubyte _num, bgfx_attrib_type_t _type, bool _normalized, bool _asInt);
-		da_bgfx_vertex_layout_add bgfx_vertex_layout_add;
-		
-		/**
-		 * Decode attribute.
-		 * Params:
-		 * _attrib = Attribute semantics. See: `bgfx::Attrib`
-		 * _num = Number of elements.
-		 * _type = Element type.
-		 * _normalized = Attribute is normalized.
-		 * _asInt = Attribute is packed as int.
-		 */
-		alias da_bgfx_vertex_layout_decode = void function(const(bgfx_vertex_layout_t)* _this, bgfx_attrib_t _attrib, ubyte* _num, bgfx_attrib_type_t* _type, bool* _normalized, bool* _asInt);
-		da_bgfx_vertex_layout_decode bgfx_vertex_layout_decode;
-		
-		/**
-		 * Returns `true` if VertexLayout contains attribute.
-		 * Params:
-		 * _attrib = Attribute semantics. See: `bgfx::Attrib`
-		 */
-		alias da_bgfx_vertex_layout_has = bool function(const(bgfx_vertex_layout_t)* _this, bgfx_attrib_t _attrib);
-		da_bgfx_vertex_layout_has bgfx_vertex_layout_has;
-		
-		/**
-		 * Skip `_num` bytes in vertex stream.
-		 * Params:
-		 * _num = Number of bytes to skip.
-		 */
-		alias da_bgfx_vertex_layout_skip = bgfx_vertex_layout_t* function(bgfx_vertex_layout_t* _this, ubyte _num);
-		da_bgfx_vertex_layout_skip bgfx_vertex_layout_skip;
-		
-		/**
-		 * End VertexLayout.
-		 */
-		alias da_bgfx_vertex_layout_end = void function(bgfx_vertex_layout_t* _this);
-		da_bgfx_vertex_layout_end bgfx_vertex_layout_end;
-		
-		/**
-		 * Pack vertex attribute into vertex stream format.
-		 * Params:
-		 * _input = Value to be packed into vertex stream.
-		 * _inputNormalized = `true` if input value is already normalized.
-		 * _attr = Attribute to pack.
-		 * _layout = Vertex stream layout.
-		 * _data = Destination vertex stream where data will be packed.
-		 * _index = Vertex index that will be modified.
-		 */
-		alias da_bgfx_vertex_pack = void function(const float[4] _input, bool _inputNormalized, bgfx_attrib_t _attr, const(bgfx_vertex_layout_t)* _layout, void* _data, uint _index);
-		da_bgfx_vertex_pack bgfx_vertex_pack;
-		
-		/**
-		 * Unpack vertex attribute from vertex stream format.
-		 * Params:
-		 * _output = Result of unpacking.
-		 * _attr = Attribute to unpack.
-		 * _layout = Vertex stream layout.
-		 * _data = Source vertex stream from where data will be unpacked.
-		 * _index = Vertex index that will be unpacked.
-		 */
-		alias da_bgfx_vertex_unpack = void function(float[4] _output, bgfx_attrib_t _attr, const(bgfx_vertex_layout_t)* _layout, const(void)* _data, uint _index);
-		da_bgfx_vertex_unpack bgfx_vertex_unpack;
-		
-		/**
-		 * Converts vertex stream data from one vertex stream format to another.
-		 * Params:
-		 * _dstLayout = Destination vertex stream layout.
-		 * _dstData = Destination vertex stream.
-		 * _srcLayout = Source vertex stream layout.
-		 * _srcData = Source vertex stream data.
-		 * _num = Number of vertices to convert from source to destination.
-		 */
-		alias da_bgfx_vertex_convert = void function(const(bgfx_vertex_layout_t)* _dstLayout, void* _dstData, const(bgfx_vertex_layout_t)* _srcLayout, const(void)* _srcData, uint _num);
-		da_bgfx_vertex_convert bgfx_vertex_convert;
-		
-		/**
-		 * Weld vertices.
-		 * Params:
-		 * _output = Welded vertices remapping table. The size of buffer
-		 * must be the same as number of vertices.
-		 * _layout = Vertex stream layout.
-		 * _data = Vertex stream.
-		 * _num = Number of vertices in vertex stream.
-		 * _index32 = Set to `true` if input indices are 32-bit.
-		 * _epsilon = Error tolerance for vertex position comparison.
-		 */
-		alias da_bgfx_weld_vertices = uint function(void* _output, const(bgfx_vertex_layout_t)* _layout, const(void)* _data, uint _num, bool _index32, float _epsilon);
-		da_bgfx_weld_vertices bgfx_weld_vertices;
-		
-		/**
-		 * Convert index buffer for use with different primitive topologies.
-		 * Params:
-		 * _conversion = Conversion type, see `TopologyConvert::Enum`.
-		 * _dst = Destination index buffer. If this argument is NULL
-		 * function will return number of indices after conversion.
-		 * _dstSize = Destination index buffer in bytes. It must be
-		 * large enough to contain output indices. If destination size is
-		 * insufficient index buffer will be truncated.
-		 * _indices = Source indices.
-		 * _numIndices = Number of input indices.
-		 * _index32 = Set to `true` if input indices are 32-bit.
-		 */
-		alias da_bgfx_topology_convert = uint function(bgfx_topology_convert_t _conversion, void* _dst, uint _dstSize, const(void)* _indices, uint _numIndices, bool _index32);
-		da_bgfx_topology_convert bgfx_topology_convert;
-		
-		/**
-		 * Sort indices.
-		 * Params:
-		 * _sort = Sort order, see `TopologySort::Enum`.
-		 * _dst = Destination index buffer.
-		 * _dstSize = Destination index buffer in bytes. It must be
-		 * large enough to contain output indices. If destination size is
-		 * insufficient index buffer will be truncated.
-		 * _dir = Direction (vector must be normalized).
-		 * _pos = Position.
-		 * _vertices = Pointer to first vertex represented as
-		 * float x, y, z. Must contain at least number of vertices
-		 * referencende by index buffer.
-		 * _stride = Vertex stride.
-		 * _indices = Source indices.
-		 * _numIndices = Number of input indices.
-		 * _index32 = Set to `true` if input indices are 32-bit.
-		 */
-		alias da_bgfx_topology_sort_tri_list = void function(bgfx_topology_sort_t _sort, void* _dst, uint _dstSize, const float[3] _dir, const float[3] _pos, const(void)* _vertices, uint _stride, const(void)* _indices, uint _numIndices, bool _index32);
-		da_bgfx_topology_sort_tri_list bgfx_topology_sort_tri_list;
-		
-		/**
-		 * Returns supported backend API renderers.
-		 * Params:
-		 * _max = Maximum number of elements in _enum array.
-		 * _enum = Array where supported renderers will be written.
-		 */
-		alias da_bgfx_get_supported_renderers = ubyte function(ubyte _max, bgfx_renderer_type_t* _enum);
-		da_bgfx_get_supported_renderers bgfx_get_supported_renderers;
-		
-		/**
-		 * Returns name of renderer.
-		 * Params:
-		 * _type = Renderer backend type. See: `bgfx::RendererType`
-		 */
-		alias da_bgfx_get_renderer_name = const(char)* function(bgfx_renderer_type_t _type);
-		da_bgfx_get_renderer_name bgfx_get_renderer_name;
-		
-		alias da_bgfx_init_ctor = void function(bgfx_init_t* _init);
-		da_bgfx_init_ctor bgfx_init_ctor;
-		
-		/**
-		 * Initialize the bgfx library.
-		 * Params:
-		 * _init = Initialization parameters. See: `bgfx::Init` for more info.
-		 */
-		alias da_bgfx_init = bool function(const(bgfx_init_t)* _init);
-		da_bgfx_init bgfx_init;
-		
-		/**
-		 * Shutdown bgfx library.
-		 */
-		alias da_bgfx_shutdown = void function();
-		da_bgfx_shutdown bgfx_shutdown;
-		
-		/**
-		 * Reset graphic settings and back-buffer size.
-		 * Attention: This call doesn’t change the window size, it just resizes
-		 *   the back-buffer. Your windowing code controls the window size.
-		 * Params:
-		 * _width = Back-buffer width.
-		 * _height = Back-buffer height.
-		 * _flags = See: `BGFX_RESET_*` for more info.
-		 *   - `BGFX_RESET_NONE` - No reset flags.
-		 *   - `BGFX_RESET_FULLSCREEN` - Not supported yet.
-		 *   - `BGFX_RESET_MSAA_X[2/4/8/16]` - Enable 2, 4, 8 or 16 x MSAA.
-		 *   - `BGFX_RESET_VSYNC` - Enable V-Sync.
-		 *   - `BGFX_RESET_MAXANISOTROPY` - Turn on/off max anisotropy.
-		 *   - `BGFX_RESET_CAPTURE` - Begin screen capture.
-		 *   - `BGFX_RESET_FLUSH_AFTER_RENDER` - Flush rendering after submitting to GPU.
-		 *   - `BGFX_RESET_FLIP_AFTER_RENDER` - This flag  specifies where flip
-		 *     occurs. Default behaviour is that flip occurs before rendering new
-		 *     frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
-		 *   - `BGFX_RESET_SRGB_BACKBUFFER` - Enable sRGB back-buffer.
-		 * _format = Texture format. See: `TextureFormat::Enum`.
-		 */
-		alias da_bgfx_reset = void function(uint _width, uint _height, uint _flags, bgfx_texture_format_t _format);
-		da_bgfx_reset bgfx_reset;
-		
-		/**
-		 * Advance to next frame. When using multithreaded renderer, this call
-		 * just swaps internal buffers, kicks render thread, and returns. In
-		 * singlethreaded renderer this call does frame rendering.
-		 * Params:
-		 * _capture = Capture frame with graphics debugger.
-		 */
-		alias da_bgfx_frame = uint function(bool _capture);
-		da_bgfx_frame bgfx_frame;
-		
-		/**
-		 * Returns current renderer backend API type.
-		 * Remarks:
-		 *   Library must be initialized.
-		 */
-		alias da_bgfx_get_renderer_type = bgfx_renderer_type_t function();
-		da_bgfx_get_renderer_type bgfx_get_renderer_type;
-		
-		/**
-		 * Returns renderer capabilities.
-		 * Remarks:
-		 *   Library must be initialized.
-		 */
-		alias da_bgfx_get_caps = const(bgfx_caps_t)* function();
-		da_bgfx_get_caps bgfx_get_caps;
-		
-		/**
-		 * Returns performance counters.
-		 * Attention: Pointer returned is valid until `bgfx::frame` is called.
-		 */
-		alias da_bgfx_get_stats = const(bgfx_stats_t)* function();
-		da_bgfx_get_stats bgfx_get_stats;
-		
-		/**
-		 * Allocate buffer to pass to bgfx calls. Data will be freed inside bgfx.
-		 * Params:
-		 * _size = Size to allocate.
-		 */
-		alias da_bgfx_alloc = const(bgfx_memory_t)* function(uint _size);
-		da_bgfx_alloc bgfx_alloc;
-		
-		/**
-		 * Allocate buffer and copy data into it. Data will be freed inside bgfx.
-		 * Params:
-		 * _data = Pointer to data to be copied.
-		 * _size = Size of data to be copied.
-		 */
-		alias da_bgfx_copy = const(bgfx_memory_t)* function(const(void)* _data, uint _size);
-		da_bgfx_copy bgfx_copy;
-		
-		/**
-		 * Make reference to data to pass to bgfx. Unlike `bgfx::alloc`, this call
-		 * doesn't allocate memory for data. It just copies the _data pointer. You
-		 * can pass `ReleaseFn` function pointer to release this memory after it's
-		 * consumed, otherwise you must make sure _data is available for at least 2
-		 * `bgfx::frame` calls. `ReleaseFn` function must be able to be called
-		 * from any thread.
-		 * Attention: Data passed must be available for at least 2 `bgfx::frame` calls.
-		 * Params:
-		 * _data = Pointer to data.
-		 * _size = Size of data.
-		 */
-		alias da_bgfx_make_ref = const(bgfx_memory_t)* function(const(void)* _data, uint _size);
-		da_bgfx_make_ref bgfx_make_ref;
-		
-		/**
-		 * Make reference to data to pass to bgfx. Unlike `bgfx::alloc`, this call
-		 * doesn't allocate memory for data. It just copies the _data pointer. You
-		 * can pass `ReleaseFn` function pointer to release this memory after it's
-		 * consumed, otherwise you must make sure _data is available for at least 2
-		 * `bgfx::frame` calls. `ReleaseFn` function must be able to be called
-		 * from any thread.
-		 * Attention: Data passed must be available for at least 2 `bgfx::frame` calls.
-		 * Params:
-		 * _data = Pointer to data.
-		 * _size = Size of data.
-		 * _releaseFn = Callback function to release memory after use.
-		 * _userData = User data to be passed to callback function.
-		 */
-		alias da_bgfx_make_ref_release = const(bgfx_memory_t)* function(const(void)* _data, uint _size, void* _releaseFn, void* _userData);
-		da_bgfx_make_ref_release bgfx_make_ref_release;
-		
-		/**
-		 * Set debug flags.
-		 * Params:
-		 * _debug = Available flags:
-		 *   - `BGFX_DEBUG_IFH` - Infinitely fast hardware. When this flag is set
-		 *     all rendering calls will be skipped. This is useful when profiling
-		 *     to quickly assess potential bottlenecks between CPU and GPU.
-		 *   - `BGFX_DEBUG_PROFILER` - Enable profiler.
-		 *   - `BGFX_DEBUG_STATS` - Display internal statistics.
-		 *   - `BGFX_DEBUG_TEXT` - Display debug text.
-		 *   - `BGFX_DEBUG_WIREFRAME` - Wireframe rendering. All rendering
-		 *     primitives will be rendered as lines.
-		 */
-		alias da_bgfx_set_debug = void function(uint _debug);
-		da_bgfx_set_debug bgfx_set_debug;
-		
-		/**
-		 * Clear internal debug text buffer.
-		 * Params:
-		 * _attr = Background color.
-		 * _small = Default 8x16 or 8x8 font.
-		 */
-		alias da_bgfx_dbg_text_clear = void function(ubyte _attr, bool _small);
-		da_bgfx_dbg_text_clear bgfx_dbg_text_clear;
-		
-		/**
-		 * Print formatted data to internal debug text character-buffer (VGA-compatible text mode).
-		 * Params:
-		 * _x = Position x from the left corner of the window.
-		 * _y = Position y from the top corner of the window.
-		 * _attr = Color palette. Where top 4-bits represent index of background, and bottom
-		 * 4-bits represent foreground color from standard VGA text palette (ANSI escape codes).
-		 * _format = `printf` style format.
-		 */
-		alias da_bgfx_dbg_text_printf = void function(ushort _x, ushort _y, ubyte _attr, const(char)* _format, ... );
-		da_bgfx_dbg_text_printf bgfx_dbg_text_printf;
-		
-		/**
-		 * Print formatted data from variable argument list to internal debug text character-buffer (VGA-compatible text mode).
-		 * Params:
-		 * _x = Position x from the left corner of the window.
-		 * _y = Position y from the top corner of the window.
-		 * _attr = Color palette. Where top 4-bits represent index of background, and bottom
-		 * 4-bits represent foreground color from standard VGA text palette (ANSI escape codes).
-		 * _format = `printf` style format.
-		 * _argList = Variable arguments list for format string.
-		 */
-		alias da_bgfx_dbg_text_vprintf = void function(ushort _x, ushort _y, ubyte _attr, const(char)* _format, va_list _argList);
-		da_bgfx_dbg_text_vprintf bgfx_dbg_text_vprintf;
-		
-		/**
-		 * Draw image into internal debug text buffer.
-		 * Params:
-		 * _x = Position x from the left corner of the window.
-		 * _y = Position y from the top corner of the window.
-		 * _width = Image width.
-		 * _height = Image height.
-		 * _data = Raw image data (character/attribute raw encoding).
-		 * _pitch = Image pitch in bytes.
-		 */
-		alias da_bgfx_dbg_text_image = void function(ushort _x, ushort _y, ushort _width, ushort _height, const(void)* _data, ushort _pitch);
-		da_bgfx_dbg_text_image bgfx_dbg_text_image;
-		
-		/**
-		 * Create static index buffer.
-		 * Params:
-		 * _mem = Index buffer data.
-		 * _flags = Buffer creation flags.
-		 *   - `BGFX_BUFFER_NONE` - No flags.
-		 *   - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
-		 *   - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
-		 *       is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
-		 *   - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
-		 *   - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
-		 *       data is passed. If this flag is not specified, and more data is passed on update, the buffer
-		 *       will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
-		 *       buffers.
-		 *   - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
-		 *       index buffers.
-		 */
-		alias da_bgfx_create_index_buffer = bgfx_index_buffer_handle_t function(const(bgfx_memory_t)* _mem, ushort _flags);
-		da_bgfx_create_index_buffer bgfx_create_index_buffer;
-		
-		/**
-		 * Set static index buffer debug name.
-		 * Params:
-		 * _handle = Static index buffer handle.
-		 * _name = Static index buffer name.
-		 * _len = Static index buffer name length (if length is INT32_MAX, it's expected
-		 * that _name is zero terminated string.
-		 */
-		alias da_bgfx_set_index_buffer_name = void function(bgfx_index_buffer_handle_t _handle, const(char)* _name, int _len);
-		da_bgfx_set_index_buffer_name bgfx_set_index_buffer_name;
-		
-		/**
-		 * Destroy static index buffer.
-		 * Params:
-		 * _handle = Static index buffer handle.
-		 */
-		alias da_bgfx_destroy_index_buffer = void function(bgfx_index_buffer_handle_t _handle);
-		da_bgfx_destroy_index_buffer bgfx_destroy_index_buffer;
-		
-		/**
-		 * Create vertex layout.
-		 * Params:
-		 * _layout = Vertex layout.
-		 */
-		alias da_bgfx_create_vertex_layout = bgfx_vertex_layout_handle_t function(const(bgfx_vertex_layout_t)* _layout);
-		da_bgfx_create_vertex_layout bgfx_create_vertex_layout;
-		
-		/**
-		 * Destroy vertex layout.
-		 * Params:
-		 * _layoutHandle = Vertex layout handle.
-		 */
-		alias da_bgfx_destroy_vertex_layout = void function(bgfx_vertex_layout_handle_t _layoutHandle);
-		da_bgfx_destroy_vertex_layout bgfx_destroy_vertex_layout;
-		
-		/**
-		 * Create static vertex buffer.
-		 * Params:
-		 * _mem = Vertex buffer data.
-		 * _layout = Vertex layout.
-		 * _flags = Buffer creation flags.
-		 *  - `BGFX_BUFFER_NONE` - No flags.
-		 *  - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
-		 *  - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
-		 *      is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
-		 *  - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
-		 *  - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
-		 *      data is passed. If this flag is not specified, and more data is passed on update, the buffer
-		 *      will be trimmed to fit the existing buffer size. This flag has effect only on dynamic buffers.
-		 *  - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on index buffers.
-		 */
-		alias da_bgfx_create_vertex_buffer = bgfx_vertex_buffer_handle_t function(const(bgfx_memory_t)* _mem, const(bgfx_vertex_layout_t)* _layout, ushort _flags);
-		da_bgfx_create_vertex_buffer bgfx_create_vertex_buffer;
-		
-		/**
-		 * Set static vertex buffer debug name.
-		 * Params:
-		 * _handle = Static vertex buffer handle.
-		 * _name = Static vertex buffer name.
-		 * _len = Static vertex buffer name length (if length is INT32_MAX, it's expected
-		 * that _name is zero terminated string.
-		 */
-		alias da_bgfx_set_vertex_buffer_name = void function(bgfx_vertex_buffer_handle_t _handle, const(char)* _name, int _len);
-		da_bgfx_set_vertex_buffer_name bgfx_set_vertex_buffer_name;
-		
-		/**
-		 * Destroy static vertex buffer.
-		 * Params:
-		 * _handle = Static vertex buffer handle.
-		 */
-		alias da_bgfx_destroy_vertex_buffer = void function(bgfx_vertex_buffer_handle_t _handle);
-		da_bgfx_destroy_vertex_buffer bgfx_destroy_vertex_buffer;
-		
-		/**
-		 * Create empty dynamic index buffer.
-		 * Params:
-		 * _num = Number of indices.
-		 * _flags = Buffer creation flags.
-		 *   - `BGFX_BUFFER_NONE` - No flags.
-		 *   - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
-		 *   - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
-		 *       is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
-		 *   - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
-		 *   - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
-		 *       data is passed. If this flag is not specified, and more data is passed on update, the buffer
-		 *       will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
-		 *       buffers.
-		 *   - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
-		 *       index buffers.
-		 */
-		alias da_bgfx_create_dynamic_index_buffer = bgfx_dynamic_index_buffer_handle_t function(uint _num, ushort _flags);
-		da_bgfx_create_dynamic_index_buffer bgfx_create_dynamic_index_buffer;
-		
-		/**
-		 * Create a dynamic index buffer and initialize it.
-		 * Params:
-		 * _mem = Index buffer data.
-		 * _flags = Buffer creation flags.
-		 *   - `BGFX_BUFFER_NONE` - No flags.
-		 *   - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
-		 *   - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
-		 *       is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
-		 *   - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
-		 *   - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
-		 *       data is passed. If this flag is not specified, and more data is passed on update, the buffer
-		 *       will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
-		 *       buffers.
-		 *   - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
-		 *       index buffers.
-		 */
-		alias da_bgfx_create_dynamic_index_buffer_mem = bgfx_dynamic_index_buffer_handle_t function(const(bgfx_memory_t)* _mem, ushort _flags);
-		da_bgfx_create_dynamic_index_buffer_mem bgfx_create_dynamic_index_buffer_mem;
-		
-		/**
-		 * Update dynamic index buffer.
-		 * Params:
-		 * _handle = Dynamic index buffer handle.
-		 * _startIndex = Start index.
-		 * _mem = Index buffer data.
-		 */
-		alias da_bgfx_update_dynamic_index_buffer = void function(bgfx_dynamic_index_buffer_handle_t _handle, uint _startIndex, const(bgfx_memory_t)* _mem);
-		da_bgfx_update_dynamic_index_buffer bgfx_update_dynamic_index_buffer;
-		
-		/**
-		 * Destroy dynamic index buffer.
-		 * Params:
-		 * _handle = Dynamic index buffer handle.
-		 */
-		alias da_bgfx_destroy_dynamic_index_buffer = void function(bgfx_dynamic_index_buffer_handle_t _handle);
-		da_bgfx_destroy_dynamic_index_buffer bgfx_destroy_dynamic_index_buffer;
-		
-		/**
-		 * Create empty dynamic vertex buffer.
-		 * Params:
-		 * _num = Number of vertices.
-		 * _layout = Vertex layout.
-		 * _flags = Buffer creation flags.
-		 *   - `BGFX_BUFFER_NONE` - No flags.
-		 *   - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
-		 *   - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
-		 *       is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
-		 *   - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
-		 *   - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
-		 *       data is passed. If this flag is not specified, and more data is passed on update, the buffer
-		 *       will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
-		 *       buffers.
-		 *   - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
-		 *       index buffers.
-		 */
-		alias da_bgfx_create_dynamic_vertex_buffer = bgfx_dynamic_vertex_buffer_handle_t function(uint _num, const(bgfx_vertex_layout_t)* _layout, ushort _flags);
-		da_bgfx_create_dynamic_vertex_buffer bgfx_create_dynamic_vertex_buffer;
-		
-		/**
-		 * Create dynamic vertex buffer and initialize it.
-		 * Params:
-		 * _mem = Vertex buffer data.
-		 * _layout = Vertex layout.
-		 * _flags = Buffer creation flags.
-		 *   - `BGFX_BUFFER_NONE` - No flags.
-		 *   - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
-		 *   - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
-		 *       is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
-		 *   - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
-		 *   - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
-		 *       data is passed. If this flag is not specified, and more data is passed on update, the buffer
-		 *       will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
-		 *       buffers.
-		 *   - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
-		 *       index buffers.
-		 */
-		alias da_bgfx_create_dynamic_vertex_buffer_mem = bgfx_dynamic_vertex_buffer_handle_t function(const(bgfx_memory_t)* _mem, const(bgfx_vertex_layout_t)* _layout, ushort _flags);
-		da_bgfx_create_dynamic_vertex_buffer_mem bgfx_create_dynamic_vertex_buffer_mem;
-		
-		/**
-		 * Update dynamic vertex buffer.
-		 * Params:
-		 * _handle = Dynamic vertex buffer handle.
-		 * _startVertex = Start vertex.
-		 * _mem = Vertex buffer data.
-		 */
-		alias da_bgfx_update_dynamic_vertex_buffer = void function(bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, const(bgfx_memory_t)* _mem);
-		da_bgfx_update_dynamic_vertex_buffer bgfx_update_dynamic_vertex_buffer;
-		
-		/**
-		 * Destroy dynamic vertex buffer.
-		 * Params:
-		 * _handle = Dynamic vertex buffer handle.
-		 */
-		alias da_bgfx_destroy_dynamic_vertex_buffer = void function(bgfx_dynamic_vertex_buffer_handle_t _handle);
-		da_bgfx_destroy_dynamic_vertex_buffer bgfx_destroy_dynamic_vertex_buffer;
-		
-		/**
-		 * Returns number of requested or maximum available indices.
-		 * Params:
-		 * _num = Number of required indices.
-		 * _index32 = Set to `true` if input indices will be 32-bit.
-		 */
-		alias da_bgfx_get_avail_transient_index_buffer = uint function(uint _num, bool _index32);
-		da_bgfx_get_avail_transient_index_buffer bgfx_get_avail_transient_index_buffer;
-		
-		/**
-		 * Returns number of requested or maximum available vertices.
-		 * Params:
-		 * _num = Number of required vertices.
-		 * _layout = Vertex layout.
-		 */
-		alias da_bgfx_get_avail_transient_vertex_buffer = uint function(uint _num, const(bgfx_vertex_layout_t)* _layout);
-		da_bgfx_get_avail_transient_vertex_buffer bgfx_get_avail_transient_vertex_buffer;
-		
-		/**
-		 * Returns number of requested or maximum available instance buffer slots.
-		 * Params:
-		 * _num = Number of required instances.
-		 * _stride = Stride per instance.
-		 */
-		alias da_bgfx_get_avail_instance_data_buffer = uint function(uint _num, ushort _stride);
-		da_bgfx_get_avail_instance_data_buffer bgfx_get_avail_instance_data_buffer;
-		
-		/**
-		 * Allocate transient index buffer.
-		 * Params:
-		 * _tib = TransientIndexBuffer structure will be filled, and will be valid
-		 * for the duration of frame, and can be reused for multiple draw
-		 * calls.
-		 * _num = Number of indices to allocate.
-		 * _index32 = Set to `true` if input indices will be 32-bit.
-		 */
-		alias da_bgfx_alloc_transient_index_buffer = void function(bgfx_transient_index_buffer_t* _tib, uint _num, bool _index32);
-		da_bgfx_alloc_transient_index_buffer bgfx_alloc_transient_index_buffer;
-		
-		/**
-		 * Allocate transient vertex buffer.
-		 * Params:
-		 * _tvb = TransientVertexBuffer structure will be filled, and will be valid
-		 * for the duration of frame, and can be reused for multiple draw
-		 * calls.
-		 * _num = Number of vertices to allocate.
-		 * _layout = Vertex layout.
-		 */
-		alias da_bgfx_alloc_transient_vertex_buffer = void function(bgfx_transient_vertex_buffer_t* _tvb, uint _num, const(bgfx_vertex_layout_t)* _layout);
-		da_bgfx_alloc_transient_vertex_buffer bgfx_alloc_transient_vertex_buffer;
-		
-		/**
-		 * Check for required space and allocate transient vertex and index
-		 * buffers. If both space requirements are satisfied function returns
-		 * true.
-		 * Params:
-		 * _tvb = TransientVertexBuffer structure will be filled, and will be valid
-		 * for the duration of frame, and can be reused for multiple draw
-		 * calls.
-		 * _layout = Vertex layout.
-		 * _numVertices = Number of vertices to allocate.
-		 * _tib = TransientIndexBuffer structure will be filled, and will be valid
-		 * for the duration of frame, and can be reused for multiple draw
-		 * calls.
-		 * _numIndices = Number of indices to allocate.
-		 * _index32 = Set to `true` if input indices will be 32-bit.
-		 */
-		alias da_bgfx_alloc_transient_buffers = bool function(bgfx_transient_vertex_buffer_t* _tvb, const(bgfx_vertex_layout_t)* _layout, uint _numVertices, bgfx_transient_index_buffer_t* _tib, uint _numIndices, bool _index32);
-		da_bgfx_alloc_transient_buffers bgfx_alloc_transient_buffers;
-		
-		/**
-		 * Allocate instance data buffer.
-		 * Params:
-		 * _idb = InstanceDataBuffer structure will be filled, and will be valid
-		 * for duration of frame, and can be reused for multiple draw
-		 * calls.
-		 * _num = Number of instances.
-		 * _stride = Instance stride. Must be multiple of 16.
-		 */
-		alias da_bgfx_alloc_instance_data_buffer = void function(bgfx_instance_data_buffer_t* _idb, uint _num, ushort _stride);
-		da_bgfx_alloc_instance_data_buffer bgfx_alloc_instance_data_buffer;
-		
-		/**
-		 * Create draw indirect buffer.
-		 * Params:
-		 * _num = Number of indirect calls.
-		 */
-		alias da_bgfx_create_indirect_buffer = bgfx_indirect_buffer_handle_t function(uint _num);
-		da_bgfx_create_indirect_buffer bgfx_create_indirect_buffer;
-		
-		/**
-		 * Destroy draw indirect buffer.
-		 * Params:
-		 * _handle = Indirect buffer handle.
-		 */
-		alias da_bgfx_destroy_indirect_buffer = void function(bgfx_indirect_buffer_handle_t _handle);
-		da_bgfx_destroy_indirect_buffer bgfx_destroy_indirect_buffer;
-		
-		/**
-		 * Create shader from memory buffer.
-		 * Params:
-		 * _mem = Shader binary.
-		 */
-		alias da_bgfx_create_shader = bgfx_shader_handle_t function(const(bgfx_memory_t)* _mem);
-		da_bgfx_create_shader bgfx_create_shader;
-		
-		/**
-		 * Returns the number of uniforms and uniform handles used inside a shader.
-		 * Remarks:
-		 *   Only non-predefined uniforms are returned.
-		 * Params:
-		 * _handle = Shader handle.
-		 * _uniforms = UniformHandle array where data will be stored.
-		 * _max = Maximum capacity of array.
-		 */
-		alias da_bgfx_get_shader_uniforms = ushort function(bgfx_shader_handle_t _handle, bgfx_uniform_handle_t* _uniforms, ushort _max);
-		da_bgfx_get_shader_uniforms bgfx_get_shader_uniforms;
-		
-		/**
-		 * Set shader debug name.
-		 * Params:
-		 * _handle = Shader handle.
-		 * _name = Shader name.
-		 * _len = Shader name length (if length is INT32_MAX, it's expected
-		 * that _name is zero terminated string).
-		 */
-		alias da_bgfx_set_shader_name = void function(bgfx_shader_handle_t _handle, const(char)* _name, int _len);
-		da_bgfx_set_shader_name bgfx_set_shader_name;
-		
-		/**
-		 * Destroy shader.
-		 * Remarks: Once a shader program is created with _handle,
-		 *   it is safe to destroy that shader.
-		 * Params:
-		 * _handle = Shader handle.
-		 */
-		alias da_bgfx_destroy_shader = void function(bgfx_shader_handle_t _handle);
-		da_bgfx_destroy_shader bgfx_destroy_shader;
-		
-		/**
-		 * Create program with vertex and fragment shaders.
-		 * Params:
-		 * _vsh = Vertex shader.
-		 * _fsh = Fragment shader.
-		 * _destroyShaders = If true, shaders will be destroyed when program is destroyed.
-		 */
-		alias da_bgfx_create_program = bgfx_program_handle_t function(bgfx_shader_handle_t _vsh, bgfx_shader_handle_t _fsh, bool _destroyShaders);
-		da_bgfx_create_program bgfx_create_program;
-		
-		/**
-		 * Create program with compute shader.
-		 * Params:
-		 * _csh = Compute shader.
-		 * _destroyShaders = If true, shaders will be destroyed when program is destroyed.
-		 */
-		alias da_bgfx_create_compute_program = bgfx_program_handle_t function(bgfx_shader_handle_t _csh, bool _destroyShaders);
-		da_bgfx_create_compute_program bgfx_create_compute_program;
-		
-		/**
-		 * Destroy program.
-		 * Params:
-		 * _handle = Program handle.
-		 */
-		alias da_bgfx_destroy_program = void function(bgfx_program_handle_t _handle);
-		da_bgfx_destroy_program bgfx_destroy_program;
-		
-		/**
-		 * Validate texture parameters.
-		 * Params:
-		 * _depth = Depth dimension of volume texture.
-		 * _cubeMap = Indicates that texture contains cubemap.
-		 * _numLayers = Number of layers in texture array.
-		 * _format = Texture format. See: `TextureFormat::Enum`.
-		 * _flags = Texture flags. See `BGFX_TEXTURE_*`.
-		 */
-		alias da_bgfx_is_texture_valid = bool function(ushort _depth, bool _cubeMap, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags);
-		da_bgfx_is_texture_valid bgfx_is_texture_valid;
-		
-		/**
-		 * Validate frame buffer parameters.
-		 * Params:
-		 * _num = Number of attachments.
-		 * _attachment = Attachment texture info. See: `bgfx::Attachment`.
-		 */
-		alias da_bgfx_is_frame_buffer_valid = bool function(ubyte _num, const(bgfx_attachment_t)* _attachment);
-		da_bgfx_is_frame_buffer_valid bgfx_is_frame_buffer_valid;
-		
-		/**
-		 * Calculate amount of memory required for texture.
-		 * Params:
-		 * _info = Resulting texture info structure. See: `TextureInfo`.
-		 * _width = Width.
-		 * _height = Height.
-		 * _depth = Depth dimension of volume texture.
-		 * _cubeMap = Indicates that texture contains cubemap.
-		 * _hasMips = Indicates that texture contains full mip-map chain.
-		 * _numLayers = Number of layers in texture array.
-		 * _format = Texture format. See: `TextureFormat::Enum`.
-		 */
-		alias da_bgfx_calc_texture_size = void function(bgfx_texture_info_t* _info, ushort _width, ushort _height, ushort _depth, bool _cubeMap, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format);
-		da_bgfx_calc_texture_size bgfx_calc_texture_size;
-		
-		/**
-		 * Create texture from memory buffer.
-		 * Params:
-		 * _mem = DDS, KTX or PVR texture binary data.
-		 * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
-		 * flags. Default texture sampling mode is linear, and wrap mode is repeat.
-		 * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
-		 *   mode.
-		 * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
-		 *   sampling.
-		 * _skip = Skip top level mips when parsing texture.
-		 * _info = When non-`NULL` is specified it returns parsed texture information.
-		 */
-		alias da_bgfx_create_texture = bgfx_texture_handle_t function(const(bgfx_memory_t)* _mem, ulong _flags, ubyte _skip, bgfx_texture_info_t* _info);
-		da_bgfx_create_texture bgfx_create_texture;
-		
-		/**
-		 * Create 2D texture.
-		 * Params:
-		 * _width = Width.
-		 * _height = Height.
-		 * _hasMips = Indicates that texture contains full mip-map chain.
-		 * _numLayers = Number of layers in texture array. Must be 1 if caps
-		 * `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
-		 * _format = Texture format. See: `TextureFormat::Enum`.
-		 * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
-		 * flags. Default texture sampling mode is linear, and wrap mode is repeat.
-		 * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
-		 *   mode.
-		 * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
-		 *   sampling.
-		 * _mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If
-		 * `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than
-		 * 1, expected memory layout is texture and all mips together for each array element.
-		 */
-		alias da_bgfx_create_texture_2d = bgfx_texture_handle_t function(ushort _width, ushort _height, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags, const(bgfx_memory_t)* _mem);
-		da_bgfx_create_texture_2d bgfx_create_texture_2d;
-		
-		/**
-		 * Create texture with size based on back-buffer ratio. Texture will maintain ratio
-		 * if back buffer resolution changes.
-		 * Params:
-		 * _ratio = Texture size in respect to back-buffer size. See: `BackbufferRatio::Enum`.
-		 * _hasMips = Indicates that texture contains full mip-map chain.
-		 * _numLayers = Number of layers in texture array. Must be 1 if caps
-		 * `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
-		 * _format = Texture format. See: `TextureFormat::Enum`.
-		 * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
-		 * flags. Default texture sampling mode is linear, and wrap mode is repeat.
-		 * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
-		 *   mode.
-		 * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
-		 *   sampling.
-		 */
-		alias da_bgfx_create_texture_2d_scaled = bgfx_texture_handle_t function(bgfx_backbuffer_ratio_t _ratio, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags);
-		da_bgfx_create_texture_2d_scaled bgfx_create_texture_2d_scaled;
-		
-		/**
-		 * Create 3D texture.
-		 * Params:
-		 * _width = Width.
-		 * _height = Height.
-		 * _depth = Depth.
-		 * _hasMips = Indicates that texture contains full mip-map chain.
-		 * _format = Texture format. See: `TextureFormat::Enum`.
-		 * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
-		 * flags. Default texture sampling mode is linear, and wrap mode is repeat.
-		 * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
-		 *   mode.
-		 * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
-		 *   sampling.
-		 * _mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If
-		 * `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than
-		 * 1, expected memory layout is texture and all mips together for each array element.
-		 */
-		alias da_bgfx_create_texture_3d = bgfx_texture_handle_t function(ushort _width, ushort _height, ushort _depth, bool _hasMips, bgfx_texture_format_t _format, ulong _flags, const(bgfx_memory_t)* _mem);
-		da_bgfx_create_texture_3d bgfx_create_texture_3d;
-		
-		/**
-		 * Create Cube texture.
-		 * Params:
-		 * _size = Cube side size.
-		 * _hasMips = Indicates that texture contains full mip-map chain.
-		 * _numLayers = Number of layers in texture array. Must be 1 if caps
-		 * `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
-		 * _format = Texture format. See: `TextureFormat::Enum`.
-		 * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
-		 * flags. Default texture sampling mode is linear, and wrap mode is repeat.
-		 * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
-		 *   mode.
-		 * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
-		 *   sampling.
-		 * _mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If
-		 * `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than
-		 * 1, expected memory layout is texture and all mips together for each array element.
-		 */
-		alias da_bgfx_create_texture_cube = bgfx_texture_handle_t function(ushort _size, bool _hasMips, ushort _numLayers, bgfx_texture_format_t _format, ulong _flags, const(bgfx_memory_t)* _mem);
-		da_bgfx_create_texture_cube bgfx_create_texture_cube;
-		
-		/**
-		 * Update 2D texture.
-		 * Attention: It's valid to update only mutable texture. See `bgfx::createTexture2D` for more info.
-		 * Params:
-		 * _handle = Texture handle.
-		 * _layer = Layer in texture array.
-		 * _mip = Mip level.
-		 * _x = X offset in texture.
-		 * _y = Y offset in texture.
-		 * _width = Width of texture block.
-		 * _height = Height of texture block.
-		 * _mem = Texture update data.
-		 * _pitch = Pitch of input image (bytes). When _pitch is set to
-		 * UINT16_MAX, it will be calculated internally based on _width.
-		 */
-		alias da_bgfx_update_texture_2d = void function(bgfx_texture_handle_t _handle, ushort _layer, ubyte _mip, ushort _x, ushort _y, ushort _width, ushort _height, const(bgfx_memory_t)* _mem, ushort _pitch);
-		da_bgfx_update_texture_2d bgfx_update_texture_2d;
-		
-		/**
-		 * Update 3D texture.
-		 * Attention: It's valid to update only mutable texture. See `bgfx::createTexture3D` for more info.
-		 * Params:
-		 * _handle = Texture handle.
-		 * _mip = Mip level.
-		 * _x = X offset in texture.
-		 * _y = Y offset in texture.
-		 * _z = Z offset in texture.
-		 * _width = Width of texture block.
-		 * _height = Height of texture block.
-		 * _depth = Depth of texture block.
-		 * _mem = Texture update data.
-		 */
-		alias da_bgfx_update_texture_3d = void function(bgfx_texture_handle_t _handle, ubyte _mip, ushort _x, ushort _y, ushort _z, ushort _width, ushort _height, ushort _depth, const(bgfx_memory_t)* _mem);
-		da_bgfx_update_texture_3d bgfx_update_texture_3d;
-		
-		/**
-		 * Update Cube texture.
-		 * Attention: It's valid to update only mutable texture. See `bgfx::createTextureCube` for more info.
-		 * Params:
-		 * _handle = Texture handle.
-		 * _layer = Layer in texture array.
-		 * _side = Cubemap side `BGFX_CUBE_MAP_<POSITIVE or NEGATIVE>_<X, Y or Z>`,
-		 *   where 0 is +X, 1 is -X, 2 is +Y, 3 is -Y, 4 is +Z, and 5 is -Z.
-		 *                  +----------+
-		 *                  |-z       2|
-		 *                  | ^  +y    |
-		 *                  | |        |    Unfolded cube:
-		 *                  | +---->+x |
-		 *       +----------+----------+----------+----------+
-		 *       |+y       1|+y       4|+y       0|+y       5|
-		 *       | ^  -x    | ^  +z    | ^  +x    | ^  -z    |
-		 *       | |        | |        | |        | |        |
-		 *       | +---->+z | +---->+x | +---->-z | +---->-x |
-		 *       +----------+----------+----------+----------+
-		 *                  |+z       3|
-		 *                  | ^  -y    |
-		 *                  | |        |
-		 *                  | +---->+x |
-		 *                  +----------+
-		 * _mip = Mip level.
-		 * _x = X offset in texture.
-		 * _y = Y offset in texture.
-		 * _width = Width of texture block.
-		 * _height = Height of texture block.
-		 * _mem = Texture update data.
-		 * _pitch = Pitch of input image (bytes). When _pitch is set to
-		 * UINT16_MAX, it will be calculated internally based on _width.
-		 */
-		alias da_bgfx_update_texture_cube = void function(bgfx_texture_handle_t _handle, ushort _layer, ubyte _side, ubyte _mip, ushort _x, ushort _y, ushort _width, ushort _height, const(bgfx_memory_t)* _mem, ushort _pitch);
-		da_bgfx_update_texture_cube bgfx_update_texture_cube;
-		
-		/**
-		 * Read back texture content.
-		 * Attention: Texture must be created with `BGFX_TEXTURE_READ_BACK` flag.
-		 * Attention: Availability depends on: `BGFX_CAPS_TEXTURE_READ_BACK`.
-		 * Params:
-		 * _handle = Texture handle.
-		 * _data = Destination buffer.
-		 * _mip = Mip level.
-		 */
-		alias da_bgfx_read_texture = uint function(bgfx_texture_handle_t _handle, void* _data, ubyte _mip);
-		da_bgfx_read_texture bgfx_read_texture;
-		
-		/**
-		 * Set texture debug name.
-		 * Params:
-		 * _handle = Texture handle.
-		 * _name = Texture name.
-		 * _len = Texture name length (if length is INT32_MAX, it's expected
-		 * that _name is zero terminated string.
-		 */
-		alias da_bgfx_set_texture_name = void function(bgfx_texture_handle_t _handle, const(char)* _name, int _len);
-		da_bgfx_set_texture_name bgfx_set_texture_name;
-		
-		/**
-		 * Returns texture direct access pointer.
-		 * Attention: Availability depends on: `BGFX_CAPS_TEXTURE_DIRECT_ACCESS`. This feature
-		 *   is available on GPUs that have unified memory architecture (UMA) support.
-		 * Params:
-		 * _handle = Texture handle.
-		 */
-		alias da_bgfx_get_direct_access_ptr = void* function(bgfx_texture_handle_t _handle);
-		da_bgfx_get_direct_access_ptr bgfx_get_direct_access_ptr;
-		
-		/**
-		 * Destroy texture.
-		 * Params:
-		 * _handle = Texture handle.
-		 */
-		alias da_bgfx_destroy_texture = void function(bgfx_texture_handle_t _handle);
-		da_bgfx_destroy_texture bgfx_destroy_texture;
-		
-		/**
-		 * Create frame buffer (simple).
-		 * Params:
-		 * _width = Texture width.
-		 * _height = Texture height.
-		 * _format = Texture format. See: `TextureFormat::Enum`.
-		 * _textureFlags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
-		 * flags. Default texture sampling mode is linear, and wrap mode is repeat.
-		 * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
-		 *   mode.
-		 * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
-		 *   sampling.
-		 */
-		alias da_bgfx_create_frame_buffer = bgfx_frame_buffer_handle_t function(ushort _width, ushort _height, bgfx_texture_format_t _format, ulong _textureFlags);
-		da_bgfx_create_frame_buffer bgfx_create_frame_buffer;
-		
-		/**
-		 * Create frame buffer with size based on back-buffer ratio. Frame buffer will maintain ratio
-		 * if back buffer resolution changes.
-		 * Params:
-		 * _ratio = Frame buffer size in respect to back-buffer size. See:
-		 * `BackbufferRatio::Enum`.
-		 * _format = Texture format. See: `TextureFormat::Enum`.
-		 * _textureFlags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
-		 * flags. Default texture sampling mode is linear, and wrap mode is repeat.
-		 * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
-		 *   mode.
-		 * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
-		 *   sampling.
-		 */
-		alias da_bgfx_create_frame_buffer_scaled = bgfx_frame_buffer_handle_t function(bgfx_backbuffer_ratio_t _ratio, bgfx_texture_format_t _format, ulong _textureFlags);
-		da_bgfx_create_frame_buffer_scaled bgfx_create_frame_buffer_scaled;
-		
-		/**
-		 * Create MRT frame buffer from texture handles (simple).
-		 * Params:
-		 * _num = Number of texture handles.
-		 * _handles = Texture attachments.
-		 * _destroyTexture = If true, textures will be destroyed when
-		 * frame buffer is destroyed.
-		 */
-		alias da_bgfx_create_frame_buffer_from_handles = bgfx_frame_buffer_handle_t function(ubyte _num, const(bgfx_texture_handle_t)* _handles, bool _destroyTexture);
-		da_bgfx_create_frame_buffer_from_handles bgfx_create_frame_buffer_from_handles;
-		
-		/**
-		 * Create MRT frame buffer from texture handles with specific layer and
-		 * mip level.
-		 * Params:
-		 * _num = Number of attachments.
-		 * _attachment = Attachment texture info. See: `bgfx::Attachment`.
-		 * _destroyTexture = If true, textures will be destroyed when
-		 * frame buffer is destroyed.
-		 */
-		alias da_bgfx_create_frame_buffer_from_attachment = bgfx_frame_buffer_handle_t function(ubyte _num, const(bgfx_attachment_t)* _attachment, bool _destroyTexture);
-		da_bgfx_create_frame_buffer_from_attachment bgfx_create_frame_buffer_from_attachment;
-		
-		/**
-		 * Create frame buffer for multiple window rendering.
-		 * Remarks:
-		 *   Frame buffer cannot be used for sampling.
-		 * Attention: Availability depends on: `BGFX_CAPS_SWAP_CHAIN`.
-		 * Params:
-		 * _nwh = OS' target native window handle.
-		 * _width = Window back buffer width.
-		 * _height = Window back buffer height.
-		 * _format = Window back buffer color format.
-		 * _depthFormat = Window back buffer depth format.
-		 */
-		alias da_bgfx_create_frame_buffer_from_nwh = bgfx_frame_buffer_handle_t function(void* _nwh, ushort _width, ushort _height, bgfx_texture_format_t _format, bgfx_texture_format_t _depthFormat);
-		da_bgfx_create_frame_buffer_from_nwh bgfx_create_frame_buffer_from_nwh;
-		
-		/**
-		 * Set frame buffer debug name.
-		 * Params:
-		 * _handle = Frame buffer handle.
-		 * _name = Frame buffer name.
-		 * _len = Frame buffer name length (if length is INT32_MAX, it's expected
-		 * that _name is zero terminated string.
-		 */
-		alias da_bgfx_set_frame_buffer_name = void function(bgfx_frame_buffer_handle_t _handle, const(char)* _name, int _len);
-		da_bgfx_set_frame_buffer_name bgfx_set_frame_buffer_name;
-		
-		/**
-		 * Obtain texture handle of frame buffer attachment.
-		 * Params:
-		 * _handle = Frame buffer handle.
-		 */
-		alias da_bgfx_get_texture = bgfx_texture_handle_t function(bgfx_frame_buffer_handle_t _handle, ubyte _attachment);
-		da_bgfx_get_texture bgfx_get_texture;
-		
-		/**
-		 * Destroy frame buffer.
-		 * Params:
-		 * _handle = Frame buffer handle.
-		 */
-		alias da_bgfx_destroy_frame_buffer = void function(bgfx_frame_buffer_handle_t _handle);
-		da_bgfx_destroy_frame_buffer bgfx_destroy_frame_buffer;
-		
-		/**
-		 * Create shader uniform parameter.
-		 * Remarks:
-		 *   1. Uniform names are unique. It's valid to call `bgfx::createUniform`
-		 *      multiple times with the same uniform name. The library will always
-		 *      return the same handle, but the handle reference count will be
-		 *      incremented. This means that the same number of `bgfx::destroyUniform`
-		 *      must be called to properly destroy the uniform.
-		 *   2. Predefined uniforms (declared in `bgfx_shader.sh`):
-		 *      - `u_viewRect vec4(x, y, width, height)` - view rectangle for current
-		 *        view, in pixels.
-		 *      - `u_viewTexel vec4(1.0/width, 1.0/height, undef, undef)` - inverse
-		 *        width and height
-		 *      - `u_view mat4` - view matrix
-		 *      - `u_invView mat4` - inverted view matrix
-		 *      - `u_proj mat4` - projection matrix
-		 *      - `u_invProj mat4` - inverted projection matrix
-		 *      - `u_viewProj mat4` - concatenated view projection matrix
-		 *      - `u_invViewProj mat4` - concatenated inverted view projection matrix
-		 *      - `u_model mat4[BGFX_CONFIG_MAX_BONES]` - array of model matrices.
-		 *      - `u_modelView mat4` - concatenated model view matrix, only first
-		 *        model matrix from array is used.
-		 *      - `u_modelViewProj mat4` - concatenated model view projection matrix.
-		 *      - `u_alphaRef float` - alpha reference value for alpha test.
-		 * Params:
-		 * _name = Uniform name in shader.
-		 * _type = Type of uniform (See: `bgfx::UniformType`).
-		 * _num = Number of elements in array.
-		 */
-		alias da_bgfx_create_uniform = bgfx_uniform_handle_t function(const(char)* _name, bgfx_uniform_type_t _type, ushort _num);
-		da_bgfx_create_uniform bgfx_create_uniform;
-		
-		/**
-		 * Retrieve uniform info.
-		 * Params:
-		 * _handle = Handle to uniform object.
-		 * _info = Uniform info.
-		 */
-		alias da_bgfx_get_uniform_info = void function(bgfx_uniform_handle_t _handle, bgfx_uniform_info_t* _info);
-		da_bgfx_get_uniform_info bgfx_get_uniform_info;
-		
-		/**
-		 * Destroy shader uniform parameter.
-		 * Params:
-		 * _handle = Handle to uniform object.
-		 */
-		alias da_bgfx_destroy_uniform = void function(bgfx_uniform_handle_t _handle);
-		da_bgfx_destroy_uniform bgfx_destroy_uniform;
-		
-		/**
-		 * Create occlusion query.
-		 */
-		alias da_bgfx_create_occlusion_query = bgfx_occlusion_query_handle_t function();
-		da_bgfx_create_occlusion_query bgfx_create_occlusion_query;
-		
-		/**
-		 * Retrieve occlusion query result from previous frame.
-		 * Params:
-		 * _handle = Handle to occlusion query object.
-		 * _result = Number of pixels that passed test. This argument
-		 * can be `NULL` if result of occlusion query is not needed.
-		 */
-		alias da_bgfx_get_result = bgfx_occlusion_query_result_t function(bgfx_occlusion_query_handle_t _handle, int* _result);
-		da_bgfx_get_result bgfx_get_result;
-		
-		/**
-		 * Destroy occlusion query.
-		 * Params:
-		 * _handle = Handle to occlusion query object.
-		 */
-		alias da_bgfx_destroy_occlusion_query = void function(bgfx_occlusion_query_handle_t _handle);
-		da_bgfx_destroy_occlusion_query bgfx_destroy_occlusion_query;
-		
-		/**
-		 * Set palette color value.
-		 * Params:
-		 * _index = Index into palette.
-		 * _rgba = RGBA floating point values.
-		 */
-		alias da_bgfx_set_palette_color = void function(ubyte _index, const float[4] _rgba);
-		da_bgfx_set_palette_color bgfx_set_palette_color;
-		
-		/**
-		 * Set palette color value.
-		 * Params:
-		 * _index = Index into palette.
-		 * _rgba = Packed 32-bit RGBA value.
-		 */
-		alias da_bgfx_set_palette_color_rgba8 = void function(ubyte _index, uint _rgba);
-		da_bgfx_set_palette_color_rgba8 bgfx_set_palette_color_rgba8;
-		
-		/**
-		 * Set view name.
-		 * Remarks:
-		 *   This is debug only feature.
-		 *   In graphics debugger view name will appear as:
-		 *       "nnnc <view name>"
-		 *        ^  ^ ^
-		 *        |  +--- compute (C)
-		 *        +------ view id
-		 * Params:
-		 * _id = View id.
-		 * _name = View name.
-		 */
-		alias da_bgfx_set_view_name = void function(bgfx_view_id_t _id, const(char)* _name);
-		da_bgfx_set_view_name bgfx_set_view_name;
-		
-		/**
-		 * Set view rectangle. Draw primitive outside view will be clipped.
-		 * Params:
-		 * _id = View id.
-		 * _x = Position x from the left corner of the window.
-		 * _y = Position y from the top corner of the window.
-		 * _width = Width of view port region.
-		 * _height = Height of view port region.
-		 */
-		alias da_bgfx_set_view_rect = void function(bgfx_view_id_t _id, ushort _x, ushort _y, ushort _width, ushort _height);
-		da_bgfx_set_view_rect bgfx_set_view_rect;
-		
-		/**
-		 * Set view rectangle. Draw primitive outside view will be clipped.
-		 * Params:
-		 * _id = View id.
-		 * _x = Position x from the left corner of the window.
-		 * _y = Position y from the top corner of the window.
-		 * _ratio = Width and height will be set in respect to back-buffer size.
-		 * See: `BackbufferRatio::Enum`.
-		 */
-		alias da_bgfx_set_view_rect_ratio = void function(bgfx_view_id_t _id, ushort _x, ushort _y, bgfx_backbuffer_ratio_t _ratio);
-		da_bgfx_set_view_rect_ratio bgfx_set_view_rect_ratio;
-		
-		/**
-		 * Set view scissor. Draw primitive outside view will be clipped. When
-		 * _x, _y, _width and _height are set to 0, scissor will be disabled.
-		 * Params:
-		 * _id = View id.
-		 * _x = Position x from the left corner of the window.
-		 * _y = Position y from the top corner of the window.
-		 * _width = Width of view scissor region.
-		 * _height = Height of view scissor region.
-		 */
-		alias da_bgfx_set_view_scissor = void function(bgfx_view_id_t _id, ushort _x, ushort _y, ushort _width, ushort _height);
-		da_bgfx_set_view_scissor bgfx_set_view_scissor;
-		
-		/**
-		 * Set view clear flags.
-		 * Params:
-		 * _id = View id.
-		 * _flags = Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear
-		 * operation. See: `BGFX_CLEAR_*`.
-		 * _rgba = Color clear value.
-		 * _depth = Depth clear value.
-		 * _stencil = Stencil clear value.
-		 */
-		alias da_bgfx_set_view_clear = void function(bgfx_view_id_t _id, ushort _flags, uint _rgba, float _depth, ubyte _stencil);
-		da_bgfx_set_view_clear bgfx_set_view_clear;
-		
-		/**
-		 * Set view clear flags with different clear color for each
-		 * frame buffer texture. `bgfx::setPaletteColor` must be used to set up a
-		 * clear color palette.
-		 * Params:
-		 * _id = View id.
-		 * _flags = Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear
-		 * operation. See: `BGFX_CLEAR_*`.
-		 * _depth = Depth clear value.
-		 * _stencil = Stencil clear value.
-		 * _c0 = Palette index for frame buffer attachment 0.
-		 * _c1 = Palette index for frame buffer attachment 1.
-		 * _c2 = Palette index for frame buffer attachment 2.
-		 * _c3 = Palette index for frame buffer attachment 3.
-		 * _c4 = Palette index for frame buffer attachment 4.
-		 * _c5 = Palette index for frame buffer attachment 5.
-		 * _c6 = Palette index for frame buffer attachment 6.
-		 * _c7 = Palette index for frame buffer attachment 7.
-		 */
-		alias da_bgfx_set_view_clear_mrt = void function(bgfx_view_id_t _id, ushort _flags, float _depth, ubyte _stencil, ubyte _c0, ubyte _c1, ubyte _c2, ubyte _c3, ubyte _c4, ubyte _c5, ubyte _c6, ubyte _c7);
-		da_bgfx_set_view_clear_mrt bgfx_set_view_clear_mrt;
-		
-		/**
-		 * Set view sorting mode.
-		 * Remarks:
-		 *   View mode must be set prior calling `bgfx::submit` for the view.
-		 * Params:
-		 * _id = View id.
-		 * _mode = View sort mode. See `ViewMode::Enum`.
-		 */
-		alias da_bgfx_set_view_mode = void function(bgfx_view_id_t _id, bgfx_view_mode_t _mode);
-		da_bgfx_set_view_mode bgfx_set_view_mode;
-		
-		/**
-		 * Set view frame buffer.
-		 * Remarks:
-		 *   Not persistent after `bgfx::reset` call.
-		 * Params:
-		 * _id = View id.
-		 * _handle = Frame buffer handle. Passing `BGFX_INVALID_HANDLE` as
-		 * frame buffer handle will draw primitives from this view into
-		 * default back buffer.
-		 */
-		alias da_bgfx_set_view_frame_buffer = void function(bgfx_view_id_t _id, bgfx_frame_buffer_handle_t _handle);
-		da_bgfx_set_view_frame_buffer bgfx_set_view_frame_buffer;
-		
-		/**
-		 * Set view's view matrix and projection matrix,
-		 * all draw primitives in this view will use these two matrices.
-		 * Params:
-		 * _id = View id.
-		 * _view = View matrix.
-		 * _proj = Projection matrix.
-		 */
-		alias da_bgfx_set_view_transform = void function(bgfx_view_id_t _id, const(void)* _view, const(void)* _proj);
-		da_bgfx_set_view_transform bgfx_set_view_transform;
-		
-		/**
-		 * Post submit view reordering.
-		 * Params:
-		 * _id = First view id.
-		 * _num = Number of views to remap.
-		 * _order = View remap id table. Passing `NULL` will reset view ids
-		 * to default state.
-		 */
-		alias da_bgfx_set_view_order = void function(bgfx_view_id_t _id, ushort _num, const(bgfx_view_id_t)* _order);
-		da_bgfx_set_view_order bgfx_set_view_order;
-		
-		/**
-		 * Reset all view settings to default.
-		 */
-		alias da_bgfx_reset_view = void function(bgfx_view_id_t _id);
-		da_bgfx_reset_view bgfx_reset_view;
-		
-		/**
-		 * Begin submitting draw calls from thread.
-		 * Params:
-		 * _forThread = Explicitly request an encoder for a worker thread.
-		 */
-		alias da_bgfx_encoder_begin = bgfx_encoder_t* function(bool _forThread);
-		da_bgfx_encoder_begin bgfx_encoder_begin;
-		
-		/**
-		 * End submitting draw calls from thread.
-		 * Params:
-		 * _encoder = Encoder.
-		 */
-		alias da_bgfx_encoder_end = void function(bgfx_encoder_t* _encoder);
-		da_bgfx_encoder_end bgfx_encoder_end;
-		
-		/**
-		 * Sets a debug marker. This allows you to group graphics calls together for easy browsing in
-		 * graphics debugging tools.
-		 * Params:
-		 * _marker = Marker string.
-		 */
-		alias da_bgfx_encoder_set_marker = void function(bgfx_encoder_t* _this, const(char)* _marker);
-		da_bgfx_encoder_set_marker bgfx_encoder_set_marker;
-		
-		/**
-		 * Set render states for draw primitive.
-		 * Remarks:
-		 *   1. To set up more complex states use:
-		 *      `BGFX_STATE_ALPHA_REF(_ref)`,
-		 *      `BGFX_STATE_POINT_SIZE(_size)`,
-		 *      `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
-		 *      `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`,
-		 *      `BGFX_STATE_BLEND_EQUATION(_equation)`,
-		 *      `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)`
-		 *   2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend
-		 *      equation is specified.
-		 * Params:
-		 * _state = State flags. Default state for primitive type is
-		 *   triangles. See: `BGFX_STATE_DEFAULT`.
-		 *   - `BGFX_STATE_DEPTH_TEST_*` - Depth test function.
-		 *   - `BGFX_STATE_BLEND_*` - See remark 1 about BGFX_STATE_BLEND_FUNC.
-		 *   - `BGFX_STATE_BLEND_EQUATION_*` - See remark 2.
-		 *   - `BGFX_STATE_CULL_*` - Backface culling mode.
-		 *   - `BGFX_STATE_WRITE_*` - Enable R, G, B, A or Z write.
-		 *   - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing.
-		 *   - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type.
-		 * _rgba = Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and
-		 *   `BGFX_STATE_BLEND_INV_FACTOR` blend modes.
-		 */
-		alias da_bgfx_encoder_set_state = void function(bgfx_encoder_t* _this, ulong _state, uint _rgba);
-		da_bgfx_encoder_set_state bgfx_encoder_set_state;
-		
-		/**
-		 * Set condition for rendering.
-		 * Params:
-		 * _handle = Occlusion query handle.
-		 * _visible = Render if occlusion query is visible.
-		 */
-		alias da_bgfx_encoder_set_condition = void function(bgfx_encoder_t* _this, bgfx_occlusion_query_handle_t _handle, bool _visible);
-		da_bgfx_encoder_set_condition bgfx_encoder_set_condition;
-		
-		/**
-		 * Set stencil test state.
-		 * Params:
-		 * _fstencil = Front stencil state.
-		 * _bstencil = Back stencil state. If back is set to `BGFX_STENCIL_NONE`
-		 * _fstencil is applied to both front and back facing primitives.
-		 */
-		alias da_bgfx_encoder_set_stencil = void function(bgfx_encoder_t* _this, uint _fstencil, uint _bstencil);
-		da_bgfx_encoder_set_stencil bgfx_encoder_set_stencil;
-		
-		/**
-		 * Set scissor for draw primitive.
-		 * Remarks:
-		 *   To scissor for all primitives in view see `bgfx::setViewScissor`.
-		 * Params:
-		 * _x = Position x from the left corner of the window.
-		 * _y = Position y from the top corner of the window.
-		 * _width = Width of view scissor region.
-		 * _height = Height of view scissor region.
-		 */
-		alias da_bgfx_encoder_set_scissor = ushort function(bgfx_encoder_t* _this, ushort _x, ushort _y, ushort _width, ushort _height);
-		da_bgfx_encoder_set_scissor bgfx_encoder_set_scissor;
-		
-		/**
-		 * Set scissor from cache for draw primitive.
-		 * Remarks:
-		 *   To scissor for all primitives in view see `bgfx::setViewScissor`.
-		 * Params:
-		 * _cache = Index in scissor cache.
-		 */
-		alias da_bgfx_encoder_set_scissor_cached = void function(bgfx_encoder_t* _this, ushort _cache);
-		da_bgfx_encoder_set_scissor_cached bgfx_encoder_set_scissor_cached;
-		
-		/**
-		 * Set model matrix for draw primitive. If it is not called,
-		 * the model will be rendered with an identity model matrix.
-		 * Params:
-		 * _mtx = Pointer to first matrix in array.
-		 * _num = Number of matrices in array.
-		 */
-		alias da_bgfx_encoder_set_transform = uint function(bgfx_encoder_t* _this, const(void)* _mtx, ushort _num);
-		da_bgfx_encoder_set_transform bgfx_encoder_set_transform;
-		
-		/**
-		 *  Set model matrix from matrix cache for draw primitive.
-		 * Params:
-		 * _cache = Index in matrix cache.
-		 * _num = Number of matrices from cache.
-		 */
-		alias da_bgfx_encoder_set_transform_cached = void function(bgfx_encoder_t* _this, uint _cache, ushort _num);
-		da_bgfx_encoder_set_transform_cached bgfx_encoder_set_transform_cached;
-		
-		/**
-		 * Reserve matrices in internal matrix cache.
-		 * Attention: Pointer returned can be modified until `bgfx::frame` is called.
-		 * Params:
-		 * _transform = Pointer to `Transform` structure.
-		 * _num = Number of matrices.
-		 */
-		alias da_bgfx_encoder_alloc_transform = uint function(bgfx_encoder_t* _this, bgfx_transform_t* _transform, ushort _num);
-		da_bgfx_encoder_alloc_transform bgfx_encoder_alloc_transform;
-		
-		/**
-		 * Set shader uniform parameter for draw primitive.
-		 * Params:
-		 * _handle = Uniform.
-		 * _value = Pointer to uniform data.
-		 * _num = Number of elements. Passing `UINT16_MAX` will
-		 * use the _num passed on uniform creation.
-		 */
-		alias da_bgfx_encoder_set_uniform = void function(bgfx_encoder_t* _this, bgfx_uniform_handle_t _handle, const(void)* _value, ushort _num);
-		da_bgfx_encoder_set_uniform bgfx_encoder_set_uniform;
-		
-		/**
-		 * Set index buffer for draw primitive.
-		 * Params:
-		 * _handle = Index buffer.
-		 * _firstIndex = First index to render.
-		 * _numIndices = Number of indices to render.
-		 */
-		alias da_bgfx_encoder_set_index_buffer = void function(bgfx_encoder_t* _this, bgfx_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices);
-		da_bgfx_encoder_set_index_buffer bgfx_encoder_set_index_buffer;
-		
-		/**
-		 * Set index buffer for draw primitive.
-		 * Params:
-		 * _handle = Dynamic index buffer.
-		 * _firstIndex = First index to render.
-		 * _numIndices = Number of indices to render.
-		 */
-		alias da_bgfx_encoder_set_dynamic_index_buffer = void function(bgfx_encoder_t* _this, bgfx_dynamic_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices);
-		da_bgfx_encoder_set_dynamic_index_buffer bgfx_encoder_set_dynamic_index_buffer;
-		
-		/**
-		 * Set index buffer for draw primitive.
-		 * Params:
-		 * _tib = Transient index buffer.
-		 * _firstIndex = First index to render.
-		 * _numIndices = Number of indices to render.
-		 */
-		alias da_bgfx_encoder_set_transient_index_buffer = void function(bgfx_encoder_t* _this, const(bgfx_transient_index_buffer_t)* _tib, uint _firstIndex, uint _numIndices);
-		da_bgfx_encoder_set_transient_index_buffer bgfx_encoder_set_transient_index_buffer;
-		
-		/**
-		 * Set vertex buffer for draw primitive.
-		 * Params:
-		 * _stream = Vertex stream.
-		 * _handle = Vertex buffer.
-		 * _startVertex = First vertex to render.
-		 * _numVertices = Number of vertices to render.
-		 */
-		alias da_bgfx_encoder_set_vertex_buffer = void function(bgfx_encoder_t* _this, ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices);
-		da_bgfx_encoder_set_vertex_buffer bgfx_encoder_set_vertex_buffer;
-		
-		/**
-		 * Set vertex buffer for draw primitive.
-		 * Params:
-		 * _stream = Vertex stream.
-		 * _handle = Vertex buffer.
-		 * _startVertex = First vertex to render.
-		 * _numVertices = Number of vertices to render.
-		 * _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
-		 * handle is used, vertex layout used for creation
-		 * of vertex buffer will be used.
-		 */
-		alias da_bgfx_encoder_set_vertex_buffer_with_layout = void function(bgfx_encoder_t* _this, ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
-		da_bgfx_encoder_set_vertex_buffer_with_layout bgfx_encoder_set_vertex_buffer_with_layout;
-		
-		/**
-		 * Set vertex buffer for draw primitive.
-		 * Params:
-		 * _stream = Vertex stream.
-		 * _handle = Dynamic vertex buffer.
-		 * _startVertex = First vertex to render.
-		 * _numVertices = Number of vertices to render.
-		 */
-		alias da_bgfx_encoder_set_dynamic_vertex_buffer = void function(bgfx_encoder_t* _this, ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices);
-		da_bgfx_encoder_set_dynamic_vertex_buffer bgfx_encoder_set_dynamic_vertex_buffer;
-		
-		alias da_bgfx_encoder_set_dynamic_vertex_buffer_with_layout = void function(bgfx_encoder_t* _this, ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
-		da_bgfx_encoder_set_dynamic_vertex_buffer_with_layout bgfx_encoder_set_dynamic_vertex_buffer_with_layout;
-		
-		/**
-		 * Set vertex buffer for draw primitive.
-		 * Params:
-		 * _stream = Vertex stream.
-		 * _tvb = Transient vertex buffer.
-		 * _startVertex = First vertex to render.
-		 * _numVertices = Number of vertices to render.
-		 */
-		alias da_bgfx_encoder_set_transient_vertex_buffer = void function(bgfx_encoder_t* _this, ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices);
-		da_bgfx_encoder_set_transient_vertex_buffer bgfx_encoder_set_transient_vertex_buffer;
-		
-		/**
-		 * Set vertex buffer for draw primitive.
-		 * Params:
-		 * _stream = Vertex stream.
-		 * _tvb = Transient vertex buffer.
-		 * _startVertex = First vertex to render.
-		 * _numVertices = Number of vertices to render.
-		 * _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
-		 * handle is used, vertex layout used for creation
-		 * of vertex buffer will be used.
-		 */
-		alias da_bgfx_encoder_set_transient_vertex_buffer_with_layout = void function(bgfx_encoder_t* _this, ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
-		da_bgfx_encoder_set_transient_vertex_buffer_with_layout bgfx_encoder_set_transient_vertex_buffer_with_layout;
-		
-		/**
-		 * Set number of vertices for auto generated vertices use in conjunction
-		 * with gl_VertexID.
-		 * Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
-		 * Params:
-		 * _numVertices = Number of vertices.
-		 */
-		alias da_bgfx_encoder_set_vertex_count = void function(bgfx_encoder_t* _this, uint _numVertices);
-		da_bgfx_encoder_set_vertex_count bgfx_encoder_set_vertex_count;
-		
-		/**
-		 * Set instance data buffer for draw primitive.
-		 * Params:
-		 * _idb = Transient instance data buffer.
-		 * _start = First instance data.
-		 * _num = Number of data instances.
-		 */
-		alias da_bgfx_encoder_set_instance_data_buffer = void function(bgfx_encoder_t* _this, const(bgfx_instance_data_buffer_t)* _idb, uint _start, uint _num);
-		da_bgfx_encoder_set_instance_data_buffer bgfx_encoder_set_instance_data_buffer;
-		
-		/**
-		 * Set instance data buffer for draw primitive.
-		 * Params:
-		 * _handle = Vertex buffer.
-		 * _startVertex = First instance data.
-		 * _num = Number of data instances.
-		 */
-		alias da_bgfx_encoder_set_instance_data_from_vertex_buffer = void function(bgfx_encoder_t* _this, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
-		da_bgfx_encoder_set_instance_data_from_vertex_buffer bgfx_encoder_set_instance_data_from_vertex_buffer;
-		
-		/**
-		 * Set instance data buffer for draw primitive.
-		 * Params:
-		 * _handle = Dynamic vertex buffer.
-		 * _startVertex = First instance data.
-		 * _num = Number of data instances.
-		 */
-		alias da_bgfx_encoder_set_instance_data_from_dynamic_vertex_buffer = void function(bgfx_encoder_t* _this, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
-		da_bgfx_encoder_set_instance_data_from_dynamic_vertex_buffer bgfx_encoder_set_instance_data_from_dynamic_vertex_buffer;
-		
-		/**
-		 * Set number of instances for auto generated instances use in conjunction
-		 * with gl_InstanceID.
-		 * Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
-		 */
-		alias da_bgfx_encoder_set_instance_count = void function(bgfx_encoder_t* _this, uint _numInstances);
-		da_bgfx_encoder_set_instance_count bgfx_encoder_set_instance_count;
-		
-		/**
-		 * Set texture stage for draw primitive.
-		 * Params:
-		 * _stage = Texture unit.
-		 * _sampler = Program sampler.
-		 * _handle = Texture handle.
-		 * _flags = Texture sampling mode. Default value UINT32_MAX uses
-		 *   texture sampling settings from the texture.
-		 *   - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
-		 *     mode.
-		 *   - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
-		 *     sampling.
-		 */
-		alias da_bgfx_encoder_set_texture = void function(bgfx_encoder_t* _this, ubyte _stage, bgfx_uniform_handle_t _sampler, bgfx_texture_handle_t _handle, uint _flags);
-		da_bgfx_encoder_set_texture bgfx_encoder_set_texture;
-		
-		/**
-		 * Submit an empty primitive for rendering. Uniforms and draw state
-		 * will be applied but no geometry will be submitted. Useful in cases
-		 * when no other draw/compute primitive is submitted to view, but it's
-		 * desired to execute clear view.
-		 * Remarks:
-		 *   These empty draw calls will sort before ordinary draw calls.
-		 * Params:
-		 * _id = View id.
-		 */
-		alias da_bgfx_encoder_touch = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id);
-		da_bgfx_encoder_touch bgfx_encoder_touch;
-		
-		/**
-		 * Submit primitive for rendering.
-		 * Params:
-		 * _id = View id.
-		 * _program = Program.
-		 * _depth = Depth for sorting.
-		 * _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
-		 */
-		alias da_bgfx_encoder_submit = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _depth, ubyte _flags);
-		da_bgfx_encoder_submit bgfx_encoder_submit;
-		
-		/**
-		 * Submit primitive with occlusion query for rendering.
-		 * Params:
-		 * _id = View id.
-		 * _program = Program.
-		 * _occlusionQuery = Occlusion query.
-		 * _depth = Depth for sorting.
-		 * _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
-		 */
-		alias da_bgfx_encoder_submit_occlusion_query = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_occlusion_query_handle_t _occlusionQuery, uint _depth, ubyte _flags);
-		da_bgfx_encoder_submit_occlusion_query bgfx_encoder_submit_occlusion_query;
-		
-		/**
-		 * Submit primitive for rendering with index and instance data info from
-		 * indirect buffer.
-		 * Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT`.
-		 * Params:
-		 * _id = View id.
-		 * _program = Program.
-		 * _indirectHandle = Indirect buffer.
-		 * _start = First element in indirect buffer.
-		 * _num = Number of draws.
-		 * _depth = Depth for sorting.
-		 * _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
-		 */
-		alias da_bgfx_encoder_submit_indirect = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, uint _depth, ubyte _flags);
-		da_bgfx_encoder_submit_indirect bgfx_encoder_submit_indirect;
-		
-		/**
-		 * Submit primitive for rendering with index and instance data info and
-		 * draw count from indirect buffers.
-		 * Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT_COUNT`.
-		 * Params:
-		 * _id = View id.
-		 * _program = Program.
-		 * _indirectHandle = Indirect buffer.
-		 * _start = First element in indirect buffer.
-		 * _numHandle = Buffer for number of draws. Must be
-		 *   created with `BGFX_BUFFER_INDEX32` and `BGFX_BUFFER_DRAW_INDIRECT`.
-		 * _numIndex = Element in number buffer.
-		 * _numMax = Max number of draws.
-		 * _depth = Depth for sorting.
-		 * _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
-		 */
-		alias da_bgfx_encoder_submit_indirect_count = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, bgfx_index_buffer_handle_t _numHandle, uint _numIndex, ushort _numMax, uint _depth, ubyte _flags);
-		da_bgfx_encoder_submit_indirect_count bgfx_encoder_submit_indirect_count;
-		
-		/**
-		 * Set compute index buffer.
-		 * Params:
-		 * _stage = Compute stage.
-		 * _handle = Index buffer handle.
-		 * _access = Buffer access. See `Access::Enum`.
-		 */
-		alias da_bgfx_encoder_set_compute_index_buffer = void function(bgfx_encoder_t* _this, ubyte _stage, bgfx_index_buffer_handle_t _handle, bgfx_access_t _access);
-		da_bgfx_encoder_set_compute_index_buffer bgfx_encoder_set_compute_index_buffer;
-		
-		/**
-		 * Set compute vertex buffer.
-		 * Params:
-		 * _stage = Compute stage.
-		 * _handle = Vertex buffer handle.
-		 * _access = Buffer access. See `Access::Enum`.
-		 */
-		alias da_bgfx_encoder_set_compute_vertex_buffer = void function(bgfx_encoder_t* _this, ubyte _stage, bgfx_vertex_buffer_handle_t _handle, bgfx_access_t _access);
-		da_bgfx_encoder_set_compute_vertex_buffer bgfx_encoder_set_compute_vertex_buffer;
-		
-		/**
-		 * Set compute dynamic index buffer.
-		 * Params:
-		 * _stage = Compute stage.
-		 * _handle = Dynamic index buffer handle.
-		 * _access = Buffer access. See `Access::Enum`.
-		 */
-		alias da_bgfx_encoder_set_compute_dynamic_index_buffer = void function(bgfx_encoder_t* _this, ubyte _stage, bgfx_dynamic_index_buffer_handle_t _handle, bgfx_access_t _access);
-		da_bgfx_encoder_set_compute_dynamic_index_buffer bgfx_encoder_set_compute_dynamic_index_buffer;
-		
-		/**
-		 * Set compute dynamic vertex buffer.
-		 * Params:
-		 * _stage = Compute stage.
-		 * _handle = Dynamic vertex buffer handle.
-		 * _access = Buffer access. See `Access::Enum`.
-		 */
-		alias da_bgfx_encoder_set_compute_dynamic_vertex_buffer = void function(bgfx_encoder_t* _this, ubyte _stage, bgfx_dynamic_vertex_buffer_handle_t _handle, bgfx_access_t _access);
-		da_bgfx_encoder_set_compute_dynamic_vertex_buffer bgfx_encoder_set_compute_dynamic_vertex_buffer;
-		
-		/**
-		 * Set compute indirect buffer.
-		 * Params:
-		 * _stage = Compute stage.
-		 * _handle = Indirect buffer handle.
-		 * _access = Buffer access. See `Access::Enum`.
-		 */
-		alias da_bgfx_encoder_set_compute_indirect_buffer = void function(bgfx_encoder_t* _this, ubyte _stage, bgfx_indirect_buffer_handle_t _handle, bgfx_access_t _access);
-		da_bgfx_encoder_set_compute_indirect_buffer bgfx_encoder_set_compute_indirect_buffer;
-		
-		/**
-		 * Set compute image from texture.
-		 * Params:
-		 * _stage = Compute stage.
-		 * _handle = Texture handle.
-		 * _mip = Mip level.
-		 * _access = Image access. See `Access::Enum`.
-		 * _format = Texture format. See: `TextureFormat::Enum`.
-		 */
-		alias da_bgfx_encoder_set_image = void function(bgfx_encoder_t* _this, ubyte _stage, bgfx_texture_handle_t _handle, ubyte _mip, bgfx_access_t _access, bgfx_texture_format_t _format);
-		da_bgfx_encoder_set_image bgfx_encoder_set_image;
-		
-		/**
-		 * Dispatch compute.
-		 * Params:
-		 * _id = View id.
-		 * _program = Compute program.
-		 * _numX = Number of groups X.
-		 * _numY = Number of groups Y.
-		 * _numZ = Number of groups Z.
-		 * _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
-		 */
-		alias da_bgfx_encoder_dispatch = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _numX, uint _numY, uint _numZ, ubyte _flags);
-		da_bgfx_encoder_dispatch bgfx_encoder_dispatch;
-		
-		/**
-		 * Dispatch compute indirect.
-		 * Params:
-		 * _id = View id.
-		 * _program = Compute program.
-		 * _indirectHandle = Indirect buffer.
-		 * _start = First element in indirect buffer.
-		 * _num = Number of dispatches.
-		 * _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
-		 */
-		alias da_bgfx_encoder_dispatch_indirect = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, ubyte _flags);
-		da_bgfx_encoder_dispatch_indirect bgfx_encoder_dispatch_indirect;
-		
-		/**
-		 * Discard previously set state for draw or compute call.
-		 * Params:
-		 * _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
-		 */
-		alias da_bgfx_encoder_discard = void function(bgfx_encoder_t* _this, ubyte _flags);
-		da_bgfx_encoder_discard bgfx_encoder_discard;
-		
-		/**
-		 * Blit 2D texture region between two 2D textures.
-		 * Attention: Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag.
-		 * Attention: Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`.
-		 * Params:
-		 * _id = View id.
-		 * _dst = Destination texture handle.
-		 * _dstMip = Destination texture mip level.
-		 * _dstX = Destination texture X position.
-		 * _dstY = Destination texture Y position.
-		 * _dstZ = If texture is 2D this argument should be 0. If destination texture is cube
-		 * this argument represents destination texture cube face. For 3D texture this argument
-		 * represents destination texture Z position.
-		 * _src = Source texture handle.
-		 * _srcMip = Source texture mip level.
-		 * _srcX = Source texture X position.
-		 * _srcY = Source texture Y position.
-		 * _srcZ = If texture is 2D this argument should be 0. If source texture is cube
-		 * this argument represents source texture cube face. For 3D texture this argument
-		 * represents source texture Z position.
-		 * _width = Width of region.
-		 * _height = Height of region.
-		 * _depth = If texture is 3D this argument represents depth of region, otherwise it's
-		 * unused.
-		 */
-		alias da_bgfx_encoder_blit = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_texture_handle_t _dst, ubyte _dstMip, ushort _dstX, ushort _dstY, ushort _dstZ, bgfx_texture_handle_t _src, ubyte _srcMip, ushort _srcX, ushort _srcY, ushort _srcZ, ushort _width, ushort _height, ushort _depth);
-		da_bgfx_encoder_blit bgfx_encoder_blit;
-		
-		/**
-		 * Request screen shot of window back buffer.
-		 * Remarks:
-		 *   `bgfx::CallbackI::screenShot` must be implemented.
-		 * Attention: Frame buffer handle must be created with OS' target native window handle.
-		 * Params:
-		 * _handle = Frame buffer handle. If handle is `BGFX_INVALID_HANDLE` request will be
-		 * made for main window back buffer.
-		 * _filePath = Will be passed to `bgfx::CallbackI::screenShot` callback.
-		 */
-		alias da_bgfx_request_screen_shot = void function(bgfx_frame_buffer_handle_t _handle, const(char)* _filePath);
-		da_bgfx_request_screen_shot bgfx_request_screen_shot;
-		
-		/**
-		 * Render frame.
-		 * Attention: `bgfx::renderFrame` is blocking call. It waits for
-		 *   `bgfx::frame` to be called from API thread to process frame.
-		 *   If timeout value is passed call will timeout and return even
-		 *   if `bgfx::frame` is not called.
-		 * Warning: This call should be only used on platforms that don't
-		 *   allow creating separate rendering thread. If it is called before
-		 *   to bgfx::init, render thread won't be created by bgfx::init call.
-		 * Params:
-		 * _msecs = Timeout in milliseconds.
-		 */
-		alias da_bgfx_render_frame = bgfx_render_frame_t function(int _msecs);
-		da_bgfx_render_frame bgfx_render_frame;
-		
-		/**
-		 * Set platform data.
-		 * Warning: Must be called before `bgfx::init`.
-		 * Params:
-		 * _data = Platform data.
-		 */
-		alias da_bgfx_set_platform_data = void function(const(bgfx_platform_data_t)* _data);
-		da_bgfx_set_platform_data bgfx_set_platform_data;
-		
-		/**
-		 * Get internal data for interop.
-		 * Attention: It's expected you understand some bgfx internals before you
-		 *   use this call.
-		 * Warning: Must be called only on render thread.
-		 */
-		alias da_bgfx_get_internal_data = const(bgfx_internal_data_t)* function();
-		da_bgfx_get_internal_data bgfx_get_internal_data;
-		
-		/**
-		 * Override internal texture with externally created texture. Previously
-		 * created internal texture will released.
-		 * Attention: It's expected you understand some bgfx internals before you
-		 *   use this call.
-		 * Warning: Must be called only on render thread.
-		 * Params:
-		 * _handle = Texture handle.
-		 * _ptr = Native API pointer to texture.
-		 */
-		alias da_bgfx_override_internal_texture_ptr = ulong function(bgfx_texture_handle_t _handle, ulong _ptr);
-		da_bgfx_override_internal_texture_ptr bgfx_override_internal_texture_ptr;
-		
-		/**
-		 * Override internal texture by creating new texture. Previously created
-		 * internal texture will released.
-		 * Attention: It's expected you understand some bgfx internals before you
-		 *   use this call.
-		 * Returns: Native API pointer to texture. If result is 0, texture is not created yet from the
-		 *   main thread.
-		 * Warning: Must be called only on render thread.
-		 * Params:
-		 * _handle = Texture handle.
-		 * _width = Width.
-		 * _height = Height.
-		 * _numMips = Number of mip-maps.
-		 * _format = Texture format. See: `TextureFormat::Enum`.
-		 * _flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
-		 * flags. Default texture sampling mode is linear, and wrap mode is repeat.
-		 * - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
-		 *   mode.
-		 * - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
-		 *   sampling.
-		 */
-		alias da_bgfx_override_internal_texture = ulong function(bgfx_texture_handle_t _handle, ushort _width, ushort _height, ubyte _numMips, bgfx_texture_format_t _format, ulong _flags);
-		da_bgfx_override_internal_texture bgfx_override_internal_texture;
-		
-		/**
-		 * Sets a debug marker. This allows you to group graphics calls together for easy browsing in
-		 * graphics debugging tools.
-		 * Params:
-		 * _marker = Marker string.
-		 */
-		alias da_bgfx_set_marker = void function(const(char)* _marker);
-		da_bgfx_set_marker bgfx_set_marker;
-		
-		/**
-		 * Set render states for draw primitive.
-		 * Remarks:
-		 *   1. To set up more complex states use:
-		 *      `BGFX_STATE_ALPHA_REF(_ref)`,
-		 *      `BGFX_STATE_POINT_SIZE(_size)`,
-		 *      `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
-		 *      `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`,
-		 *      `BGFX_STATE_BLEND_EQUATION(_equation)`,
-		 *      `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)`
-		 *   2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend
-		 *      equation is specified.
-		 * Params:
-		 * _state = State flags. Default state for primitive type is
-		 *   triangles. See: `BGFX_STATE_DEFAULT`.
-		 *   - `BGFX_STATE_DEPTH_TEST_*` - Depth test function.
-		 *   - `BGFX_STATE_BLEND_*` - See remark 1 about BGFX_STATE_BLEND_FUNC.
-		 *   - `BGFX_STATE_BLEND_EQUATION_*` - See remark 2.
-		 *   - `BGFX_STATE_CULL_*` - Backface culling mode.
-		 *   - `BGFX_STATE_WRITE_*` - Enable R, G, B, A or Z write.
-		 *   - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing.
-		 *   - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type.
-		 * _rgba = Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and
-		 *   `BGFX_STATE_BLEND_INV_FACTOR` blend modes.
-		 */
-		alias da_bgfx_set_state = void function(ulong _state, uint _rgba);
-		da_bgfx_set_state bgfx_set_state;
-		
-		/**
-		 * Set condition for rendering.
-		 * Params:
-		 * _handle = Occlusion query handle.
-		 * _visible = Render if occlusion query is visible.
-		 */
-		alias da_bgfx_set_condition = void function(bgfx_occlusion_query_handle_t _handle, bool _visible);
-		da_bgfx_set_condition bgfx_set_condition;
-		
-		/**
-		 * Set stencil test state.
-		 * Params:
-		 * _fstencil = Front stencil state.
-		 * _bstencil = Back stencil state. If back is set to `BGFX_STENCIL_NONE`
-		 * _fstencil is applied to both front and back facing primitives.
-		 */
-		alias da_bgfx_set_stencil = void function(uint _fstencil, uint _bstencil);
-		da_bgfx_set_stencil bgfx_set_stencil;
-		
-		/**
-		 * Set scissor for draw primitive.
-		 * Remarks:
-		 *   To scissor for all primitives in view see `bgfx::setViewScissor`.
-		 * Params:
-		 * _x = Position x from the left corner of the window.
-		 * _y = Position y from the top corner of the window.
-		 * _width = Width of view scissor region.
-		 * _height = Height of view scissor region.
-		 */
-		alias da_bgfx_set_scissor = ushort function(ushort _x, ushort _y, ushort _width, ushort _height);
-		da_bgfx_set_scissor bgfx_set_scissor;
-		
-		/**
-		 * Set scissor from cache for draw primitive.
-		 * Remarks:
-		 *   To scissor for all primitives in view see `bgfx::setViewScissor`.
-		 * Params:
-		 * _cache = Index in scissor cache.
-		 */
-		alias da_bgfx_set_scissor_cached = void function(ushort _cache);
-		da_bgfx_set_scissor_cached bgfx_set_scissor_cached;
-		
-		/**
-		 * Set model matrix for draw primitive. If it is not called,
-		 * the model will be rendered with an identity model matrix.
-		 * Params:
-		 * _mtx = Pointer to first matrix in array.
-		 * _num = Number of matrices in array.
-		 */
-		alias da_bgfx_set_transform = uint function(const(void)* _mtx, ushort _num);
-		da_bgfx_set_transform bgfx_set_transform;
-		
-		/**
-		 *  Set model matrix from matrix cache for draw primitive.
-		 * Params:
-		 * _cache = Index in matrix cache.
-		 * _num = Number of matrices from cache.
-		 */
-		alias da_bgfx_set_transform_cached = void function(uint _cache, ushort _num);
-		da_bgfx_set_transform_cached bgfx_set_transform_cached;
-		
-		/**
-		 * Reserve matrices in internal matrix cache.
-		 * Attention: Pointer returned can be modified until `bgfx::frame` is called.
-		 * Params:
-		 * _transform = Pointer to `Transform` structure.
-		 * _num = Number of matrices.
-		 */
-		alias da_bgfx_alloc_transform = uint function(bgfx_transform_t* _transform, ushort _num);
-		da_bgfx_alloc_transform bgfx_alloc_transform;
-		
-		/**
-		 * Set shader uniform parameter for draw primitive.
-		 * Params:
-		 * _handle = Uniform.
-		 * _value = Pointer to uniform data.
-		 * _num = Number of elements. Passing `UINT16_MAX` will
-		 * use the _num passed on uniform creation.
-		 */
-		alias da_bgfx_set_uniform = void function(bgfx_uniform_handle_t _handle, const(void)* _value, ushort _num);
-		da_bgfx_set_uniform bgfx_set_uniform;
-		
-		/**
-		 * Set index buffer for draw primitive.
-		 * Params:
-		 * _handle = Index buffer.
-		 * _firstIndex = First index to render.
-		 * _numIndices = Number of indices to render.
-		 */
-		alias da_bgfx_set_index_buffer = void function(bgfx_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices);
-		da_bgfx_set_index_buffer bgfx_set_index_buffer;
-		
-		/**
-		 * Set index buffer for draw primitive.
-		 * Params:
-		 * _handle = Dynamic index buffer.
-		 * _firstIndex = First index to render.
-		 * _numIndices = Number of indices to render.
-		 */
-		alias da_bgfx_set_dynamic_index_buffer = void function(bgfx_dynamic_index_buffer_handle_t _handle, uint _firstIndex, uint _numIndices);
-		da_bgfx_set_dynamic_index_buffer bgfx_set_dynamic_index_buffer;
-		
-		/**
-		 * Set index buffer for draw primitive.
-		 * Params:
-		 * _tib = Transient index buffer.
-		 * _firstIndex = First index to render.
-		 * _numIndices = Number of indices to render.
-		 */
-		alias da_bgfx_set_transient_index_buffer = void function(const(bgfx_transient_index_buffer_t)* _tib, uint _firstIndex, uint _numIndices);
-		da_bgfx_set_transient_index_buffer bgfx_set_transient_index_buffer;
-		
-		/**
-		 * Set vertex buffer for draw primitive.
-		 * Params:
-		 * _stream = Vertex stream.
-		 * _handle = Vertex buffer.
-		 * _startVertex = First vertex to render.
-		 * _numVertices = Number of vertices to render.
-		 */
-		alias da_bgfx_set_vertex_buffer = void function(ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices);
-		da_bgfx_set_vertex_buffer bgfx_set_vertex_buffer;
-		
-		/**
-		 * Set vertex buffer for draw primitive.
-		 * Params:
-		 * _stream = Vertex stream.
-		 * _handle = Vertex buffer.
-		 * _startVertex = First vertex to render.
-		 * _numVertices = Number of vertices to render.
-		 * _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
-		 * handle is used, vertex layout used for creation
-		 * of vertex buffer will be used.
-		 */
-		alias da_bgfx_set_vertex_buffer_with_layout = void function(ubyte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
-		da_bgfx_set_vertex_buffer_with_layout bgfx_set_vertex_buffer_with_layout;
-		
-		/**
-		 * Set vertex buffer for draw primitive.
-		 * Params:
-		 * _stream = Vertex stream.
-		 * _handle = Dynamic vertex buffer.
-		 * _startVertex = First vertex to render.
-		 * _numVertices = Number of vertices to render.
-		 */
-		alias da_bgfx_set_dynamic_vertex_buffer = void function(ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices);
-		da_bgfx_set_dynamic_vertex_buffer bgfx_set_dynamic_vertex_buffer;
-		
-		/**
-		 * Set vertex buffer for draw primitive.
-		 * Params:
-		 * _stream = Vertex stream.
-		 * _handle = Dynamic vertex buffer.
-		 * _startVertex = First vertex to render.
-		 * _numVertices = Number of vertices to render.
-		 * _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
-		 * handle is used, vertex layout used for creation
-		 * of vertex buffer will be used.
-		 */
-		alias da_bgfx_set_dynamic_vertex_buffer_with_layout = void function(ubyte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
-		da_bgfx_set_dynamic_vertex_buffer_with_layout bgfx_set_dynamic_vertex_buffer_with_layout;
-		
-		/**
-		 * Set vertex buffer for draw primitive.
-		 * Params:
-		 * _stream = Vertex stream.
-		 * _tvb = Transient vertex buffer.
-		 * _startVertex = First vertex to render.
-		 * _numVertices = Number of vertices to render.
-		 */
-		alias da_bgfx_set_transient_vertex_buffer = void function(ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices);
-		da_bgfx_set_transient_vertex_buffer bgfx_set_transient_vertex_buffer;
-		
-		/**
-		 * Set vertex buffer for draw primitive.
-		 * Params:
-		 * _stream = Vertex stream.
-		 * _tvb = Transient vertex buffer.
-		 * _startVertex = First vertex to render.
-		 * _numVertices = Number of vertices to render.
-		 * _layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
-		 * handle is used, vertex layout used for creation
-		 * of vertex buffer will be used.
-		 */
-		alias da_bgfx_set_transient_vertex_buffer_with_layout = void function(ubyte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
-		da_bgfx_set_transient_vertex_buffer_with_layout bgfx_set_transient_vertex_buffer_with_layout;
-		
-		/**
-		 * Set number of vertices for auto generated vertices use in conjunction
-		 * with gl_VertexID.
-		 * Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
-		 * Params:
-		 * _numVertices = Number of vertices.
-		 */
-		alias da_bgfx_set_vertex_count = void function(uint _numVertices);
-		da_bgfx_set_vertex_count bgfx_set_vertex_count;
-		
-		/**
-		 * Set instance data buffer for draw primitive.
-		 * Params:
-		 * _idb = Transient instance data buffer.
-		 * _start = First instance data.
-		 * _num = Number of data instances.
-		 */
-		alias da_bgfx_set_instance_data_buffer = void function(const(bgfx_instance_data_buffer_t)* _idb, uint _start, uint _num);
-		da_bgfx_set_instance_data_buffer bgfx_set_instance_data_buffer;
-		
-		/**
-		 * Set instance data buffer for draw primitive.
-		 * Params:
-		 * _handle = Vertex buffer.
-		 * _startVertex = First instance data.
-		 * _num = Number of data instances.
-		 */
-		alias da_bgfx_set_instance_data_from_vertex_buffer = void function(bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
-		da_bgfx_set_instance_data_from_vertex_buffer bgfx_set_instance_data_from_vertex_buffer;
-		
-		/**
-		 * Set instance data buffer for draw primitive.
-		 * Params:
-		 * _handle = Dynamic vertex buffer.
-		 * _startVertex = First instance data.
-		 * _num = Number of data instances.
-		 */
-		alias da_bgfx_set_instance_data_from_dynamic_vertex_buffer = void function(bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
-		da_bgfx_set_instance_data_from_dynamic_vertex_buffer bgfx_set_instance_data_from_dynamic_vertex_buffer;
-		
-		/**
-		 * Set number of instances for auto generated instances use in conjunction
-		 * with gl_InstanceID.
-		 * Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
-		 */
-		alias da_bgfx_set_instance_count = void function(uint _numInstances);
-		da_bgfx_set_instance_count bgfx_set_instance_count;
-		
-		/**
-		 * Set texture stage for draw primitive.
-		 * Params:
-		 * _stage = Texture unit.
-		 * _sampler = Program sampler.
-		 * _handle = Texture handle.
-		 * _flags = Texture sampling mode. Default value UINT32_MAX uses
-		 *   texture sampling settings from the texture.
-		 *   - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
-		 *     mode.
-		 *   - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
-		 *     sampling.
-		 */
-		alias da_bgfx_set_texture = void function(ubyte _stage, bgfx_uniform_handle_t _sampler, bgfx_texture_handle_t _handle, uint _flags);
-		da_bgfx_set_texture bgfx_set_texture;
-		
-		/**
-		 * Submit an empty primitive for rendering. Uniforms and draw state
-		 * will be applied but no geometry will be submitted.
-		 * Remarks:
-		 *   These empty draw calls will sort before ordinary draw calls.
-		 * Params:
-		 * _id = View id.
-		 */
-		alias da_bgfx_touch = void function(bgfx_view_id_t _id);
-		da_bgfx_touch bgfx_touch;
-		
-		/**
-		 * Submit primitive for rendering.
-		 * Params:
-		 * _id = View id.
-		 * _program = Program.
-		 * _depth = Depth for sorting.
-		 * _flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
-		 */
-		alias da_bgfx_submit = void function(bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _depth, ubyte _flags);
-		da_bgfx_submit bgfx_submit;
-		
-		/**
-		 * Submit primitive with occlusion query for rendering.
-		 * Params:
-		 * _id = View id.
-		 * _program = Program.
-		 * _occlusionQuery = Occlusion query.
-		 * _depth = Depth for sorting.
-		 * _flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
-		 */
-		alias da_bgfx_submit_occlusion_query = void function(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_occlusion_query_handle_t _occlusionQuery, uint _depth, ubyte _flags);
-		da_bgfx_submit_occlusion_query bgfx_submit_occlusion_query;
-		
-		/**
-		 * Submit primitive for rendering with index and instance data info from
-		 * indirect buffer.
-		 * Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT`.
-		 * Params:
-		 * _id = View id.
-		 * _program = Program.
-		 * _indirectHandle = Indirect buffer.
-		 * _start = First element in indirect buffer.
-		 * _num = Number of draws.
-		 * _depth = Depth for sorting.
-		 * _flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
-		 */
-		alias da_bgfx_submit_indirect = void function(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, uint _depth, ubyte _flags);
-		da_bgfx_submit_indirect bgfx_submit_indirect;
-		
-		/**
-		 * Submit primitive for rendering with index and instance data info and
-		 * draw count from indirect buffers.
-		 * Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT_COUNT`.
-		 * Params:
-		 * _id = View id.
-		 * _program = Program.
-		 * _indirectHandle = Indirect buffer.
-		 * _start = First element in indirect buffer.
-		 * _numHandle = Buffer for number of draws. Must be
-		 *   created with `BGFX_BUFFER_INDEX32` and `BGFX_BUFFER_DRAW_INDIRECT`.
-		 * _numIndex = Element in number buffer.
-		 * _numMax = Max number of draws.
-		 * _depth = Depth for sorting.
-		 * _flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
-		 */
-		alias da_bgfx_submit_indirect_count = void function(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, bgfx_index_buffer_handle_t _numHandle, uint _numIndex, ushort _numMax, uint _depth, ubyte _flags);
-		da_bgfx_submit_indirect_count bgfx_submit_indirect_count;
-		
-		/**
-		 * Set compute index buffer.
-		 * Params:
-		 * _stage = Compute stage.
-		 * _handle = Index buffer handle.
-		 * _access = Buffer access. See `Access::Enum`.
-		 */
-		alias da_bgfx_set_compute_index_buffer = void function(ubyte _stage, bgfx_index_buffer_handle_t _handle, bgfx_access_t _access);
-		da_bgfx_set_compute_index_buffer bgfx_set_compute_index_buffer;
-		
-		/**
-		 * Set compute vertex buffer.
-		 * Params:
-		 * _stage = Compute stage.
-		 * _handle = Vertex buffer handle.
-		 * _access = Buffer access. See `Access::Enum`.
-		 */
-		alias da_bgfx_set_compute_vertex_buffer = void function(ubyte _stage, bgfx_vertex_buffer_handle_t _handle, bgfx_access_t _access);
-		da_bgfx_set_compute_vertex_buffer bgfx_set_compute_vertex_buffer;
-		
-		/**
-		 * Set compute dynamic index buffer.
-		 * Params:
-		 * _stage = Compute stage.
-		 * _handle = Dynamic index buffer handle.
-		 * _access = Buffer access. See `Access::Enum`.
-		 */
-		alias da_bgfx_set_compute_dynamic_index_buffer = void function(ubyte _stage, bgfx_dynamic_index_buffer_handle_t _handle, bgfx_access_t _access);
-		da_bgfx_set_compute_dynamic_index_buffer bgfx_set_compute_dynamic_index_buffer;
-		
-		/**
-		 * Set compute dynamic vertex buffer.
-		 * Params:
-		 * _stage = Compute stage.
-		 * _handle = Dynamic vertex buffer handle.
-		 * _access = Buffer access. See `Access::Enum`.
-		 */
-		alias da_bgfx_set_compute_dynamic_vertex_buffer = void function(ubyte _stage, bgfx_dynamic_vertex_buffer_handle_t _handle, bgfx_access_t _access);
-		da_bgfx_set_compute_dynamic_vertex_buffer bgfx_set_compute_dynamic_vertex_buffer;
-		
-		/**
-		 * Set compute indirect buffer.
-		 * Params:
-		 * _stage = Compute stage.
-		 * _handle = Indirect buffer handle.
-		 * _access = Buffer access. See `Access::Enum`.
-		 */
-		alias da_bgfx_set_compute_indirect_buffer = void function(ubyte _stage, bgfx_indirect_buffer_handle_t _handle, bgfx_access_t _access);
-		da_bgfx_set_compute_indirect_buffer bgfx_set_compute_indirect_buffer;
-		
-		/**
-		 * Set compute image from texture.
-		 * Params:
-		 * _stage = Compute stage.
-		 * _handle = Texture handle.
-		 * _mip = Mip level.
-		 * _access = Image access. See `Access::Enum`.
-		 * _format = Texture format. See: `TextureFormat::Enum`.
-		 */
-		alias da_bgfx_set_image = void function(ubyte _stage, bgfx_texture_handle_t _handle, ubyte _mip, bgfx_access_t _access, bgfx_texture_format_t _format);
-		da_bgfx_set_image bgfx_set_image;
-		
-		/**
-		 * Dispatch compute.
-		 * Params:
-		 * _id = View id.
-		 * _program = Compute program.
-		 * _numX = Number of groups X.
-		 * _numY = Number of groups Y.
-		 * _numZ = Number of groups Z.
-		 * _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
-		 */
-		alias da_bgfx_dispatch = void function(bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _numX, uint _numY, uint _numZ, ubyte _flags);
-		da_bgfx_dispatch bgfx_dispatch;
-		
-		/**
-		 * Dispatch compute indirect.
-		 * Params:
-		 * _id = View id.
-		 * _program = Compute program.
-		 * _indirectHandle = Indirect buffer.
-		 * _start = First element in indirect buffer.
-		 * _num = Number of dispatches.
-		 * _flags = Discard or preserve states. See `BGFX_DISCARD_*`.
-		 */
-		alias da_bgfx_dispatch_indirect = void function(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num, ubyte _flags);
-		da_bgfx_dispatch_indirect bgfx_dispatch_indirect;
-		
-		/**
-		 * Discard previously set state for draw or compute call.
-		 * Params:
-		 * _flags = Draw/compute states to discard.
-		 */
-		alias da_bgfx_discard = void function(ubyte _flags);
-		da_bgfx_discard bgfx_discard;
-		
-		/**
-		 * Blit 2D texture region between two 2D textures.
-		 * Attention: Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag.
-		 * Attention: Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`.
-		 * Params:
-		 * _id = View id.
-		 * _dst = Destination texture handle.
-		 * _dstMip = Destination texture mip level.
-		 * _dstX = Destination texture X position.
-		 * _dstY = Destination texture Y position.
-		 * _dstZ = If texture is 2D this argument should be 0. If destination texture is cube
-		 * this argument represents destination texture cube face. For 3D texture this argument
-		 * represents destination texture Z position.
-		 * _src = Source texture handle.
-		 * _srcMip = Source texture mip level.
-		 * _srcX = Source texture X position.
-		 * _srcY = Source texture Y position.
-		 * _srcZ = If texture is 2D this argument should be 0. If source texture is cube
-		 * this argument represents source texture cube face. For 3D texture this argument
-		 * represents source texture Z position.
-		 * _width = Width of region.
-		 * _height = Height of region.
-		 * _depth = If texture is 3D this argument represents depth of region, otherwise it's
-		 * unused.
-		 */
-		alias da_bgfx_blit = void function(bgfx_view_id_t _id, bgfx_texture_handle_t _dst, ubyte _dstMip, ushort _dstX, ushort _dstY, ushort _dstZ, bgfx_texture_handle_t _src, ubyte _srcMip, ushort _srcX, ushort _srcY, ushort _srcZ, ushort _width, ushort _height, ushort _depth);
-		da_bgfx_blit bgfx_blit;
-		
-	}
-}

+ 3608 - 0
bindings/d/package.d

@@ -0,0 +1,3608 @@
+/+
++ ┌==============================┐
++ │ AUTO GENERATED! DO NOT EDIT! │
++ └==============================┘
++/
+module bgfx;
+
+import bindbc.bgfx.config;
+
+import bindbc.common.types: va_list;
+static import bgfx.fakeenum;
+
+enum uint apiVersion = 121;
+
+alias ViewId = ushort;
+enum invalidHandle(T) = T(ushort.max);
+
+alias ReleaseFn = void function(void* _ptr, void* _userData);
+
+///Memory release callback.
+
+///Color RGB/alpha/depth write. When it's not specified write will be disabled.
+alias StateWrite_ = ulong;
+enum StateWrite: StateWrite_{
+	r     = 0x0000_0000_0000_0001, ///Enable R write.
+	g     = 0x0000_0000_0000_0002, ///Enable G write.
+	b     = 0x0000_0000_0000_0004, ///Enable B write.
+	a     = 0x0000_0000_0000_0008, ///Enable alpha write.
+	z     = 0x0000_0040_0000_0000, ///Enable depth write.
+	rgb   = 0x0000_0000_0000_0007, ///Enable RGB write.
+	mask  = 0x0000_0040_0000_000F, ///Write all channels mask.
+}
+
+///Depth test state. When `BGFX_STATE_DEPTH_` is not specified depth test will be disabled.
+alias StateDepthTest_ = ulong;
+enum StateDepthTest: StateDepthTest_{
+	less      = 0x0000_0000_0000_0010, ///Enable depth test, less.
+	lEqual    = 0x0000_0000_0000_0020, ///Enable depth test, less or equal.
+	equal     = 0x0000_0000_0000_0030, ///Enable depth test, equal.
+	gEqual    = 0x0000_0000_0000_0040, ///Enable depth test, greater or equal.
+	greater   = 0x0000_0000_0000_0050, ///Enable depth test, greater.
+	notEqual  = 0x0000_0000_0000_0060, ///Enable depth test, not equal.
+	never     = 0x0000_0000_0000_0070, ///Enable depth test, never.
+	always    = 0x0000_0000_0000_0080, ///Enable depth test, always.
+	shift     = 4, ///Depth test state bit shift
+	mask      = 0x0000_0000_0000_00F0, ///Depth test state bit mask
+}
+
+/**
+* Use BGFX_STATE_BLEND_FUNC(_src, _dst) or BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)
+* helper macros.
+*/
+alias StateBlend_ = ulong;
+enum StateBlend: StateBlend_{
+	zero         = 0x0000_0000_0000_1000, ///0, 0, 0, 0
+	one          = 0x0000_0000_0000_2000, ///1, 1, 1, 1
+	srcColor     = 0x0000_0000_0000_3000, ///Rs, Gs, Bs, As
+	srcColour    = srcColor,
+	invSrcColor  = 0x0000_0000_0000_4000, ///1-Rs, 1-Gs, 1-Bs, 1-As
+	invSrcColour = invSrcColor,
+	srcAlpha     = 0x0000_0000_0000_5000, ///As, As, As, As
+	invSrcAlpha  = 0x0000_0000_0000_6000, ///1-As, 1-As, 1-As, 1-As
+	dstAlpha     = 0x0000_0000_0000_7000, ///Ad, Ad, Ad, Ad
+	invDstAlpha  = 0x0000_0000_0000_8000, ///1-Ad, 1-Ad, 1-Ad ,1-Ad
+	dstColor     = 0x0000_0000_0000_9000, ///Rd, Gd, Bd, Ad
+	dstColour    = dstColor,
+	invDstColor  = 0x0000_0000_0000_A000, ///1-Rd, 1-Gd, 1-Bd, 1-Ad
+	invDstColour = invDstColor,
+	srcAlphaSat  = 0x0000_0000_0000_B000, ///f, f, f, 1; f = min(As, 1-Ad)
+	factor       = 0x0000_0000_0000_C000, ///Blend factor
+	invFactor    = 0x0000_0000_0000_D000, ///1-Blend factor
+	shift        = 12, ///Blend state bit shift
+	mask         = 0x0000_0000_0FFF_F000, ///Blend state bit mask
+}
+
+/**
+* Use BGFX_STATE_BLEND_EQUATION(_equation) or BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)
+* helper macros.
+*/
+alias StateBlendEquation_ = ulong;
+enum StateBlendEquation: StateBlendEquation_{
+	add     = 0x0000_0000_0000_0000, ///Blend add: src + dst.
+	sub     = 0x0000_0000_1000_0000, ///Blend subtract: src - dst.
+	revSub  = 0x0000_0000_2000_0000, ///Blend reverse subtract: dst - src.
+	min     = 0x0000_0000_3000_0000, ///Blend min: min(src, dst).
+	max     = 0x0000_0000_4000_0000, ///Blend max: max(src, dst).
+	shift   = 28, ///Blend equation bit shift
+	mask    = 0x0000_0003_F000_0000, ///Blend equation bit mask
+}
+
+///Cull state. When `BGFX_STATE_CULL_*` is not specified culling will be disabled.
+alias StateCull_ = ulong;
+enum StateCull: StateCull_{
+	cw     = 0x0000_0010_0000_0000, ///Cull clockwise triangles.
+	ccw    = 0x0000_0020_0000_0000, ///Cull counter-clockwise triangles.
+	shift  = 36, ///Culling mode bit shift
+	mask   = 0x0000_0030_0000_0000, ///Culling mode bit mask
+}
+
+///Alpha reference value.
+alias StateAlphaRef_ = ulong;
+enum StateAlphaRef: StateAlphaRef_{
+	shift  = 40, ///Alpha reference bit shift
+	mask   = 0x0000_FF00_0000_0000, ///Alpha reference bit mask
+}
+StateAlphaRef_ toStateAlphaRef(ulong v){ return (v << StateAlphaRef.shift) & StateAlphaRef.mask; }
+
+alias StatePT_ = ulong;
+enum StatePT: StatePT_{
+	triStrip   = 0x0001_0000_0000_0000, ///Tristrip.
+	lines      = 0x0002_0000_0000_0000, ///Lines.
+	lineStrip  = 0x0003_0000_0000_0000, ///Line strip.
+	points     = 0x0004_0000_0000_0000, ///Points.
+	shift      = 48, ///Primitive type bit shift
+	mask       = 0x0007_0000_0000_0000, ///Primitive type bit mask
+}
+
+///Point size value.
+alias StatePointSize_ = ulong;
+enum StatePointSize: StatePointSize_{
+	shift  = 52, ///Point size bit shift
+	mask   = 0x00F0_0000_0000_0000, ///Point size bit mask
+}
+StatePointSize_ toStatePointSize(ulong v){ return (v << StatePointSize.shift) & StatePointSize.mask; }
+
+/**
+* Enable MSAA write when writing into MSAA frame buffer.
+* This flag is ignored when not writing into MSAA frame buffer.
+*/
+alias State_ = ulong;
+enum State: State_{
+	msaa                  = 0x0100_0000_0000_0000, ///Enable MSAA rasterization.
+	lineAA                = 0x0200_0000_0000_0000, ///Enable line AA rasterization.
+	conservativeRaster    = 0x0400_0000_0000_0000, ///Enable conservative rasterization.
+	none                  = 0x0000_0000_0000_0000, ///No state.
+	frontCCW              = 0x0000_0080_0000_0000, ///Front counter-clockwise (default is clockwise).
+	blendIndependent      = 0x0000_0004_0000_0000, ///Enable blend independent.
+	blendAlphaToCoverage  = 0x0000_0008_0000_0000, ///Enable alpha to coverage.
+/**
+Default state is write to RGB, alpha, and depth with depth test less enabled, with clockwise
+culling and MSAA (when writing into MSAA frame buffer, otherwise this flag is ignored).
+*/
+	default_              = StateWrite.rgb | StateWrite.a | StateWrite.z | StateDepthTest.less | StateCull.cw | State.msaa,
+	mask                  = 0xFFFF_FFFF_FFFF_FFFF, ///State bit mask
+}
+
+///Do not use!
+alias StateReserved_ = ulong;
+enum StateReserved: StateReserved_{
+	shift  = 61,
+	mask   = 0xE000_0000_0000_0000,
+}
+
+///Set stencil ref value.
+alias StencilFuncRef_ = uint;
+enum StencilFuncRef: StencilFuncRef_{
+	shift  = 0,
+	mask   = 0x0000_00FF,
+}
+StencilFuncRef_ toStencilFuncRef(uint v){ return (v << StencilFuncRef.shift) & StencilFuncRef.mask; }
+
+///Set stencil rmask value.
+alias StencilFuncRmask_ = uint;
+enum StencilFuncRmask: StencilFuncRmask_{
+	shift  = 8,
+	mask   = 0x0000_FF00,
+}
+StencilFuncRmask_ toStencilFuncRmask(uint v){ return (v << StencilFuncRmask.shift) & StencilFuncRmask.mask; }
+
+alias Stencil_ = uint;
+enum Stencil: Stencil_{
+	none     = 0x0000_0000,
+	mask     = 0xFFFF_FFFF,
+	default_ = 0x0000_0000,
+}
+
+alias StencilTest_ = uint;
+enum StencilTest: StencilTest_{
+	less      = 0x0001_0000, ///Enable stencil test, less.
+	lEqual    = 0x0002_0000, ///Enable stencil test, less or equal.
+	equal     = 0x0003_0000, ///Enable stencil test, equal.
+	gEqual    = 0x0004_0000, ///Enable stencil test, greater or equal.
+	greater   = 0x0005_0000, ///Enable stencil test, greater.
+	notEqual  = 0x0006_0000, ///Enable stencil test, not equal.
+	never     = 0x0007_0000, ///Enable stencil test, never.
+	always    = 0x0008_0000, ///Enable stencil test, always.
+	shift     = 16, ///Stencil test bit shift
+	mask      = 0x000F_0000, ///Stencil test bit mask
+}
+
+alias StencilOpFailS_ = uint;
+enum StencilOpFailS: StencilOpFailS_{
+	zero     = 0x0000_0000, ///Zero.
+	keep     = 0x0010_0000, ///Keep.
+	replace  = 0x0020_0000, ///Replace.
+	incr     = 0x0030_0000, ///Increment and wrap.
+	incrSat  = 0x0040_0000, ///Increment and clamp.
+	decr     = 0x0050_0000, ///Decrement and wrap.
+	decrSat  = 0x0060_0000, ///Decrement and clamp.
+	invert   = 0x0070_0000, ///Invert.
+	shift    = 20, ///Stencil operation fail bit shift
+	mask     = 0x00F0_0000, ///Stencil operation fail bit mask
+}
+
+alias StencilOpFailZ_ = uint;
+enum StencilOpFailZ: StencilOpFailZ_{
+	zero     = 0x0000_0000, ///Zero.
+	keep     = 0x0100_0000, ///Keep.
+	replace  = 0x0200_0000, ///Replace.
+	incr     = 0x0300_0000, ///Increment and wrap.
+	incrSat  = 0x0400_0000, ///Increment and clamp.
+	decr     = 0x0500_0000, ///Decrement and wrap.
+	decrSat  = 0x0600_0000, ///Decrement and clamp.
+	invert   = 0x0700_0000, ///Invert.
+	shift    = 24, ///Stencil operation depth fail bit shift
+	mask     = 0x0F00_0000, ///Stencil operation depth fail bit mask
+}
+
+alias StencilOpPassZ_ = uint;
+enum StencilOpPassZ: StencilOpPassZ_{
+	zero     = 0x0000_0000, ///Zero.
+	keep     = 0x1000_0000, ///Keep.
+	replace  = 0x2000_0000, ///Replace.
+	incr     = 0x3000_0000, ///Increment and wrap.
+	incrSat  = 0x4000_0000, ///Increment and clamp.
+	decr     = 0x5000_0000, ///Decrement and wrap.
+	decrSat  = 0x6000_0000, ///Decrement and clamp.
+	invert   = 0x7000_0000, ///Invert.
+	shift    = 28, ///Stencil operation depth pass bit shift
+	mask     = 0xF000_0000, ///Stencil operation depth pass bit mask
+}
+
+alias Clear_ = ushort;
+enum Clear: Clear_{
+	none              = 0x0000, ///No clear flags.
+	color             = 0x0001, ///Clear color.
+	colour            = color,
+	depth             = 0x0002, ///Clear depth.
+	stencil           = 0x0004, ///Clear stencil.
+	discardColor0     = 0x0008, ///Discard frame buffer attachment 0.
+	discardColour0    = discardColor0,
+	discardColor1     = 0x0010, ///Discard frame buffer attachment 1.
+	discardColour1    = discardColor1,
+	discardColor2     = 0x0020, ///Discard frame buffer attachment 2.
+	discardColour2    = discardColor2,
+	discardColor3     = 0x0040, ///Discard frame buffer attachment 3.
+	discardColour3    = discardColor3,
+	discardColor4     = 0x0080, ///Discard frame buffer attachment 4.
+	discardColour4    = discardColor4,
+	discardColor5     = 0x0100, ///Discard frame buffer attachment 5.
+	discardColour5    = discardColor5,
+	discardColor6     = 0x0200, ///Discard frame buffer attachment 6.
+	discardColour6    = discardColor6,
+	discardColor7     = 0x0400, ///Discard frame buffer attachment 7.
+	discardColour7    = discardColor7,
+	discardDepth      = 0x0800, ///Discard frame buffer depth attachment.
+	discardStencil    = 0x1000, ///Discard frame buffer stencil attachment.
+	discardColorMask  = 0x07F8,
+	discardColourMask = discardColorMask,
+	discardMask       = 0x1FF8,
+}
+
+/**
+* Rendering state discard. When state is preserved in submit, rendering states can be discarded
+* on a finer grain.
+*/
+alias Discard_ = ubyte;
+enum Discard: Discard_{
+	none           = 0x00, ///Preserve everything.
+	bindings       = 0x01, ///Discard texture sampler and buffer bindings.
+	indexBuffer    = 0x02, ///Discard index buffer.
+	instanceData   = 0x04, ///Discard instance data.
+	state          = 0x08, ///Discard state and uniform bindings.
+	transform      = 0x10, ///Discard transform.
+	vertexStreams  = 0x20, ///Discard vertex streams.
+	all            = 0xFF, ///Discard all states.
+}
+
+alias Debug_ = uint;
+enum Debug: Debug_{
+	none       = 0x0000_0000, ///No debug.
+	wireframe  = 0x0000_0001, ///Enable wireframe for all primitives.
+/**
+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.
+*/
+	ifh        = 0x0000_0002,
+	stats      = 0x0000_0004, ///Enable statistics display.
+	text       = 0x0000_0008, ///Enable debug text display.
+	profiler   = 0x0000_0010, ///Enable profiler. This causes per-view statistics to be collected, available through `bgfx::Stats::ViewStats`. This is unrelated to the profiler functions in `bgfx::CallbackI`.
+}
+
+alias BufferComputeFormat_ = ushort;
+enum BufferComputeFormat: BufferComputeFormat_{
+	_8x1   = 0x0001, ///1 8-bit value
+	_8x2   = 0x0002, ///2 8-bit values
+	_8x4   = 0x0003, ///4 8-bit values
+	_16x1  = 0x0004, ///1 16-bit value
+	_16x2  = 0x0005, ///2 16-bit values
+	_16x4  = 0x0006, ///4 16-bit values
+	_32x1  = 0x0007, ///1 32-bit value
+	_32x2  = 0x0008, ///2 32-bit values
+	_32x4  = 0x0009, ///4 32-bit values
+	shift  = 0,
+	mask   = 0x000F,
+}
+
+alias BufferComputeType_ = ushort;
+enum BufferComputeType: BufferComputeType_{
+	int_   = 0x0010, ///Type `int`.
+	uint_  = 0x0020, ///Type `uint`.
+	float_ = 0x0030, ///Type `float`.
+	shift  = 4,
+	mask   = 0x0030,
+}
+
+alias Buffer_ = ushort;
+enum Buffer: Buffer_{
+	none              = 0x0000,
+	computeRead       = 0x0100, ///Buffer will be read by shader.
+	computeWrite      = 0x0200, ///Buffer will be used for writing.
+	drawIndirect      = 0x0400, ///Buffer will be used for storing draw indirect commands.
+	allowResize       = 0x0800, ///Allow dynamic index/vertex buffer resize during update.
+	index32           = 0x1000, ///Index buffer contains 32-bit indices.
+	computeReadWrite  = 0x0300,
+}
+
+alias Texture_ = ulong;
+enum Texture: Texture_{
+	none          = 0x0000_0000_0000_0000,
+	msaaSample    = 0x0000_0008_0000_0000, ///Texture will be used for MSAA sampling.
+	rt            = 0x0000_0010_0000_0000, ///Render target no MSAA.
+	computeWrite  = 0x0000_1000_0000_0000, ///Texture will be used for compute write.
+	srgb          = 0x0000_2000_0000_0000, ///Sample texture as sRGB.
+	blitDst       = 0x0000_4000_0000_0000, ///Texture will be used as blit destination.
+	readBack      = 0x0000_8000_0000_0000, ///Texture will be used for read back from GPU.
+}
+
+alias TextureRTMSAA_ = ulong;
+enum TextureRTMSAA: TextureRTMSAA_{
+	x2     = 0x0000_0020_0000_0000, ///Render target MSAAx2 mode.
+	x4     = 0x0000_0030_0000_0000, ///Render target MSAAx4 mode.
+	x8     = 0x0000_0040_0000_0000, ///Render target MSAAx8 mode.
+	x16    = 0x0000_0050_0000_0000, ///Render target MSAAx16 mode.
+	shift  = 36,
+	mask   = 0x0000_0070_0000_0000,
+}
+
+alias TextureRT_ = ulong;
+enum TextureRT: TextureRT_{
+	writeOnly  = 0x0000_0080_0000_0000, ///Render target will be used for writing
+	shift      = 36,
+	mask       = 0x0000_00F0_0000_0000,
+}
+
+///Sampler flags.
+alias SamplerU_ = uint;
+enum SamplerU: SamplerU_{
+	mirror  = 0x0000_0001, ///Wrap U mode: Mirror
+	clamp   = 0x0000_0002, ///Wrap U mode: Clamp
+	border  = 0x0000_0003, ///Wrap U mode: Border
+	shift   = 0,
+	mask    = 0x0000_0003,
+}
+
+alias SamplerV_ = uint;
+enum SamplerV: SamplerV_{
+	mirror  = 0x0000_0004, ///Wrap V mode: Mirror
+	clamp   = 0x0000_0008, ///Wrap V mode: Clamp
+	border  = 0x0000_000C, ///Wrap V mode: Border
+	shift   = 2,
+	mask    = 0x0000_000C,
+}
+
+alias SamplerW_ = uint;
+enum SamplerW: SamplerW_{
+	mirror  = 0x0000_0010, ///Wrap W mode: Mirror
+	clamp   = 0x0000_0020, ///Wrap W mode: Clamp
+	border  = 0x0000_0030, ///Wrap W mode: Border
+	shift   = 4,
+	mask    = 0x0000_0030,
+}
+
+alias SamplerMin_ = uint;
+enum SamplerMin: SamplerMin_{
+	point        = 0x0000_0040, ///Min sampling mode: Point
+	anisotropic  = 0x0000_0080, ///Min sampling mode: Anisotropic
+	shift        = 6,
+	mask         = 0x0000_00C0,
+}
+
+alias SamplerMag_ = uint;
+enum SamplerMag: SamplerMag_{
+	point        = 0x0000_0100, ///Mag sampling mode: Point
+	anisotropic  = 0x0000_0200, ///Mag sampling mode: Anisotropic
+	shift        = 8,
+	mask         = 0x0000_0300,
+}
+
+alias SamplerMIP_ = uint;
+enum SamplerMIP: SamplerMIP_{
+	point  = 0x0000_0400, ///Mip sampling mode: Point
+	shift  = 10,
+	mask   = 0x0000_0400,
+}
+
+alias SamplerCompare_ = uint;
+enum SamplerCompare: SamplerCompare_{
+	less      = 0x0001_0000, ///Compare when sampling depth texture: less.
+	lEqual    = 0x0002_0000, ///Compare when sampling depth texture: less or equal.
+	equal     = 0x0003_0000, ///Compare when sampling depth texture: equal.
+	gEqual    = 0x0004_0000, ///Compare when sampling depth texture: greater or equal.
+	greater   = 0x0005_0000, ///Compare when sampling depth texture: greater.
+	notEqual  = 0x0006_0000, ///Compare when sampling depth texture: not equal.
+	never     = 0x0007_0000, ///Compare when sampling depth texture: never.
+	always    = 0x0008_0000, ///Compare when sampling depth texture: always.
+	shift     = 16,
+	mask      = 0x000F_0000,
+}
+
+alias SamplerBorderColor_ = uint;
+enum SamplerBorderColor: SamplerBorderColor_{
+	shift  = 24,
+	mask   = 0x0F00_0000,
+}
+alias SamplerBorderColour = SamplerBorderColor;
+SamplerBorderColor_ toSamplerBorderColor(uint v){ return (v << SamplerBorderColor.shift) & SamplerBorderColor.mask; }
+alias toSamplerBorderColour = toSamplerBorderColor;
+
+alias SamplerReserved_ = uint;
+enum SamplerReserved: SamplerReserved_{
+	shift  = 28,
+	mask   = 0xF000_0000,
+}
+
+alias Sampler_ = uint;
+enum Sampler: Sampler_{
+	none           = 0x0000_0000,
+	sampleStencil  = 0x0010_0000, ///Sample stencil instead of depth.
+	point          = SamplerMin.point | SamplerMag.point | SamplerMIP.point,
+	uvwMirror      = SamplerU.mirror | SamplerV.mirror | SamplerW.mirror,
+	uvwClamp       = SamplerU.clamp | SamplerV.clamp | SamplerW.clamp,
+	uvwBorder      = SamplerU.border | SamplerV.border | SamplerW.border,
+	bitsMask       = SamplerU.mask | SamplerV.mask | SamplerW.mask | SamplerMin.mask | SamplerMag.mask | SamplerMIP.mask | SamplerCompare.mask,
+}
+
+alias ResetMSAA_ = uint;
+enum ResetMSAA: ResetMSAA_{
+	x2     = 0x0000_0010, ///Enable 2x MSAA.
+	x4     = 0x0000_0020, ///Enable 4x MSAA.
+	x8     = 0x0000_0030, ///Enable 8x MSAA.
+	x16    = 0x0000_0040, ///Enable 16x MSAA.
+	shift  = 4,
+	mask   = 0x0000_0070,
+}
+
+alias Reset_ = uint;
+enum Reset: Reset_{
+	none                   = 0x0000_0000, ///No reset flags.
+	fullscreen             = 0x0000_0001, ///Not supported yet.
+	vsync                  = 0x0000_0080, ///Enable V-Sync.
+	maxAnisotropy          = 0x0000_0100, ///Turn on/off max anisotropy.
+	capture                = 0x0000_0200, ///Begin screen capture.
+	flushAfterRender       = 0x0000_2000, ///Flush rendering after submitting to GPU.
+/**
+This flag specifies where flip occurs. Default behaviour is that flip occurs
+before rendering new frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
+*/
+	flipAfterRender        = 0x0000_4000,
+	srgbBackbuffer         = 0x0000_8000, ///Enable sRGB backbuffer.
+	hdr10                  = 0x0001_0000, ///Enable HDR10 rendering.
+	hiDPI                  = 0x0002_0000, ///Enable HiDPI rendering.
+	depthClamp             = 0x0004_0000, ///Enable depth clamp.
+	suspend                = 0x0008_0000, ///Suspend rendering.
+	transparentBackbuffer  = 0x0010_0000, ///Transparent backbuffer. Availability depends on: `BGFX_CAPS_TRANSPARENT_BACKBUFFER`.
+}
+
+alias ResetFullscreen_ = uint;
+enum ResetFullscreen: ResetFullscreen_{
+	shift  = 0,
+	mask   = 0x0000_0001,
+}
+
+alias ResetReserved_ = uint;
+enum ResetReserved: ResetReserved_{
+	shift  = 31, ///Internal bit shift
+	mask   = 0x8000_0000, ///Internal bit mask
+}
+
+alias CapFlags_ = ulong;
+enum CapFlags: CapFlags_{
+	alphaToCoverage         = 0x0000_0000_0000_0001, ///Alpha to coverage is supported.
+	blendIndependent        = 0x0000_0000_0000_0002, ///Blend independent is supported.
+	compute                 = 0x0000_0000_0000_0004, ///Compute shaders are supported.
+	conservativeRaster      = 0x0000_0000_0000_0008, ///Conservative rasterization is supported.
+	drawIndirect            = 0x0000_0000_0000_0010, ///Draw indirect is supported.
+	fragmentDepth           = 0x0000_0000_0000_0020, ///Fragment depth is available in fragment shader.
+	fragmentOrdering        = 0x0000_0000_0000_0040, ///Fragment ordering is available in fragment shader.
+	graphicsDebugger        = 0x0000_0000_0000_0080, ///Graphics debugger is present.
+	hdr10                   = 0x0000_0000_0000_0100, ///HDR10 rendering is supported.
+	hiDPI                   = 0x0000_0000_0000_0200, ///HiDPI rendering is supported.
+	imageRW                 = 0x0000_0000_0000_0400, ///Image Read/Write is supported.
+	index32                 = 0x0000_0000_0000_0800, ///32-bit indices are supported.
+	instancing              = 0x0000_0000_0000_1000, ///Instancing is supported.
+	occlusionQuery          = 0x0000_0000_0000_2000, ///Occlusion query is supported.
+	rendererMultithreaded   = 0x0000_0000_0000_4000, ///Renderer is on separate thread.
+	swapChain               = 0x0000_0000_0000_8000, ///Multiple windows are supported.
+	texture2DArray          = 0x0000_0000_0001_0000, ///2D texture array is supported.
+	texture3D               = 0x0000_0000_0002_0000, ///3D textures are supported.
+	textureBlit             = 0x0000_0000_0004_0000, ///Texture blit is supported.
+	transparentBackbuffer   = 0x0000_0000_0008_0000, ///Transparent back buffer supported.
+	textureCompareReserved  = 0x0000_0000_0010_0000,
+	textureCompareLequal    = 0x0000_0000_0020_0000, ///Texture compare less equal mode is supported.
+	textureCubeArray        = 0x0000_0000_0040_0000, ///Cubemap texture array is supported.
+	textureDirectAccess     = 0x0000_0000_0080_0000, ///CPU direct access to GPU texture memory.
+	textureReadBack         = 0x0000_0000_0100_0000, ///Read-back texture is supported.
+	vertexAttribHalf        = 0x0000_0000_0200_0000, ///Vertex attribute half-float is supported.
+	vertexAttribUint10      = 0x0000_0000_0400_0000, ///Vertex attribute 10_10_10_2 is supported.
+	vertexID                = 0x0000_0000_0800_0000, ///Rendering with VertexID only is supported.
+	viewportLayerArray      = 0x0000_0000_1000_0000, ///Viewport layer is available in vertex shader.
+	drawIndirectCount       = 0x0000_0000_2000_0000, ///Draw indirect with indirect count is supported.
+	textureCompareAll       = 0x0000_0000_0030_0000, ///All texture compare modes are supported.
+}
+
+alias CapsFormat_ = uint;
+enum CapsFormat: CapsFormat_{
+	textureNone             = 0x0000_0000, ///Texture format is not supported.
+	texture2D               = 0x0000_0001, ///Texture format is supported.
+	texture2DSRGB           = 0x0000_0002, ///Texture as sRGB format is supported.
+	texture2DEmulated       = 0x0000_0004, ///Texture format is emulated.
+	texture3D               = 0x0000_0008, ///Texture format is supported.
+	texture3DSRGB           = 0x0000_0010, ///Texture as sRGB format is supported.
+	texture3DEmulated       = 0x0000_0020, ///Texture format is emulated.
+	textureCube             = 0x0000_0040, ///Texture format is supported.
+	textureCubeSRGB         = 0x0000_0080, ///Texture as sRGB format is supported.
+	textureCubeEmulated     = 0x0000_0100, ///Texture format is emulated.
+	textureVertex           = 0x0000_0200, ///Texture format can be used from vertex shader.
+	textureImageRead        = 0x0000_0400, ///Texture format can be used as image and read from.
+	textureImageWrite       = 0x0000_0800, ///Texture format can be used as image and written to.
+	textureFramebuffer      = 0x0000_1000, ///Texture format can be used as frame buffer.
+	textureFramebufferMSAA  = 0x0000_2000, ///Texture format can be used as MSAA frame buffer.
+	textureMSAA             = 0x0000_4000, ///Texture can be sampled as MSAA.
+	textureMIPAutogen       = 0x0000_8000, ///Texture format supports auto-generated mips.
+}
+
+alias Resolve_ = ubyte;
+enum Resolve: Resolve_{
+	none         = 0x00, ///No resolve flags.
+	autoGenMIPs  = 0x01, ///Auto-generate mip maps on resolve.
+}
+
+alias PCIID_ = ushort;
+enum PCIID: PCIID_{
+	none                = 0x0000, ///Autoselect adapter.
+	softwareRasterizer  = 0x0001, ///Software rasterizer.
+	softwareRasteriser  = softwareRasterizer,
+	amd                 = 0x1002, ///AMD adapter.
+	apple               = 0x106B, ///Apple adapter.
+	intel               = 0x8086, ///Intel adapter.
+	nvidia              = 0x10DE, ///nVidia adapter.
+	microsoft           = 0x1414, ///Microsoft adapter.
+	arm                 = 0x13B5, ///ARM adapter.
+}
+
+alias CubeMap_ = ubyte;
+enum CubeMap: CubeMap_{
+	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: bgfx.fakeenum.Fatal.Enum{
+	debugCheck = bgfx.fakeenum.Fatal.Enum.debugCheck,
+	invalidShader = bgfx.fakeenum.Fatal.Enum.invalidShader,
+	unableToInitialize = bgfx.fakeenum.Fatal.Enum.unableToInitialize,
+	unableToInitialise = bgfx.fakeenum.Fatal.Enum.unableToInitialize,
+	unableToCreateTexture = bgfx.fakeenum.Fatal.Enum.unableToCreateTexture,
+	deviceLost = bgfx.fakeenum.Fatal.Enum.deviceLost,
+	count = bgfx.fakeenum.Fatal.Enum.count,
+}
+
+///Renderer backend type enum.
+
+enum RendererType: bgfx.fakeenum.RendererType.Enum{
+	noop = bgfx.fakeenum.RendererType.Enum.noop,
+	agc = bgfx.fakeenum.RendererType.Enum.agc,
+	direct3D9 = bgfx.fakeenum.RendererType.Enum.direct3D9,
+	direct3D11 = bgfx.fakeenum.RendererType.Enum.direct3D11,
+	direct3D12 = bgfx.fakeenum.RendererType.Enum.direct3D12,
+	gnm = bgfx.fakeenum.RendererType.Enum.gnm,
+	metal = bgfx.fakeenum.RendererType.Enum.metal,
+	nvn = bgfx.fakeenum.RendererType.Enum.nvn,
+	openGLES = bgfx.fakeenum.RendererType.Enum.openGLES,
+	openGL = bgfx.fakeenum.RendererType.Enum.openGL,
+	vulkan = bgfx.fakeenum.RendererType.Enum.vulkan,
+	webGPU = bgfx.fakeenum.RendererType.Enum.webGPU,
+	count = bgfx.fakeenum.RendererType.Enum.count,
+}
+
+///Access mode enum.
+
+enum Access: bgfx.fakeenum.Access.Enum{
+	read = bgfx.fakeenum.Access.Enum.read,
+	write = bgfx.fakeenum.Access.Enum.write,
+	readWrite = bgfx.fakeenum.Access.Enum.readWrite,
+	count = bgfx.fakeenum.Access.Enum.count,
+}
+
+///Vertex attribute enum.
+
+enum Attrib: bgfx.fakeenum.Attrib.Enum{
+	position = bgfx.fakeenum.Attrib.Enum.position,
+	normal = bgfx.fakeenum.Attrib.Enum.normal,
+	tangent = bgfx.fakeenum.Attrib.Enum.tangent,
+	bitangent = bgfx.fakeenum.Attrib.Enum.bitangent,
+	color0 = bgfx.fakeenum.Attrib.Enum.color0,
+	colour0 = bgfx.fakeenum.Attrib.Enum.color0,
+	color1 = bgfx.fakeenum.Attrib.Enum.color1,
+	colour1 = bgfx.fakeenum.Attrib.Enum.color1,
+	color2 = bgfx.fakeenum.Attrib.Enum.color2,
+	colour2 = bgfx.fakeenum.Attrib.Enum.color2,
+	color3 = bgfx.fakeenum.Attrib.Enum.color3,
+	colour3 = bgfx.fakeenum.Attrib.Enum.color3,
+	indices = bgfx.fakeenum.Attrib.Enum.indices,
+	weight = bgfx.fakeenum.Attrib.Enum.weight,
+	texCoord0 = bgfx.fakeenum.Attrib.Enum.texCoord0,
+	texCoord1 = bgfx.fakeenum.Attrib.Enum.texCoord1,
+	texCoord2 = bgfx.fakeenum.Attrib.Enum.texCoord2,
+	texCoord3 = bgfx.fakeenum.Attrib.Enum.texCoord3,
+	texCoord4 = bgfx.fakeenum.Attrib.Enum.texCoord4,
+	texCoord5 = bgfx.fakeenum.Attrib.Enum.texCoord5,
+	texCoord6 = bgfx.fakeenum.Attrib.Enum.texCoord6,
+	texCoord7 = bgfx.fakeenum.Attrib.Enum.texCoord7,
+	count = bgfx.fakeenum.Attrib.Enum.count,
+}
+
+///Vertex attribute type enum.
+
+enum AttribType: bgfx.fakeenum.AttribType.Enum{
+	uint8 = bgfx.fakeenum.AttribType.Enum.uint8,
+	uint10 = bgfx.fakeenum.AttribType.Enum.uint10,
+	int16 = bgfx.fakeenum.AttribType.Enum.int16,
+	half = bgfx.fakeenum.AttribType.Enum.half,
+	float_ = bgfx.fakeenum.AttribType.Enum.float_,
+	count = bgfx.fakeenum.AttribType.Enum.count,
+}
+
+/**
+* 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: bgfx.fakeenum.TextureFormat.Enum{
+	bc1 = bgfx.fakeenum.TextureFormat.Enum.bc1,
+	bc2 = bgfx.fakeenum.TextureFormat.Enum.bc2,
+	bc3 = bgfx.fakeenum.TextureFormat.Enum.bc3,
+	bc4 = bgfx.fakeenum.TextureFormat.Enum.bc4,
+	bc5 = bgfx.fakeenum.TextureFormat.Enum.bc5,
+	bc6h = bgfx.fakeenum.TextureFormat.Enum.bc6h,
+	bc7 = bgfx.fakeenum.TextureFormat.Enum.bc7,
+	etc1 = bgfx.fakeenum.TextureFormat.Enum.etc1,
+	etc2 = bgfx.fakeenum.TextureFormat.Enum.etc2,
+	etc2a = bgfx.fakeenum.TextureFormat.Enum.etc2a,
+	etc2a1 = bgfx.fakeenum.TextureFormat.Enum.etc2a1,
+	ptc12 = bgfx.fakeenum.TextureFormat.Enum.ptc12,
+	ptc14 = bgfx.fakeenum.TextureFormat.Enum.ptc14,
+	ptc12a = bgfx.fakeenum.TextureFormat.Enum.ptc12a,
+	ptc14a = bgfx.fakeenum.TextureFormat.Enum.ptc14a,
+	ptc22 = bgfx.fakeenum.TextureFormat.Enum.ptc22,
+	ptc24 = bgfx.fakeenum.TextureFormat.Enum.ptc24,
+	atc = bgfx.fakeenum.TextureFormat.Enum.atc,
+	atce = bgfx.fakeenum.TextureFormat.Enum.atce,
+	atci = bgfx.fakeenum.TextureFormat.Enum.atci,
+	astc4x4 = bgfx.fakeenum.TextureFormat.Enum.astc4x4,
+	astc5x4 = bgfx.fakeenum.TextureFormat.Enum.astc5x4,
+	astc5x5 = bgfx.fakeenum.TextureFormat.Enum.astc5x5,
+	astc6x5 = bgfx.fakeenum.TextureFormat.Enum.astc6x5,
+	astc6x6 = bgfx.fakeenum.TextureFormat.Enum.astc6x6,
+	astc8x5 = bgfx.fakeenum.TextureFormat.Enum.astc8x5,
+	astc8x6 = bgfx.fakeenum.TextureFormat.Enum.astc8x6,
+	astc8x8 = bgfx.fakeenum.TextureFormat.Enum.astc8x8,
+	astc10x5 = bgfx.fakeenum.TextureFormat.Enum.astc10x5,
+	astc10x6 = bgfx.fakeenum.TextureFormat.Enum.astc10x6,
+	astc10x8 = bgfx.fakeenum.TextureFormat.Enum.astc10x8,
+	astc10x10 = bgfx.fakeenum.TextureFormat.Enum.astc10x10,
+	astc12x10 = bgfx.fakeenum.TextureFormat.Enum.astc12x10,
+	astc12x12 = bgfx.fakeenum.TextureFormat.Enum.astc12x12,
+	unknown = bgfx.fakeenum.TextureFormat.Enum.unknown,
+	r1 = bgfx.fakeenum.TextureFormat.Enum.r1,
+	a8 = bgfx.fakeenum.TextureFormat.Enum.a8,
+	r8 = bgfx.fakeenum.TextureFormat.Enum.r8,
+	r8i = bgfx.fakeenum.TextureFormat.Enum.r8i,
+	r8u = bgfx.fakeenum.TextureFormat.Enum.r8u,
+	r8s = bgfx.fakeenum.TextureFormat.Enum.r8s,
+	r16 = bgfx.fakeenum.TextureFormat.Enum.r16,
+	r16i = bgfx.fakeenum.TextureFormat.Enum.r16i,
+	r16u = bgfx.fakeenum.TextureFormat.Enum.r16u,
+	r16f = bgfx.fakeenum.TextureFormat.Enum.r16f,
+	r16s = bgfx.fakeenum.TextureFormat.Enum.r16s,
+	r32i = bgfx.fakeenum.TextureFormat.Enum.r32i,
+	r32u = bgfx.fakeenum.TextureFormat.Enum.r32u,
+	r32f = bgfx.fakeenum.TextureFormat.Enum.r32f,
+	rg8 = bgfx.fakeenum.TextureFormat.Enum.rg8,
+	rg8i = bgfx.fakeenum.TextureFormat.Enum.rg8i,
+	rg8u = bgfx.fakeenum.TextureFormat.Enum.rg8u,
+	rg8s = bgfx.fakeenum.TextureFormat.Enum.rg8s,
+	rg16 = bgfx.fakeenum.TextureFormat.Enum.rg16,
+	rg16i = bgfx.fakeenum.TextureFormat.Enum.rg16i,
+	rg16u = bgfx.fakeenum.TextureFormat.Enum.rg16u,
+	rg16f = bgfx.fakeenum.TextureFormat.Enum.rg16f,
+	rg16s = bgfx.fakeenum.TextureFormat.Enum.rg16s,
+	rg32i = bgfx.fakeenum.TextureFormat.Enum.rg32i,
+	rg32u = bgfx.fakeenum.TextureFormat.Enum.rg32u,
+	rg32f = bgfx.fakeenum.TextureFormat.Enum.rg32f,
+	rgb8 = bgfx.fakeenum.TextureFormat.Enum.rgb8,
+	rgb8i = bgfx.fakeenum.TextureFormat.Enum.rgb8i,
+	rgb8u = bgfx.fakeenum.TextureFormat.Enum.rgb8u,
+	rgb8s = bgfx.fakeenum.TextureFormat.Enum.rgb8s,
+	rgb9e5f = bgfx.fakeenum.TextureFormat.Enum.rgb9e5f,
+	bgra8 = bgfx.fakeenum.TextureFormat.Enum.bgra8,
+	rgba8 = bgfx.fakeenum.TextureFormat.Enum.rgba8,
+	rgba8i = bgfx.fakeenum.TextureFormat.Enum.rgba8i,
+	rgba8u = bgfx.fakeenum.TextureFormat.Enum.rgba8u,
+	rgba8s = bgfx.fakeenum.TextureFormat.Enum.rgba8s,
+	rgba16 = bgfx.fakeenum.TextureFormat.Enum.rgba16,
+	rgba16i = bgfx.fakeenum.TextureFormat.Enum.rgba16i,
+	rgba16u = bgfx.fakeenum.TextureFormat.Enum.rgba16u,
+	rgba16f = bgfx.fakeenum.TextureFormat.Enum.rgba16f,
+	rgba16s = bgfx.fakeenum.TextureFormat.Enum.rgba16s,
+	rgba32i = bgfx.fakeenum.TextureFormat.Enum.rgba32i,
+	rgba32u = bgfx.fakeenum.TextureFormat.Enum.rgba32u,
+	rgba32f = bgfx.fakeenum.TextureFormat.Enum.rgba32f,
+	b5g6r5 = bgfx.fakeenum.TextureFormat.Enum.b5g6r5,
+	r5g6b5 = bgfx.fakeenum.TextureFormat.Enum.r5g6b5,
+	bgra4 = bgfx.fakeenum.TextureFormat.Enum.bgra4,
+	rgba4 = bgfx.fakeenum.TextureFormat.Enum.rgba4,
+	bgr5a1 = bgfx.fakeenum.TextureFormat.Enum.bgr5a1,
+	rgb5a1 = bgfx.fakeenum.TextureFormat.Enum.rgb5a1,
+	rgb10a2 = bgfx.fakeenum.TextureFormat.Enum.rgb10a2,
+	rg11b10f = bgfx.fakeenum.TextureFormat.Enum.rg11b10f,
+	unknownDepth = bgfx.fakeenum.TextureFormat.Enum.unknownDepth,
+	d16 = bgfx.fakeenum.TextureFormat.Enum.d16,
+	d24 = bgfx.fakeenum.TextureFormat.Enum.d24,
+	d24s8 = bgfx.fakeenum.TextureFormat.Enum.d24s8,
+	d32 = bgfx.fakeenum.TextureFormat.Enum.d32,
+	d16f = bgfx.fakeenum.TextureFormat.Enum.d16f,
+	d24f = bgfx.fakeenum.TextureFormat.Enum.d24f,
+	d32f = bgfx.fakeenum.TextureFormat.Enum.d32f,
+	d0s8 = bgfx.fakeenum.TextureFormat.Enum.d0s8,
+	count = bgfx.fakeenum.TextureFormat.Enum.count,
+}
+
+///Uniform type enum.
+
+enum UniformType: bgfx.fakeenum.UniformType.Enum{
+	sampler = bgfx.fakeenum.UniformType.Enum.sampler,
+	end = bgfx.fakeenum.UniformType.Enum.end,
+	vec4 = bgfx.fakeenum.UniformType.Enum.vec4,
+	mat3 = bgfx.fakeenum.UniformType.Enum.mat3,
+	mat4 = bgfx.fakeenum.UniformType.Enum.mat4,
+	count = bgfx.fakeenum.UniformType.Enum.count,
+}
+
+///Backbuffer ratio enum.
+
+enum BackbufferRatio: bgfx.fakeenum.BackbufferRatio.Enum{
+	equal = bgfx.fakeenum.BackbufferRatio.Enum.equal,
+	half = bgfx.fakeenum.BackbufferRatio.Enum.half,
+	quarter = bgfx.fakeenum.BackbufferRatio.Enum.quarter,
+	eighth = bgfx.fakeenum.BackbufferRatio.Enum.eighth,
+	sixteenth = bgfx.fakeenum.BackbufferRatio.Enum.sixteenth,
+	double_ = bgfx.fakeenum.BackbufferRatio.Enum.double_,
+	count = bgfx.fakeenum.BackbufferRatio.Enum.count,
+}
+
+///Occlusion query result.
+
+enum OcclusionQueryResult: bgfx.fakeenum.OcclusionQueryResult.Enum{
+	invisible = bgfx.fakeenum.OcclusionQueryResult.Enum.invisible,
+	visible = bgfx.fakeenum.OcclusionQueryResult.Enum.visible,
+	noResult = bgfx.fakeenum.OcclusionQueryResult.Enum.noResult,
+	count = bgfx.fakeenum.OcclusionQueryResult.Enum.count,
+}
+
+///Primitive topology.
+
+enum Topology: bgfx.fakeenum.Topology.Enum{
+	triList = bgfx.fakeenum.Topology.Enum.triList,
+	triStrip = bgfx.fakeenum.Topology.Enum.triStrip,
+	lineList = bgfx.fakeenum.Topology.Enum.lineList,
+	lineStrip = bgfx.fakeenum.Topology.Enum.lineStrip,
+	pointList = bgfx.fakeenum.Topology.Enum.pointList,
+	count = bgfx.fakeenum.Topology.Enum.count,
+}
+
+///Topology conversion function.
+
+enum TopologyConvert: bgfx.fakeenum.TopologyConvert.Enum{
+	triListFlipWinding = bgfx.fakeenum.TopologyConvert.Enum.triListFlipWinding,
+	triStripFlipWinding = bgfx.fakeenum.TopologyConvert.Enum.triStripFlipWinding,
+	triListToLineList = bgfx.fakeenum.TopologyConvert.Enum.triListToLineList,
+	triStripToTriList = bgfx.fakeenum.TopologyConvert.Enum.triStripToTriList,
+	lineStripToLineList = bgfx.fakeenum.TopologyConvert.Enum.lineStripToLineList,
+	count = bgfx.fakeenum.TopologyConvert.Enum.count,
+}
+
+///Topology sort order.
+
+enum TopologySort: bgfx.fakeenum.TopologySort.Enum{
+	directionFrontToBackMin = bgfx.fakeenum.TopologySort.Enum.directionFrontToBackMin,
+	directionFrontToBackAvg = bgfx.fakeenum.TopologySort.Enum.directionFrontToBackAvg,
+	directionFrontToBackMax = bgfx.fakeenum.TopologySort.Enum.directionFrontToBackMax,
+	directionBackToFrontMin = bgfx.fakeenum.TopologySort.Enum.directionBackToFrontMin,
+	directionBackToFrontAvg = bgfx.fakeenum.TopologySort.Enum.directionBackToFrontAvg,
+	directionBackToFrontMax = bgfx.fakeenum.TopologySort.Enum.directionBackToFrontMax,
+	distanceFrontToBackMin = bgfx.fakeenum.TopologySort.Enum.distanceFrontToBackMin,
+	distanceFrontToBackAvg = bgfx.fakeenum.TopologySort.Enum.distanceFrontToBackAvg,
+	distanceFrontToBackMax = bgfx.fakeenum.TopologySort.Enum.distanceFrontToBackMax,
+	distanceBackToFrontMin = bgfx.fakeenum.TopologySort.Enum.distanceBackToFrontMin,
+	distanceBackToFrontAvg = bgfx.fakeenum.TopologySort.Enum.distanceBackToFrontAvg,
+	distanceBackToFrontMax = bgfx.fakeenum.TopologySort.Enum.distanceBackToFrontMax,
+	count = bgfx.fakeenum.TopologySort.Enum.count,
+}
+
+///View mode sets draw call sort order.
+
+enum ViewMode: bgfx.fakeenum.ViewMode.Enum{
+	default_ = bgfx.fakeenum.ViewMode.Enum.default_,
+	sequential = bgfx.fakeenum.ViewMode.Enum.sequential,
+	depthAscending = bgfx.fakeenum.ViewMode.Enum.depthAscending,
+	depthDescending = bgfx.fakeenum.ViewMode.Enum.depthDescending,
+	count = bgfx.fakeenum.ViewMode.Enum.count,
+}
+
+///Render frame enum.
+
+enum RenderFrame: bgfx.fakeenum.RenderFrame.Enum{
+	noContext = bgfx.fakeenum.RenderFrame.Enum.noContext,
+	render = bgfx.fakeenum.RenderFrame.Enum.render,
+	timeout = bgfx.fakeenum.RenderFrame.Enum.timeout,
+	exiting = bgfx.fakeenum.RenderFrame.Enum.exiting,
+	count = bgfx.fakeenum.RenderFrame.Enum.count,
+}
+
+extern(C++, "bgfx") struct DynamicIndexBufferHandle{
+	ushort idx;
+}
+
+extern(C++, "bgfx") struct DynamicVertexBufferHandle{
+	ushort idx;
+}
+
+extern(C++, "bgfx") struct FrameBufferHandle{
+	ushort idx;
+}
+
+extern(C++, "bgfx") struct IndexBufferHandle{
+	ushort idx;
+}
+
+extern(C++, "bgfx") struct IndirectBufferHandle{
+	ushort idx;
+}
+
+extern(C++, "bgfx") struct OcclusionQueryHandle{
+	ushort idx;
+}
+
+extern(C++, "bgfx") struct ProgramHandle{
+	ushort idx;
+}
+
+extern(C++, "bgfx") struct ShaderHandle{
+	ushort idx;
+}
+
+extern(C++, "bgfx") struct TextureHandle{
+	ushort idx;
+}
+
+extern(C++, "bgfx") struct UniformHandle{
+	ushort idx;
+}
+
+extern(C++, "bgfx") struct VertexBufferHandle{
+	ushort idx;
+}
+
+extern(C++, "bgfx") struct VertexLayoutHandle{
+	ushort idx;
+}
+
+pragma(inline,true) nothrow @nogc pure @safe{
+	StateBlend_ blendFuncSeparate(StateBlend_ srcRGB, StateBlend_ dstRGB, StateBlend_ srcA, StateBlend_ dstA){
+		return (srcRGB | ((dstRGB) << 4)) | ((srcA | (dstA << 4)) << 8);
+	}
+	
+	///Blend equation separate.
+	StateBlendEquation_ blendEquationSeparate(StateBlendEquation_ equationRGB, StateBlendEquation_ equationA){
+		return equationRGB | (equationA << 3);
+	}
+	
+	///Blend function.
+	StateBlend_ blendFunc(StateBlend_ src, StateBlend_ dst){ return blendFuncSeparate(src, dst, src, dst); }
+	
+	///Blend equation.
+	StateBlendEquation_ blendEquation(StateBlendEquation_ equation){ return blendEquationSeparate(equation, equation); }
+	
+	///Utility predefined blend modes.
+	enum StateBlendFunc: StateBlend_{
+		///Additive blending.
+		add = blendFunc(StateBlend.one, StateBlend.one),
+		
+		///Alpha blend.
+		alpha = blendFunc(StateBlend.srcAlpha, StateBlend.invSrcAlpha),
+		
+		///Selects darker color of blend.
+		darken = blendFunc(StateBlend.one, StateBlend.one) | blendEquation(StateBlendEquation.min),
+		
+		///Selects lighter color of blend.
+		lighten = blendFunc(StateBlend.one, StateBlend.one) | blendEquation(StateBlendEquation.max),
+		
+		///Multiplies colors.
+		multiply = blendFunc(StateBlend.dstColor, StateBlend.zero),
+		
+		///Opaque pixels will cover the pixels directly below them without any math or algorithm applied to them.
+		normal = blendFunc(StateBlend.one, StateBlend.invSrcAlpha),
+		
+		///Multiplies the inverse of the blend and base colors.
+		screen = blendFunc(StateBlend.one, StateBlend.invSrcColor),
+		
+		///Decreases the brightness of the base color based on the value of the blend color.
+		linearBurn = blendFunc(StateBlend.dstColor, StateBlend.invDstColor) | blendEquation(StateBlendEquation.sub),
+	}
+	
+	StateBlend_ blendFuncRTx(StateBlend_ src, StateBlend_ dst){
+		return cast(uint)(src >> StateBlend.shift) | (cast(uint)(dst >> StateBlend.shift) << 4);
+	}
+	
+	StateBlend_ blendFuncRTxE(StateBlend_ src, StateBlend_ dst, StateBlendEquation_ equation){
+		return blendFuncRTx(src, dst) | (cast(uint)(equation >> StateBlendEquation.shift) << 8);
+	}
+	
+	StateBlend_ blendFuncRT1(StateBlend_ src, StateBlend_ dst){ return blendFuncRTx(src, dst) <<  0; }
+	StateBlend_ blendFuncRT2(StateBlend_ src, StateBlend_ dst){ return blendFuncRTx(src, dst) << 11; }
+	StateBlend_ blendFuncRT3(StateBlend_ src, StateBlend_ dst){ return blendFuncRTx(src, dst) << 22; }
+	
+	StateBlend_ blendFuncRT1E(StateBlend_ src, StateBlend_ dst, StateBlendEquation_ equation){
+		return blendFuncRTxE(src, dst, equation) <<  0;
+	}
+	StateBlend_ blendFuncRT2E(StateBlend_ src, StateBlend_ dst, StateBlendEquation_ equation){
+		return blendFuncRTxE(src, dst, equation) << 11;
+	}
+	StateBlend_ blendFuncRT3E(StateBlend_ src, StateBlend_ dst, StateBlendEquation_ equation){
+		return blendFuncRTxE(src, dst, equation) << 22;
+	}
+}
+
+/**
+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.
+*/
+extern(C++, "bgfx") struct Encoder{
+	extern(D) mixin(joinFnBinds((){
+		string[][] ret;
+		ret ~= makeFnBinds([
+			/**
+			Sets a debug marker. This allows you to group graphics calls together for easy browsing in
+			graphics debugging tools.
+			Params:
+				marker = Marker string.
+			*/
+			[q{void}, q{setMarker}, q{const(char)* marker}, `C++`],
+			
+			/**
+			Set render states for draw primitive.
+			Remarks:
+			  1. To set up more complex states use:
+			     `BGFX_STATE_ALPHA_REF(_ref)`,
+			     `BGFX_STATE_POINT_SIZE(_size)`,
+			     `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
+			     `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`,
+			     `BGFX_STATE_BLEND_EQUATION(_equation)`,
+			     `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)`
+			  2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend
+			     equation is specified.
+			Params:
+				state = State flags. Default state for primitive type is
+			  triangles. See: `BGFX_STATE_DEFAULT`.
+			  - `BGFX_STATE_DEPTH_TEST_*` - Depth test function.
+			  - `BGFX_STATE_BLEND_*` - See remark 1 about BGFX_STATE_BLEND_FUNC.
+			  - `BGFX_STATE_BLEND_EQUATION_*` - See remark 2.
+			  - `BGFX_STATE_CULL_*` - Backface culling mode.
+			  - `BGFX_STATE_WRITE_*` - Enable R, G, B, A or Z write.
+			  - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing.
+			  - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type.
+				rgba = Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and
+			  `BGFX_STATE_BLEND_INV_FACTOR` blend modes.
+			*/
+			[q{void}, q{setState}, q{ulong state, uint rgba=0}, `C++`],
+			
+			/**
+			Set condition for rendering.
+			Params:
+				handle = Occlusion query handle.
+				visible = Render if occlusion query is visible.
+			*/
+			[q{void}, q{setCondition}, q{OcclusionQueryHandle handle, bool visible}, `C++`],
+			
+			/**
+			Set stencil test state.
+			Params:
+				fstencil = Front stencil state.
+				bstencil = Back stencil state. If back is set to `BGFX_STENCIL_NONE`
+			_fstencil is applied to both front and back facing primitives.
+			*/
+			[q{void}, q{setStencil}, q{uint fstencil, uint bstencil=Stencil.none}, `C++`],
+			
+			/**
+			Set scissor for draw primitive.
+			Remarks:
+			  To scissor for all primitives in view see `bgfx::setViewScissor`.
+			Params:
+				x = Position x from the left corner of the window.
+				y = Position y from the top corner of the window.
+				width = Width of view scissor region.
+				height = Height of view scissor region.
+			*/
+			[q{ushort}, q{setScissor}, q{ushort x, ushort y, ushort width, ushort height}, `C++`],
+			
+			/**
+			Set scissor from cache for draw primitive.
+			Remarks:
+			  To scissor for all primitives in view see `bgfx::setViewScissor`.
+			Params:
+				cache = Index in scissor cache.
+			*/
+			[q{void}, q{setScissor}, q{ushort cache=ushort.max}, `C++`],
+			
+			/**
+			Set model matrix for draw primitive. If it is not called,
+			the model will be rendered with an identity model matrix.
+			Params:
+				mtx = Pointer to first matrix in array.
+				num = Number of matrices in array.
+			*/
+			[q{uint}, q{setTransform}, q{const(void)* mtx, ushort num}, `C++`],
+			
+			/**
+			 Set model matrix from matrix cache for draw primitive.
+			Params:
+				cache = Index in matrix cache.
+				num = Number of matrices from cache.
+			*/
+			[q{void}, q{setTransform}, q{uint cache, ushort num=1}, `C++`],
+			
+			/**
+			Reserve matrices in internal matrix cache.
+			Attention: Pointer returned can be modified until `bgfx::frame` is called.
+			Params:
+				transform = Pointer to `Transform` structure.
+				num = Number of matrices.
+			*/
+			[q{uint}, q{allocTransform}, q{Transform* transform, ushort num}, `C++`],
+			
+			/**
+			Set shader uniform parameter for draw primitive.
+			Params:
+				handle = Uniform.
+				value = Pointer to uniform data.
+				num = Number of elements. Passing `UINT16_MAX` will
+			use the _num passed on uniform creation.
+			*/
+			[q{void}, q{setUniform}, q{UniformHandle handle, const(void)* value, ushort num=1}, `C++`],
+			
+			/**
+			Set index buffer for draw primitive.
+			Params:
+				handle = Index buffer.
+			*/
+			[q{void}, q{setIndexBuffer}, q{IndexBufferHandle handle}, `C++`],
+			
+			/**
+			Set index buffer for draw primitive.
+			Params:
+				handle = Index buffer.
+				firstIndex = First index to render.
+				numIndices = Number of indices to render.
+			*/
+			[q{void}, q{setIndexBuffer}, q{IndexBufferHandle handle, uint firstIndex, uint numIndices}, `C++`],
+			
+			/**
+			Set index buffer for draw primitive.
+			Params:
+				handle = Dynamic index buffer.
+			*/
+			[q{void}, q{setIndexBuffer}, q{DynamicIndexBufferHandle handle}, `C++`],
+			
+			/**
+			Set index buffer for draw primitive.
+			Params:
+				handle = Dynamic index buffer.
+				firstIndex = First index to render.
+				numIndices = Number of indices to render.
+			*/
+			[q{void}, q{setIndexBuffer}, q{DynamicIndexBufferHandle handle, uint firstIndex, uint numIndices}, `C++`],
+			
+			/**
+			Set index buffer for draw primitive.
+			Params:
+				tib = Transient index buffer.
+			*/
+			[q{void}, q{setIndexBuffer}, q{const(TransientIndexBuffer)* tib}, `C++`],
+			
+			/**
+			Set index buffer for draw primitive.
+			Params:
+				tib = Transient index buffer.
+				firstIndex = First index to render.
+				numIndices = Number of indices to render.
+			*/
+			[q{void}, q{setIndexBuffer}, q{const(TransientIndexBuffer)* tib, uint firstIndex, uint numIndices}, `C++`],
+			
+			/**
+			Set vertex buffer for draw primitive.
+			Params:
+				stream = Vertex stream.
+				handle = Vertex buffer.
+			*/
+			[q{void}, q{setVertexBuffer}, q{ubyte stream, VertexBufferHandle handle}, `C++`],
+			
+			/**
+			Set vertex buffer for draw primitive.
+			Params:
+				stream = Vertex stream.
+				handle = Vertex buffer.
+				startVertex = First vertex to render.
+				numVertices = Number of vertices to render.
+				layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
+			handle is used, vertex layout used for creation
+			of vertex buffer will be used.
+			*/
+			[q{void}, q{setVertexBuffer}, q{ubyte stream, VertexBufferHandle handle, uint startVertex, uint numVertices, VertexLayoutHandle layoutHandle=invalidHandle!VertexLayoutHandle}, `C++`],
+			
+			/**
+			Set vertex buffer for draw primitive.
+			Params:
+				stream = Vertex stream.
+				handle = Dynamic vertex buffer.
+			*/
+			[q{void}, q{setVertexBuffer}, q{ubyte stream, DynamicVertexBufferHandle handle}, `C++`],
+			[q{void}, q{setVertexBuffer}, q{ubyte stream, DynamicVertexBufferHandle handle, uint startVertex, uint numVertices, VertexLayoutHandle layoutHandle=invalidHandle!VertexLayoutHandle}, `C++`],
+			
+			/**
+			Set vertex buffer for draw primitive.
+			Params:
+				stream = Vertex stream.
+				tvb = Transient vertex buffer.
+			*/
+			[q{void}, q{setVertexBuffer}, q{ubyte stream, const(TransientVertexBuffer)* tvb}, `C++`],
+			
+			/**
+			Set vertex buffer for draw primitive.
+			Params:
+				stream = Vertex stream.
+				tvb = Transient vertex buffer.
+				startVertex = First vertex to render.
+				numVertices = Number of vertices to render.
+				layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
+			handle is used, vertex layout used for creation
+			of vertex buffer will be used.
+			*/
+			[q{void}, q{setVertexBuffer}, q{ubyte stream, const(TransientVertexBuffer)* tvb, uint startVertex, uint numVertices, VertexLayoutHandle layoutHandle=invalidHandle!VertexLayoutHandle}, `C++`],
+			
+			/**
+			Set number of vertices for auto generated vertices use in conjunction
+			with gl_VertexID.
+			Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
+			Params:
+				numVertices = Number of vertices.
+			*/
+			[q{void}, q{setVertexCount}, q{uint numVertices}, `C++`],
+			
+			/**
+			Set instance data buffer for draw primitive.
+			Params:
+				idb = Transient instance data buffer.
+			*/
+			[q{void}, q{setInstanceDataBuffer}, q{const(InstanceDataBuffer)* idb}, `C++`],
+			
+			/**
+			Set instance data buffer for draw primitive.
+			Params:
+				idb = Transient instance data buffer.
+				start = First instance data.
+				num = Number of data instances.
+			*/
+			[q{void}, q{setInstanceDataBuffer}, q{const(InstanceDataBuffer)* idb, uint start, uint num}, `C++`],
+			
+			/**
+			Set instance data buffer for draw primitive.
+			Params:
+				handle = Vertex buffer.
+				startVertex = First instance data.
+				num = Number of data instances.
+			*/
+			[q{void}, q{setInstanceDataBuffer}, q{VertexBufferHandle handle, uint startVertex, uint num}, `C++`],
+			
+			/**
+			Set instance data buffer for draw primitive.
+			Params:
+				handle = Dynamic vertex buffer.
+				startVertex = First instance data.
+				num = Number of data instances.
+			*/
+			[q{void}, q{setInstanceDataBuffer}, q{DynamicVertexBufferHandle handle, uint startVertex, uint num}, `C++`],
+			
+			/**
+			Set number of instances for auto generated instances use in conjunction
+			with gl_InstanceID.
+			Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
+			*/
+			[q{void}, q{setInstanceCount}, q{uint numInstances}, `C++`],
+			
+			/**
+			Set texture stage for draw primitive.
+			Params:
+				stage = Texture unit.
+				sampler = Program sampler.
+				handle = Texture handle.
+				flags = Texture sampling mode. Default value UINT32_MAX uses
+			  texture sampling settings from the texture.
+			  - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
+			    mode.
+			  - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
+			    sampling.
+			*/
+			[q{void}, q{setTexture}, q{ubyte stage, UniformHandle sampler, TextureHandle handle, uint flags=uint.max}, `C++`],
+			
+			/**
+			Submit an empty primitive for rendering. Uniforms and draw state
+			will be applied but no geometry will be submitted. Useful in cases
+			when no other draw/compute primitive is submitted to view, but it's
+			desired to execute clear view.
+			Remarks:
+			  These empty draw calls will sort before ordinary draw calls.
+			Params:
+				id = View id.
+			*/
+			[q{void}, q{touch}, q{ViewId id}, `C++`],
+			
+			/**
+			Submit primitive for rendering.
+			Params:
+				id = View id.
+				program = Program.
+				depth = Depth for sorting.
+				flags = Discard or preserve states. See `BGFX_DISCARD_*`.
+			*/
+			[q{void}, q{submit}, q{ViewId id, ProgramHandle program, uint depth=0, ubyte flags=Discard.all}, `C++`],
+			
+			/**
+			Submit primitive with occlusion query for rendering.
+			Params:
+				id = View id.
+				program = Program.
+				occlusionQuery = Occlusion query.
+				depth = Depth for sorting.
+				flags = Discard or preserve states. See `BGFX_DISCARD_*`.
+			*/
+			[q{void}, q{submit}, q{ViewId id, ProgramHandle program, OcclusionQueryHandle occlusionQuery, uint depth=0, ubyte flags=Discard.all}, `C++`],
+			
+			/**
+			Submit primitive for rendering with index and instance data info from
+			indirect buffer.
+			Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT`.
+			Params:
+				id = View id.
+				program = Program.
+				indirectHandle = Indirect buffer.
+				start = First element in indirect buffer.
+				num = Number of draws.
+				depth = Depth for sorting.
+				flags = Discard or preserve states. See `BGFX_DISCARD_*`.
+			*/
+			[q{void}, q{submit}, q{ViewId id, ProgramHandle program, IndirectBufferHandle indirectHandle, ushort start=0, ushort num=1, uint depth=0, ubyte flags=Discard.all}, `C++`],
+			
+			/**
+			Submit primitive for rendering with index and instance data info and
+			draw count from indirect buffers.
+			Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT_COUNT`.
+			Params:
+				id = View id.
+				program = Program.
+				indirectHandle = Indirect buffer.
+				start = First element in indirect buffer.
+				numHandle = Buffer for number of draws. Must be
+			  created with `BGFX_BUFFER_INDEX32` and `BGFX_BUFFER_DRAW_INDIRECT`.
+				numIndex = Element in number buffer.
+				numMax = Max number of draws.
+				depth = Depth for sorting.
+				flags = Discard or preserve states. See `BGFX_DISCARD_*`.
+			*/
+			[q{void}, q{submit}, q{ViewId id, ProgramHandle program, IndirectBufferHandle indirectHandle, ushort start, IndexBufferHandle numHandle, uint numIndex=0, ushort numMax=ushort.max, uint depth=0, ubyte flags=Discard.all}, `C++`],
+			
+			/**
+			Set compute index buffer.
+			Params:
+				stage = Compute stage.
+				handle = Index buffer handle.
+				access = Buffer access. See `Access::Enum`.
+			*/
+			[q{void}, q{setBuffer}, q{ubyte stage, IndexBufferHandle handle, bgfx.fakeenum.Access.Enum access}, `C++`],
+			
+			/**
+			Set compute vertex buffer.
+			Params:
+				stage = Compute stage.
+				handle = Vertex buffer handle.
+				access = Buffer access. See `Access::Enum`.
+			*/
+			[q{void}, q{setBuffer}, q{ubyte stage, VertexBufferHandle handle, bgfx.fakeenum.Access.Enum access}, `C++`],
+			
+			/**
+			Set compute dynamic index buffer.
+			Params:
+				stage = Compute stage.
+				handle = Dynamic index buffer handle.
+				access = Buffer access. See `Access::Enum`.
+			*/
+			[q{void}, q{setBuffer}, q{ubyte stage, DynamicIndexBufferHandle handle, bgfx.fakeenum.Access.Enum access}, `C++`],
+			
+			/**
+			Set compute dynamic vertex buffer.
+			Params:
+				stage = Compute stage.
+				handle = Dynamic vertex buffer handle.
+				access = Buffer access. See `Access::Enum`.
+			*/
+			[q{void}, q{setBuffer}, q{ubyte stage, DynamicVertexBufferHandle handle, bgfx.fakeenum.Access.Enum access}, `C++`],
+			
+			/**
+			Set compute indirect buffer.
+			Params:
+				stage = Compute stage.
+				handle = Indirect buffer handle.
+				access = Buffer access. See `Access::Enum`.
+			*/
+			[q{void}, q{setBuffer}, q{ubyte stage, IndirectBufferHandle handle, bgfx.fakeenum.Access.Enum access}, `C++`],
+			
+			/**
+			Set compute image from texture.
+			Params:
+				stage = Compute stage.
+				handle = Texture handle.
+				mip = Mip level.
+				access = Image access. See `Access::Enum`.
+				format = Texture format. See: `TextureFormat::Enum`.
+			*/
+			[q{void}, q{setImage}, q{ubyte stage, TextureHandle handle, ubyte mip, bgfx.fakeenum.Access.Enum access, bgfx.fakeenum.TextureFormat.Enum format=TextureFormat.count}, `C++`],
+			
+			/**
+			Dispatch compute.
+			Params:
+				id = View id.
+				program = Compute program.
+				numX = Number of groups X.
+				numY = Number of groups Y.
+				numZ = Number of groups Z.
+				flags = Discard or preserve states. See `BGFX_DISCARD_*`.
+			*/
+			[q{void}, q{dispatch}, q{ViewId id, ProgramHandle program, uint numX=1, uint numY=1, uint numZ=1, ubyte flags=Discard.all}, `C++`],
+			
+			/**
+			Dispatch compute indirect.
+			Params:
+				id = View id.
+				program = Compute program.
+				indirectHandle = Indirect buffer.
+				start = First element in indirect buffer.
+				num = Number of dispatches.
+				flags = Discard or preserve states. See `BGFX_DISCARD_*`.
+			*/
+			[q{void}, q{dispatch}, q{ViewId id, ProgramHandle program, IndirectBufferHandle indirectHandle, ushort start=0, ushort num=1, ubyte flags=Discard.all}, `C++`],
+			
+			/**
+			Discard previously set state for draw or compute call.
+			Params:
+				flags = Discard or preserve states. See `BGFX_DISCARD_*`.
+			*/
+			[q{void}, q{discard}, q{ubyte flags=Discard.all}, `C++`],
+			
+			/**
+			Blit 2D texture region between two 2D textures.
+			Attention: Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag.
+			Attention: Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`.
+			Params:
+				id = View id.
+				dst = Destination texture handle.
+				dstX = Destination texture X position.
+				dstY = Destination texture Y position.
+				src = Source texture handle.
+				srcX = Source texture X position.
+				srcY = Source texture Y position.
+				width = Width of region.
+				height = Height of region.
+			*/
+			[q{void}, q{blit}, q{ViewId id, TextureHandle dst, ushort dstX, ushort dstY, TextureHandle src, ushort srcX=0, ushort srcY=0, ushort width=ushort.max, ushort height=ushort.max}, `C++`],
+			
+			/**
+			Blit 2D texture region between two 2D textures.
+			Attention: Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag.
+			Attention: Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`.
+			Params:
+				id = View id.
+				dst = Destination texture handle.
+				dstMIP = Destination texture mip level.
+				dstX = Destination texture X position.
+				dstY = Destination texture Y position.
+				dstZ = If texture is 2D this argument should be 0. If destination texture is cube
+			this argument represents destination texture cube face. For 3D texture this argument
+			represents destination texture Z position.
+				src = Source texture handle.
+				srcMIP = Source texture mip level.
+				srcX = Source texture X position.
+				srcY = Source texture Y position.
+				srcZ = If texture is 2D this argument should be 0. If source texture is cube
+			this argument represents source texture cube face. For 3D texture this argument
+			represents source texture Z position.
+				width = Width of region.
+				height = Height of region.
+				depth = If texture is 3D this argument represents depth of region, otherwise it's
+			unused.
+			*/
+			[q{void}, q{blit}, q{ViewId id, TextureHandle dst, ubyte dstMIP, ushort dstX, ushort dstY, ushort dstZ, TextureHandle src, ubyte srcMIP=0, ushort srcX=0, ushort srcY=0, ushort srcZ=0, ushort width=ushort.max, ushort height=ushort.max, ushort depth=ushort.max}, `C++`],
+		], true);
+		return ret;
+	}(), typeof(this).stringof));
+}
+
+///Uniform info.
+extern(C++, "bgfx") struct UniformInfo{
+	char[256] name; ///Uniform name.
+	UniformType type; ///Uniform type.
+	ushort num; ///Number of elements in array.
+}
+
+///Renderer capabilities.
+extern(C++, "bgfx") struct Caps{
+	///GPU info.
+	extern(C++, "bgfx") struct GPU{
+		ushort vendorID; ///Vendor PCI id. See `BGFX_PCI_ID_*`.
+		ushort deviceID; ///Device id.
+	}
+	///Renderer runtime limits.
+	extern(C++, "bgfx") struct Limits{
+		uint maxDrawCalls; ///Maximum number of draw calls.
+		uint maxBlits; ///Maximum number of blit calls.
+		uint maxTextureSize; ///Maximum texture size.
+		uint maxTextureLayers; ///Maximum texture layers.
+		uint maxViews; ///Maximum number of views.
+		uint maxFrameBuffers; ///Maximum number of frame buffer handles.
+		uint maxFBAttachments; ///Maximum number of frame buffer attachments.
+		uint maxPrograms; ///Maximum number of program handles.
+		uint maxShaders; ///Maximum number of shader handles.
+		uint maxTextures; ///Maximum number of texture handles.
+		uint maxTextureSamplers; ///Maximum number of texture samplers.
+		uint maxComputeBindings; ///Maximum number of compute bindings.
+		uint maxVertexLayouts; ///Maximum number of vertex format layouts.
+		uint maxVertexStreams; ///Maximum number of vertex streams.
+		uint maxIndexBuffers; ///Maximum number of index buffer handles.
+		uint maxVertexBuffers; ///Maximum number of vertex buffer handles.
+		uint maxDynamicIndexBuffers; ///Maximum number of dynamic index buffer handles.
+		uint maxDynamicVertexBuffers; ///Maximum number of dynamic vertex buffer handles.
+		uint maxUniforms; ///Maximum number of uniform handles.
+		uint maxOcclusionQueries; ///Maximum number of occlusion query handles.
+		uint maxEncoders; ///Maximum number of encoder threads.
+		uint minResourceCbSize; ///Minimum resource command buffer size.
+		uint transientVbSize; ///Maximum transient vertex buffer size.
+		uint transientIbSize; ///Maximum transient index buffer size.
+	}
+	
+	RendererType rendererType; ///Renderer backend type. See: `bgfx::RendererType`
+	
+	/**
+	Supported functionality.
+	  @attention See `BGFX_CAPS_*` flags at https://bkaradzic.github.io/bgfx/bgfx.html#available-caps
+	*/
+	ulong supported;
+	ushort vendorID; ///Selected GPU vendor PCI id.
+	ushort deviceID; ///Selected GPU device id.
+	bool homogeneousDepth; ///True when NDC depth is in [-1, 1] range, otherwise its [0, 1].
+	bool originBottomLeft; ///True when NDC origin is at bottom left.
+	ubyte numGPUs; ///Number of enumerated GPUs.
+	GPU[4] gpu; ///Enumerated GPUs.
+	Limits limits; ///Renderer runtime limits.
+	
+	/**
+	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_READ` - Texture format can be used as image
+	    and read from.
+	  - `BGFX_CAPS_FORMAT_TEXTURE_IMAGE_WRITE` - Texture format can be used as image
+	    and written to.
+	  - `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.
+	*/
+	ushort[TextureFormat.count] formats;
+}
+
+/**
+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.
+*/
+extern(C++, "bgfx") struct Memory{
+	ubyte* data; ///Pointer to data.
+	uint size; ///Data size.
+}
+
+///Internal data.
+extern(C++, "bgfx") struct InternalData{
+	const(Caps)* caps; ///Renderer capabilities.
+	void* context; ///GL context, or D3D device.
+}
+
+/**
+Renderer statistics data.
+@remarks All time values are high-resolution timestamps, while
+time frequencies define timestamps-per-second for that hardware.
+*/
+extern(C++, "bgfx") struct Stats{
+	long cpuTimeFrame; ///CPU time between two `bgfx::frame` calls.
+	long cpuTimeBegin; ///Render thread CPU submit begin time.
+	long cpuTimeEnd; ///Render thread CPU submit end time.
+	long cpuTimerFreq; ///CPU timer frequency. Timestamps-per-second
+	long gpuTimeBegin; ///GPU frame begin time.
+	long gpuTimeEnd; ///GPU frame end time.
+	long gpuTimerFreq; ///GPU timer frequency.
+	long waitRender; ///Time spent waiting for render backend thread to finish issuing draw commands to underlying graphics API.
+	long waitSubmit; ///Time spent waiting for submit thread to advance to next frame.
+	uint numDraw; ///Number of draw calls submitted.
+	uint numCompute; ///Number of compute calls submitted.
+	uint numBlit; ///Number of blit calls submitted.
+	uint maxGpuLatency; ///GPU driver latency.
+	uint gpuFrameNum; ///Frame which generated gpuTimeBegin, gpuTimeEnd.
+	ushort numDynamicIndexBuffers; ///Number of used dynamic index buffers.
+	ushort numDynamicVertexBuffers; ///Number of used dynamic vertex buffers.
+	ushort numFrameBuffers; ///Number of used frame buffers.
+	ushort numIndexBuffers; ///Number of used index buffers.
+	ushort numOcclusionQueries; ///Number of used occlusion queries.
+	ushort numPrograms; ///Number of used programs.
+	ushort numShaders; ///Number of used shaders.
+	ushort numTextures; ///Number of used textures.
+	ushort numUniforms; ///Number of used uniforms.
+	ushort numVertexBuffers; ///Number of used vertex buffers.
+	ushort numVertexLayouts; ///Number of used vertex layouts.
+	long textureMemoryUsed; ///Estimate of texture memory used.
+	long rtMemoryUsed; ///Estimate of render target memory used.
+	int transientVbUsed; ///Amount of transient vertex buffer used.
+	int transientIbUsed; ///Amount of transient index buffer used.
+	uint[Topology.count] numPrims; ///Number of primitives rendered.
+	long gpuMemoryMax; ///Maximum available GPU memory for application.
+	long gpuMemoryUsed; ///Amount of GPU memory used by the application.
+	ushort width; ///Backbuffer width in pixels.
+	ushort height; ///Backbuffer height in pixels.
+	ushort textWidth; ///Debug text width in characters.
+	ushort textHeight; ///Debug text height in characters.
+	ushort numViews; ///Number of view stats.
+	ViewStats* viewStats; ///Array of View stats.
+	ubyte numEncoders; ///Number of encoders used during frame.
+	EncoderStats* encoderStats; ///Array of encoder stats.
+}
+
+///Backbuffer resolution and reset parameters.
+extern(C++, "bgfx") struct Resolution{
+	TextureFormat format; ///Backbuffer format.
+	uint width; ///Backbuffer width.
+	uint height; ///Backbuffer height.
+	uint reset; ///Reset parameters.
+	ubyte numBackBuffers; ///Number of back buffers.
+	ubyte maxFrameLatency; ///Maximum frame latency.
+	ubyte debugTextScale; ///Scale factor for debug text.
+	extern(D) mixin(joinFnBinds((){
+		string[][] ret;
+		ret ~= makeFnBinds([
+			[q{void}, q{this}, q{}, `C++`],
+		], true);
+		return ret;
+	}(), typeof(this).stringof));
+}
+
+///Transient vertex buffer.
+extern(C++, "bgfx") struct TransientVertexBuffer{
+	ubyte* data; ///Pointer to data.
+	uint size; ///Data size.
+	uint startVertex; ///First vertex.
+	ushort stride; ///Vertex stride.
+	VertexBufferHandle handle; ///Vertex buffer handle.
+	VertexLayoutHandle layoutHandle; ///Vertex layout handle.
+}
+
+///Texture info.
+extern(C++, "bgfx") struct TextureInfo{
+	TextureFormat format; ///Texture format.
+	uint storageSize; ///Total amount of bytes required to store texture.
+	ushort width; ///Texture width.
+	ushort height; ///Texture height.
+	ushort depth; ///Texture depth.
+	ushort numLayers; ///Number of layers in texture array.
+	ubyte numMIPs; ///Number of MIP maps.
+	ubyte bitsPerPixel; ///Format bits per pixel.
+	bool cubeMap; ///Texture is cubemap.
+}
+
+///Transient index buffer.
+extern(C++, "bgfx") struct TransientIndexBuffer{
+	ubyte* data; ///Pointer to data.
+	uint size; ///Data size.
+	uint startIndex; ///First index.
+	IndexBufferHandle handle; ///Index buffer handle.
+	bool isIndex16; ///Index buffer format is 16-bits if true, otherwise it is 32-bit.
+}
+
+///Instance data buffer info.
+extern(C++, "bgfx") struct InstanceDataBuffer{
+	ubyte* data; ///Pointer to data.
+	uint size; ///Data size.
+	uint offset; ///Offset in vertex buffer.
+	uint num; ///Number of instances.
+	ushort stride; ///Vertex buffer stride.
+	VertexBufferHandle handle; ///Vertex buffer object handle.
+}
+
+///Encoder stats.
+extern(C++, "bgfx") struct EncoderStats{
+	long cpuTimeBegin; ///Encoder thread CPU submit begin time.
+	long cpuTimeEnd; ///Encoder thread CPU submit end time.
+}
+
+///View stats.
+extern(C++, "bgfx") struct ViewStats{
+	char[256] name; ///View name.
+	ViewId view; ///View id.
+	long cpuTimeBegin; ///CPU (submit) begin time.
+	long cpuTimeEnd; ///CPU (submit) end time.
+	long gpuTimeBegin; ///GPU begin time.
+	long gpuTimeEnd; ///GPU end time.
+	uint gpuFrameNum; ///Frame which generated gpuTimeBegin, gpuTimeEnd.
+}
+
+///Frame buffer texture attachment info.
+extern(C++, "bgfx") struct Attachment{
+	Access access; ///Attachment access. See `Access::Enum`.
+	TextureHandle handle; ///Render target texture handle.
+	ushort mip; ///Mip level.
+	ushort layer; ///Cubemap side or depth layer/slice to use.
+	ushort numLayers; ///Number of texture layer/slice(s) in array to use.
+	ubyte resolve; ///Resolve flags. See: `BGFX_RESOLVE_*`
+	extern(D) mixin(joinFnBinds((){
+		string[][] ret;
+		ret ~= makeFnBinds([
+			/**
+			Init attachment.
+			Params:
+				handle = Render target texture handle.
+				access = Access. See `Access::Enum`.
+				layer = Cubemap side or depth layer/slice to use.
+				numLayers = Number of texture layer/slice(s) in array to use.
+				mip = Mip level.
+				resolve = Resolve flags. See: `BGFX_RESOLVE_*`
+			*/
+			[q{void}, q{init}, q{TextureHandle handle, bgfx.fakeenum.Access.Enum access=Access.write, ushort layer=0, ushort numLayers=1, ushort mip=0, ubyte resolve=Resolve.autoGenMIPs}, `C++`],
+		], true);
+		return ret;
+	}(), typeof(this).stringof));
+}
+
+///Platform data.
+extern(C++, "bgfx") struct PlatformData{
+	void* ndt; ///Native display type (*nix specific).
+	
+	/**
+	Native window handle. If `NULL`, bgfx will create a headless
+	context/device, provided the rendering API supports it.
+	*/
+	void* nwh;
+	
+	/**
+	GL context, D3D device, or Vulkan device. If `NULL`, bgfx
+	will create context/device.
+	*/
+	void* context;
+	
+	/**
+	GL back-buffer, or D3D render target view. If `NULL` bgfx will
+	create back-buffer color surface.
+	*/
+	void* backBuffer;
+	
+	/**
+	Backbuffer depth/stencil. If `NULL`, bgfx will create a back-buffer
+	depth/stencil surface.
+	*/
+	void* backBufferDS;
+}
+
+///Initialization parameters used by `bgfx::init`.
+extern(C++, "bgfx") struct Init{
+	///Configurable runtime limits parameters.
+	extern(C++, "bgfx") struct Limits{
+		ushort maxEncoders; ///Maximum number of encoder threads.
+		uint minResourceCbSize; ///Minimum resource command buffer size.
+		uint transientVbSize; ///Maximum transient vertex buffer size.
+		uint transientIbSize; ///Maximum transient index buffer size.
+	}
+	
+	/**
+	Select rendering backend. When set to RendererType::Count
+	a default rendering backend will be selected appropriate to the platform.
+	See: `bgfx::RendererType`
+	*/
+	RendererType type;
+	
+	/**
+	Vendor PCI ID. If set to `BGFX_PCI_ID_NONE`, discrete and integrated
+	GPUs will be prioritised.
+	  - `BGFX_PCI_ID_NONE` - Autoselect adapter.
+	  - `BGFX_PCI_ID_SOFTWARE_RASTERIZER` - Software rasterizer.
+	  - `BGFX_PCI_ID_AMD` - AMD adapter.
+	  - `BGFX_PCI_ID_APPLE` - Apple adapter.
+	  - `BGFX_PCI_ID_INTEL` - Intel adapter.
+	  - `BGFX_PCI_ID_NVIDIA` - NVIDIA adapter.
+	  - `BGFX_PCI_ID_MICROSOFT` - Microsoft adapter.
+	*/
+	ushort vendorID;
+	
+	/**
+	Device ID. If set to 0 it will select first device, or device with
+	matching ID.
+	*/
+	ushort deviceID;
+	ulong capabilities; ///Capabilities initialization mask (default: UINT64_MAX).
+	bool debug_; ///Enable device for debugging.
+	bool profile; ///Enable device for profiling.
+	PlatformData platformData; ///Platform data.
+	Resolution resolution; ///Backbuffer resolution and reset parameters. See: `bgfx::Resolution`.
+	Limits limits; ///Configurable runtime limits parameters.
+	
+	/**
+	Provide application specific callback interface.
+	See: `bgfx::CallbackI`
+	*/
+	void* callback;
+	
+	/**
+	Custom allocator. When a custom allocator is not
+	specified, bgfx uses the CRT allocator. Bgfx assumes
+	custom allocator is thread safe.
+	*/
+	void* allocator;
+	extern(D) mixin(joinFnBinds((){
+		string[][] ret;
+		ret ~= makeFnBinds([
+			[q{void}, q{this}, q{}, `C++`],
+		], true);
+		return ret;
+	}(), typeof(this).stringof));
+}
+
+///Vertex layout.
+extern(C++, "bgfx") struct VertexLayout{
+	uint hash; ///Hash.
+	ushort stride; ///Stride.
+	ushort[Attrib.count] offset; ///Attribute offsets.
+	ushort[Attrib.count] attributes; ///Used attributes.
+	extern(D) mixin(joinFnBinds((){
+		string[][] ret;
+		ret ~= makeFnBinds([
+			[q{void}, q{this}, q{}, `C++`],
+			
+			/**
+			Start VertexLayout.
+			Params:
+				rendererType = Renderer backend type. See: `bgfx::RendererType`
+			*/
+			[q{VertexLayout*}, q{begin}, q{bgfx.fakeenum.RendererType.Enum rendererType=RendererType.noop}, `C++`],
+			
+			/**
+			Add attribute to VertexLayout.
+			Remarks: Must be called between begin/end.
+			Params:
+				attrib = Attribute semantics. See: `bgfx::Attrib`
+				num = Number of elements 1, 2, 3 or 4.
+				type = Element type.
+				normalized = When using fixed point AttribType (f.e. Uint8)
+			value will be normalized for vertex shader usage. When normalized
+			is set to true, AttribType::Uint8 value in range 0-255 will be
+			in range 0.0-1.0 in vertex shader.
+				asInt = Packaging rule for vertexPack, vertexUnpack, and
+			vertexConvert for AttribType::Uint8 and AttribType::Int16.
+			Unpacking code must be implemented inside vertex shader.
+			*/
+			[q{VertexLayout*}, q{add}, q{bgfx.fakeenum.Attrib.Enum attrib, ubyte num, bgfx.fakeenum.AttribType.Enum type, bool normalized=false, bool asInt=false}, `C++`],
+			
+			/**
+			Decode attribute.
+			Params:
+				attrib = Attribute semantics. See: `bgfx::Attrib`
+				num = Number of elements.
+				type = Element type.
+				normalized = Attribute is normalized.
+				asInt = Attribute is packed as int.
+			*/
+			[q{void}, q{decode}, q{bgfx.fakeenum.Attrib.Enum attrib, ref ubyte num, ref bgfx.fakeenum.AttribType.Enum type, ref bool normalized, ref bool asInt}, `C++`, q{const}],
+			
+			/**
+			Returns `true` if VertexLayout contains attribute.
+			Params:
+				attrib = Attribute semantics. See: `bgfx::Attrib`
+			*/
+			[q{bool}, q{has}, q{bgfx.fakeenum.Attrib.Enum attrib}, `C++`, q{const}],
+			
+			/**
+			Skip `_num` bytes in vertex stream.
+			Params:
+				num = Number of bytes to skip.
+			*/
+			[q{VertexLayout*}, q{skip}, q{ubyte num}, `C++`],
+			
+			/**
+			End VertexLayout.
+			*/
+			[q{void}, q{end}, q{}, `C++`],
+			
+			/**
+			Returns relative attribute offset from the vertex.
+			Params:
+				attrib = Attribute semantics. See: `bgfx::Attrib`
+			*/
+			[q{ushort}, q{getOffset}, q{bgfx.fakeenum.Attrib.Enum attrib}, `C++`, q{const}],
+			
+			/**
+			Returns vertex stride.
+			*/
+			[q{ushort}, q{getStride}, q{}, `C++`, q{const}],
+			
+			/**
+			Returns size of vertex buffer for number of vertices.
+			Params:
+				num = Number of vertices.
+			*/
+			[q{uint}, q{getSize}, q{uint num}, `C++`, q{const}],
+		], true);
+		return ret;
+	}(), typeof(this).stringof));
+}
+
+///Transform data.
+extern(C++, "bgfx") struct Transform{
+	float* data; ///Pointer to first 4x4 matrix.
+	ushort num; ///Number of matrices.
+}
+
+mixin(joinFnBinds((){
+	string[][] ret;
+	ret ~= makeFnBinds([
+		/**
+		* Pack vertex attribute into vertex stream format.
+		Params:
+			input = Value to be packed into vertex stream.
+			inputNormalized = `true` if input value is already normalized.
+			attr = Attribute to pack.
+			layout = Vertex stream layout.
+			data = Destination vertex stream where data will be packed.
+			index = Vertex index that will be modified.
+		*/
+		[q{void}, q{vertexPack}, q{const(float)* input, bool inputNormalized, bgfx.fakeenum.Attrib.Enum attr, ref const VertexLayout layout, void* data, uint index=0}, `C++, "bgfx"`],
+		
+		/**
+		* Unpack vertex attribute from vertex stream format.
+		Params:
+			output = Result of unpacking.
+			attr = Attribute to unpack.
+			layout = Vertex stream layout.
+			data = Source vertex stream from where data will be unpacked.
+			index = Vertex index that will be unpacked.
+		*/
+		[q{void}, q{vertexUnpack}, q{float* output, bgfx.fakeenum.Attrib.Enum attr, ref const VertexLayout layout, const(void)* data, uint index=0}, `C++, "bgfx"`],
+		
+		/**
+		* Converts vertex stream data from one vertex stream format to another.
+		Params:
+			dstLayout = Destination vertex stream layout.
+			dstData = Destination vertex stream.
+			srcLayout = Source vertex stream layout.
+			srcData = Source vertex stream data.
+			num = Number of vertices to convert from source to destination.
+		*/
+		[q{void}, q{vertexConvert}, q{ref const VertexLayout dstLayout, void* dstData, ref const VertexLayout srcLayout, const(void)* srcData, uint num=1}, `C++, "bgfx"`],
+		
+		/**
+		* Weld vertices.
+		Params:
+			output = Welded vertices remapping table. The size of buffer
+		must be the same as number of vertices.
+			layout = Vertex stream layout.
+			data = Vertex stream.
+			num = Number of vertices in vertex stream.
+			index32 = Set to `true` if input indices are 32-bit.
+			epsilon = Error tolerance for vertex position comparison.
+		*/
+		[q{uint}, q{weldVertices}, q{void* output, ref const VertexLayout layout, const(void)* data, uint num, bool index32, float epsilon=0.001f}, `C++, "bgfx"`],
+		
+		/**
+		* Convert index buffer for use with different primitive topologies.
+		Params:
+			conversion = Conversion type, see `TopologyConvert::Enum`.
+			dst = Destination index buffer. If this argument is NULL
+		function will return number of indices after conversion.
+			dstSize = Destination index buffer in bytes. It must be
+		large enough to contain output indices. If destination size is
+		insufficient index buffer will be truncated.
+			indices = Source indices.
+			numIndices = Number of input indices.
+			index32 = Set to `true` if input indices are 32-bit.
+		*/
+		[q{uint}, q{topologyConvert}, q{bgfx.fakeenum.TopologyConvert.Enum conversion, void* dst, uint dstSize, const(void)* indices, uint numIndices, bool index32}, `C++, "bgfx"`],
+		
+		/**
+		* Sort indices.
+		Params:
+			sort = Sort order, see `TopologySort::Enum`.
+			dst = Destination index buffer.
+			dstSize = Destination index buffer in bytes. It must be
+		large enough to contain output indices. If destination size is
+		insufficient index buffer will be truncated.
+			dir = Direction (vector must be normalized).
+			pos = Position.
+			vertices = Pointer to first vertex represented as
+		float x, y, z. Must contain at least number of vertices
+		referencende by index buffer.
+			stride = Vertex stride.
+			indices = Source indices.
+			numIndices = Number of input indices.
+			index32 = Set to `true` if input indices are 32-bit.
+		*/
+		[q{void}, q{topologySortTriList}, q{bgfx.fakeenum.TopologySort.Enum sort, void* dst, uint dstSize, const(float)* dir, const(float)* pos, const(void)* vertices, uint stride, const(void)* indices, uint numIndices, bool index32}, `C++, "bgfx"`],
+		
+		/**
+		* Returns supported backend API renderers.
+		Params:
+			max = Maximum number of elements in _enum array.
+			enum_ = Array where supported renderers will be written.
+		*/
+		[q{ubyte}, q{getSupportedRenderers}, q{ubyte max=0, bgfx.fakeenum.RendererType.Enum* enum_=null}, `C++, "bgfx"`],
+		
+		/**
+		* Returns name of renderer.
+		Params:
+			type = Renderer backend type. See: `bgfx::RendererType`
+		*/
+		[q{const(char)*}, q{getRendererName}, q{bgfx.fakeenum.RendererType.Enum type}, `C++, "bgfx"`],
+		
+		/**
+		* Initialize the bgfx library.
+		Params:
+			init = Initialization parameters. See: `bgfx::Init` for more info.
+		*/
+		[q{bool}, q{init}, q{ref const Init init}, `C++, "bgfx"`],
+		
+		/**
+		* Shutdown bgfx library.
+		*/
+		[q{void}, q{shutdown}, q{}, `C++, "bgfx"`],
+		
+		/**
+		* Reset graphic settings and back-buffer size.
+		* Attention: This call doesn’t change the window size, it just resizes
+		*   the back-buffer. Your windowing code controls the window size.
+		Params:
+			width = Back-buffer width.
+			height = Back-buffer height.
+			flags = See: `BGFX_RESET_*` for more info.
+		  - `BGFX_RESET_NONE` - No reset flags.
+		  - `BGFX_RESET_FULLSCREEN` - Not supported yet.
+		  - `BGFX_RESET_MSAA_X[2/4/8/16]` - Enable 2, 4, 8 or 16 x MSAA.
+		  - `BGFX_RESET_VSYNC` - Enable V-Sync.
+		  - `BGFX_RESET_MAXANISOTROPY` - Turn on/off max anisotropy.
+		  - `BGFX_RESET_CAPTURE` - Begin screen capture.
+		  - `BGFX_RESET_FLUSH_AFTER_RENDER` - Flush rendering after submitting to GPU.
+		  - `BGFX_RESET_FLIP_AFTER_RENDER` - This flag  specifies where flip
+		    occurs. Default behaviour is that flip occurs before rendering new
+		    frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
+		  - `BGFX_RESET_SRGB_BACKBUFFER` - Enable sRGB back-buffer.
+			format = Texture format. See: `TextureFormat::Enum`.
+		*/
+		[q{void}, q{reset}, q{uint width, uint height, uint flags=Reset.none, bgfx.fakeenum.TextureFormat.Enum format=TextureFormat.count}, `C++, "bgfx"`],
+		
+		/**
+		* Advance to next frame. When using multithreaded renderer, this call
+		* just swaps internal buffers, kicks render thread, and returns. In
+		* singlethreaded renderer this call does frame rendering.
+		Params:
+			capture = Capture frame with graphics debugger.
+		*/
+		[q{uint}, q{frame}, q{bool capture=false}, `C++, "bgfx"`],
+		
+		/**
+		* Returns current renderer backend API type.
+		* Remarks:
+		*   Library must be initialized.
+		*/
+		[q{RendererType}, q{getRendererType}, q{}, `C++, "bgfx"`],
+		
+		/**
+		* Returns renderer capabilities.
+		* Remarks:
+		*   Library must be initialized.
+		*/
+		[q{const(Caps)*}, q{getCaps}, q{}, `C++, "bgfx"`],
+		
+		/**
+		* Returns performance counters.
+		* Attention: Pointer returned is valid until `bgfx::frame` is called.
+		*/
+		[q{const(Stats)*}, q{getStats}, q{}, `C++, "bgfx"`],
+		
+		/**
+		* Allocate buffer to pass to bgfx calls. Data will be freed inside bgfx.
+		Params:
+			size = Size to allocate.
+		*/
+		[q{const(Memory)*}, q{alloc}, q{uint size}, `C++, "bgfx"`],
+		
+		/**
+		* Allocate buffer and copy data into it. Data will be freed inside bgfx.
+		Params:
+			data = Pointer to data to be copied.
+			size = Size of data to be copied.
+		*/
+		[q{const(Memory)*}, q{copy}, q{const(void)* data, uint size}, `C++, "bgfx"`],
+		
+		/**
+		* Make reference to data to pass to bgfx. Unlike `bgfx::alloc`, this call
+		* doesn't allocate memory for data. It just copies the _data pointer. You
+		* can pass `ReleaseFn` function pointer to release this memory after it's
+		* consumed, otherwise you must make sure _data is available for at least 2
+		* `bgfx::frame` calls. `ReleaseFn` function must be able to be called
+		* from any thread.
+		* Attention: Data passed must be available for at least 2 `bgfx::frame` calls.
+		Params:
+			data = Pointer to data.
+			size = Size of data.
+			releaseFn = Callback function to release memory after use.
+			userData = User data to be passed to callback function.
+		*/
+		[q{const(Memory)*}, q{makeRef}, q{const(void)* data, uint size, ReleaseFn releaseFn=null, void* userData=null}, `C++, "bgfx"`],
+		
+		/**
+		* Set debug flags.
+		Params:
+			debug_ = Available flags:
+		  - `BGFX_DEBUG_IFH` - Infinitely fast hardware. When this flag is set
+		    all rendering calls will be skipped. This is useful when profiling
+		    to quickly assess potential bottlenecks between CPU and GPU.
+		  - `BGFX_DEBUG_PROFILER` - Enable profiler.
+		  - `BGFX_DEBUG_STATS` - Display internal statistics.
+		  - `BGFX_DEBUG_TEXT` - Display debug text.
+		  - `BGFX_DEBUG_WIREFRAME` - Wireframe rendering. All rendering
+		    primitives will be rendered as lines.
+		*/
+		[q{void}, q{setDebug}, q{uint debug_}, `C++, "bgfx"`],
+		
+		/**
+		* Clear internal debug text buffer.
+		Params:
+			attr = Background color.
+			small = Default 8x16 or 8x8 font.
+		*/
+		[q{void}, q{dbgTextClear}, q{ubyte attr=0, bool small=false}, `C++, "bgfx"`],
+		
+		/**
+		* Print formatted data to internal debug text character-buffer (VGA-compatible text mode).
+		Params:
+			x = Position x from the left corner of the window.
+			y = Position y from the top corner of the window.
+			attr = Color palette. Where top 4-bits represent index of background, and bottom
+		4-bits represent foreground color from standard VGA text palette (ANSI escape codes).
+			format = `printf` style format.
+		*/
+		[q{void}, q{dbgTextPrintf}, q{ushort x, ushort y, ubyte attr, const(char)* format, ...}, `C++, "bgfx"`],
+		
+		/**
+		* Print formatted data from variable argument list to internal debug text character-buffer (VGA-compatible text mode).
+		Params:
+			x = Position x from the left corner of the window.
+			y = Position y from the top corner of the window.
+			attr = Color palette. Where top 4-bits represent index of background, and bottom
+		4-bits represent foreground color from standard VGA text palette (ANSI escape codes).
+			format = `printf` style format.
+			argList = Variable arguments list for format string.
+		*/
+		[q{void}, q{dbgTextPrintfVargs}, q{ushort x, ushort y, ubyte attr, const(char)* format, va_list argList}, `C++, "bgfx"`],
+		
+		/**
+		* Draw image into internal debug text buffer.
+		Params:
+			x = Position x from the left corner of the window.
+			y = Position y from the top corner of the window.
+			width = Image width.
+			height = Image height.
+			data = Raw image data (character/attribute raw encoding).
+			pitch = Image pitch in bytes.
+		*/
+		[q{void}, q{dbgTextImage}, q{ushort x, ushort y, ushort width, ushort height, const(void)* data, ushort pitch}, `C++, "bgfx"`],
+		
+		/**
+		* Create static index buffer.
+		Params:
+			mem = Index buffer data.
+			flags = Buffer creation flags.
+		  - `BGFX_BUFFER_NONE` - No flags.
+		  - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
+		  - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
+		      is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
+		  - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
+		  - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
+		      data is passed. If this flag is not specified, and more data is passed on update, the buffer
+		      will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
+		      buffers.
+		  - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
+		      index buffers.
+		*/
+		[q{IndexBufferHandle}, q{createIndexBuffer}, q{const(Memory)* mem, ushort flags=Buffer.none}, `C++, "bgfx"`],
+		
+		/**
+		* Set static index buffer debug name.
+		Params:
+			handle = Static index buffer handle.
+			name = Static index buffer name.
+			len = Static index buffer name length (if length is INT32_MAX, it's expected
+		that _name is zero terminated string.
+		*/
+		[q{void}, q{setName}, q{IndexBufferHandle handle, const(char)* name, int len=int.max}, `C++, "bgfx"`],
+		
+		/**
+		* Destroy static index buffer.
+		Params:
+			handle = Static index buffer handle.
+		*/
+		[q{void}, q{destroy}, q{IndexBufferHandle handle}, `C++, "bgfx"`],
+		
+		/**
+		* Create vertex layout.
+		Params:
+			layout = Vertex layout.
+		*/
+		[q{VertexLayoutHandle}, q{createVertexLayout}, q{ref const VertexLayout layout}, `C++, "bgfx"`],
+		
+		/**
+		* Destroy vertex layout.
+		Params:
+			layoutHandle = Vertex layout handle.
+		*/
+		[q{void}, q{destroy}, q{VertexLayoutHandle layoutHandle}, `C++, "bgfx"`],
+		
+		/**
+		* Create static vertex buffer.
+		Params:
+			mem = Vertex buffer data.
+			layout = Vertex layout.
+			flags = Buffer creation flags.
+		 - `BGFX_BUFFER_NONE` - No flags.
+		 - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
+		 - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
+		     is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
+		 - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
+		 - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
+		     data is passed. If this flag is not specified, and more data is passed on update, the buffer
+		     will be trimmed to fit the existing buffer size. This flag has effect only on dynamic buffers.
+		 - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on index buffers.
+		*/
+		[q{VertexBufferHandle}, q{createVertexBuffer}, q{const(Memory)* mem, ref const VertexLayout layout, ushort flags=Buffer.none}, `C++, "bgfx"`],
+		
+		/**
+		* Set static vertex buffer debug name.
+		Params:
+			handle = Static vertex buffer handle.
+			name = Static vertex buffer name.
+			len = Static vertex buffer name length (if length is INT32_MAX, it's expected
+		that _name is zero terminated string.
+		*/
+		[q{void}, q{setName}, q{VertexBufferHandle handle, const(char)* name, int len=int.max}, `C++, "bgfx"`],
+		
+		/**
+		* Destroy static vertex buffer.
+		Params:
+			handle = Static vertex buffer handle.
+		*/
+		[q{void}, q{destroy}, q{VertexBufferHandle handle}, `C++, "bgfx"`],
+		
+		/**
+		* Create empty dynamic index buffer.
+		Params:
+			num = Number of indices.
+			flags = Buffer creation flags.
+		  - `BGFX_BUFFER_NONE` - No flags.
+		  - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
+		  - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
+		      is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
+		  - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
+		  - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
+		      data is passed. If this flag is not specified, and more data is passed on update, the buffer
+		      will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
+		      buffers.
+		  - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
+		      index buffers.
+		*/
+		[q{DynamicIndexBufferHandle}, q{createDynamicIndexBuffer}, q{uint num, ushort flags=Buffer.none}, `C++, "bgfx"`],
+		
+		/**
+		* Create a dynamic index buffer and initialize it.
+		Params:
+			mem = Index buffer data.
+			flags = Buffer creation flags.
+		  - `BGFX_BUFFER_NONE` - No flags.
+		  - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
+		  - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
+		      is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
+		  - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
+		  - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
+		      data is passed. If this flag is not specified, and more data is passed on update, the buffer
+		      will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
+		      buffers.
+		  - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
+		      index buffers.
+		*/
+		[q{DynamicIndexBufferHandle}, q{createDynamicIndexBuffer}, q{const(Memory)* mem, ushort flags=Buffer.none}, `C++, "bgfx"`],
+		
+		/**
+		* Update dynamic index buffer.
+		Params:
+			handle = Dynamic index buffer handle.
+			startIndex = Start index.
+			mem = Index buffer data.
+		*/
+		[q{void}, q{update}, q{DynamicIndexBufferHandle handle, uint startIndex, const(Memory)* mem}, `C++, "bgfx"`],
+		
+		/**
+		* Destroy dynamic index buffer.
+		Params:
+			handle = Dynamic index buffer handle.
+		*/
+		[q{void}, q{destroy}, q{DynamicIndexBufferHandle handle}, `C++, "bgfx"`],
+		
+		/**
+		* Create empty dynamic vertex buffer.
+		Params:
+			num = Number of vertices.
+			layout = Vertex layout.
+			flags = Buffer creation flags.
+		  - `BGFX_BUFFER_NONE` - No flags.
+		  - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
+		  - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
+		      is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
+		  - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
+		  - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
+		      data is passed. If this flag is not specified, and more data is passed on update, the buffer
+		      will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
+		      buffers.
+		  - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
+		      index buffers.
+		*/
+		[q{DynamicVertexBufferHandle}, q{createDynamicVertexBuffer}, q{uint num, ref const VertexLayout layout, ushort flags=Buffer.none}, `C++, "bgfx"`],
+		
+		/**
+		* Create dynamic vertex buffer and initialize it.
+		Params:
+			mem = Vertex buffer data.
+			layout = Vertex layout.
+			flags = Buffer creation flags.
+		  - `BGFX_BUFFER_NONE` - No flags.
+		  - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
+		  - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
+		      is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
+		  - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
+		  - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
+		      data is passed. If this flag is not specified, and more data is passed on update, the buffer
+		      will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
+		      buffers.
+		  - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
+		      index buffers.
+		*/
+		[q{DynamicVertexBufferHandle}, q{createDynamicVertexBuffer}, q{const(Memory)* mem, ref const VertexLayout layout, ushort flags=Buffer.none}, `C++, "bgfx"`],
+		
+		/**
+		* Update dynamic vertex buffer.
+		Params:
+			handle = Dynamic vertex buffer handle.
+			startVertex = Start vertex.
+			mem = Vertex buffer data.
+		*/
+		[q{void}, q{update}, q{DynamicVertexBufferHandle handle, uint startVertex, const(Memory)* mem}, `C++, "bgfx"`],
+		
+		/**
+		* Destroy dynamic vertex buffer.
+		Params:
+			handle = Dynamic vertex buffer handle.
+		*/
+		[q{void}, q{destroy}, q{DynamicVertexBufferHandle handle}, `C++, "bgfx"`],
+		
+		/**
+		* Returns number of requested or maximum available indices.
+		Params:
+			num = Number of required indices.
+			index32 = Set to `true` if input indices will be 32-bit.
+		*/
+		[q{uint}, q{getAvailTransientIndexBuffer}, q{uint num, bool index32=false}, `C++, "bgfx"`],
+		
+		/**
+		* Returns number of requested or maximum available vertices.
+		Params:
+			num = Number of required vertices.
+			layout = Vertex layout.
+		*/
+		[q{uint}, q{getAvailTransientVertexBuffer}, q{uint num, ref const VertexLayout layout}, `C++, "bgfx"`],
+		
+		/**
+		* Returns number of requested or maximum available instance buffer slots.
+		Params:
+			num = Number of required instances.
+			stride = Stride per instance.
+		*/
+		[q{uint}, q{getAvailInstanceDataBuffer}, q{uint num, ushort stride}, `C++, "bgfx"`],
+		
+		/**
+		* Allocate transient index buffer.
+		Params:
+			tib = TransientIndexBuffer structure will be filled, and will be valid
+		for the duration of frame, and can be reused for multiple draw
+		calls.
+			num = Number of indices to allocate.
+			index32 = Set to `true` if input indices will be 32-bit.
+		*/
+		[q{void}, q{allocTransientIndexBuffer}, q{TransientIndexBuffer* tib, uint num, bool index32=false}, `C++, "bgfx"`],
+		
+		/**
+		* Allocate transient vertex buffer.
+		Params:
+			tvb = TransientVertexBuffer structure will be filled, and will be valid
+		for the duration of frame, and can be reused for multiple draw
+		calls.
+			num = Number of vertices to allocate.
+			layout = Vertex layout.
+		*/
+		[q{void}, q{allocTransientVertexBuffer}, q{TransientVertexBuffer* tvb, uint num, ref const VertexLayout layout}, `C++, "bgfx"`],
+		
+		/**
+		* Check for required space and allocate transient vertex and index
+		* buffers. If both space requirements are satisfied function returns
+		* true.
+		Params:
+			tvb = TransientVertexBuffer structure will be filled, and will be valid
+		for the duration of frame, and can be reused for multiple draw
+		calls.
+			layout = Vertex layout.
+			numVertices = Number of vertices to allocate.
+			tib = TransientIndexBuffer structure will be filled, and will be valid
+		for the duration of frame, and can be reused for multiple draw
+		calls.
+			numIndices = Number of indices to allocate.
+			index32 = Set to `true` if input indices will be 32-bit.
+		*/
+		[q{bool}, q{allocTransientBuffers}, q{TransientVertexBuffer* tvb, ref const VertexLayout layout, uint numVertices, TransientIndexBuffer* tib, uint numIndices, bool index32=false}, `C++, "bgfx"`],
+		
+		/**
+		* Allocate instance data buffer.
+		Params:
+			idb = InstanceDataBuffer structure will be filled, and will be valid
+		for duration of frame, and can be reused for multiple draw
+		calls.
+			num = Number of instances.
+			stride = Instance stride. Must be multiple of 16.
+		*/
+		[q{void}, q{allocInstanceDataBuffer}, q{InstanceDataBuffer* idb, uint num, ushort stride}, `C++, "bgfx"`],
+		
+		/**
+		* Create draw indirect buffer.
+		Params:
+			num = Number of indirect calls.
+		*/
+		[q{IndirectBufferHandle}, q{createIndirectBuffer}, q{uint num}, `C++, "bgfx"`],
+		
+		/**
+		* Destroy draw indirect buffer.
+		Params:
+			handle = Indirect buffer handle.
+		*/
+		[q{void}, q{destroy}, q{IndirectBufferHandle handle}, `C++, "bgfx"`],
+		
+		/**
+		* Create shader from memory buffer.
+		Params:
+			mem = Shader binary.
+		*/
+		[q{ShaderHandle}, q{createShader}, q{const(Memory)* mem}, `C++, "bgfx"`],
+		
+		/**
+		* Returns the number of uniforms and uniform handles used inside a shader.
+		* Remarks:
+		*   Only non-predefined uniforms are returned.
+		Params:
+			handle = Shader handle.
+			uniforms = UniformHandle array where data will be stored.
+			max = Maximum capacity of array.
+		*/
+		[q{ushort}, q{getShaderUniforms}, q{ShaderHandle handle, UniformHandle* uniforms=null, ushort max=0}, `C++, "bgfx"`],
+		
+		/**
+		* Set shader debug name.
+		Params:
+			handle = Shader handle.
+			name = Shader name.
+			len = Shader name length (if length is INT32_MAX, it's expected
+		that _name is zero terminated string).
+		*/
+		[q{void}, q{setName}, q{ShaderHandle handle, const(char)* name, int len=int.max}, `C++, "bgfx"`],
+		
+		/**
+		* Destroy shader.
+		* Remarks: Once a shader program is created with _handle,
+		*   it is safe to destroy that shader.
+		Params:
+			handle = Shader handle.
+		*/
+		[q{void}, q{destroy}, q{ShaderHandle handle}, `C++, "bgfx"`],
+		
+		/**
+		* Create program with vertex and fragment shaders.
+		Params:
+			vsh = Vertex shader.
+			fsh = Fragment shader.
+			destroyShaders = If true, shaders will be destroyed when program is destroyed.
+		*/
+		[q{ProgramHandle}, q{createProgram}, q{ShaderHandle vsh, ShaderHandle fsh, bool destroyShaders=false}, `C++, "bgfx"`],
+		
+		/**
+		* Create program with compute shader.
+		Params:
+			csh = Compute shader.
+			destroyShaders = If true, shaders will be destroyed when program is destroyed.
+		*/
+		[q{ProgramHandle}, q{createProgram}, q{ShaderHandle csh, bool destroyShaders=false}, `C++, "bgfx"`],
+		
+		/**
+		* Destroy program.
+		Params:
+			handle = Program handle.
+		*/
+		[q{void}, q{destroy}, q{ProgramHandle handle}, `C++, "bgfx"`],
+		
+		/**
+		* Validate texture parameters.
+		Params:
+			depth = Depth dimension of volume texture.
+			cubeMap = Indicates that texture contains cubemap.
+			numLayers = Number of layers in texture array.
+			format = Texture format. See: `TextureFormat::Enum`.
+			flags = Texture flags. See `BGFX_TEXTURE_*`.
+		*/
+		[q{bool}, q{isTextureValid}, q{ushort depth, bool cubeMap, ushort numLayers, bgfx.fakeenum.TextureFormat.Enum format, ulong flags}, `C++, "bgfx"`],
+		
+		/**
+		* Validate frame buffer parameters.
+		Params:
+			num = Number of attachments.
+			attachment = Attachment texture info. See: `bgfx::Attachment`.
+		*/
+		[q{bool}, q{isFrameBufferValid}, q{ubyte num, const(Attachment)* attachment}, `C++, "bgfx"`],
+		
+		/**
+		* Calculate amount of memory required for texture.
+		Params:
+			info = Resulting texture info structure. See: `TextureInfo`.
+			width = Width.
+			height = Height.
+			depth = Depth dimension of volume texture.
+			cubeMap = Indicates that texture contains cubemap.
+			hasMIPs = Indicates that texture contains full mip-map chain.
+			numLayers = Number of layers in texture array.
+			format = Texture format. See: `TextureFormat::Enum`.
+		*/
+		[q{void}, q{calcTextureSize}, q{ref TextureInfo info, ushort width, ushort height, ushort depth, bool cubeMap, bool hasMIPs, ushort numLayers, bgfx.fakeenum.TextureFormat.Enum format}, `C++, "bgfx"`],
+		
+		/**
+		* Create texture from memory buffer.
+		Params:
+			mem = DDS, KTX or PVR texture binary data.
+			flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
+		flags. Default texture sampling mode is linear, and wrap mode is repeat.
+		- `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
+		  mode.
+		- `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
+		  sampling.
+			skip = Skip top level mips when parsing texture.
+			info = When non-`NULL` is specified it returns parsed texture information.
+		*/
+		[q{TextureHandle}, q{createTexture}, q{const(Memory)* mem, ulong flags, ubyte skip=0, TextureInfo* info=null}, `C++, "bgfx"`],
+		
+		/**
+		* Create 2D texture.
+		Params:
+			width = Width.
+			height = Height.
+			hasMIPs = Indicates that texture contains full mip-map chain.
+			numLayers = Number of layers in texture array. Must be 1 if caps
+		`BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
+			format = Texture format. See: `TextureFormat::Enum`.
+			flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
+		flags. Default texture sampling mode is linear, and wrap mode is repeat.
+		- `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
+		  mode.
+		- `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
+		  sampling.
+			mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If
+		`_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than
+		1, expected memory layout is texture and all mips together for each array element.
+		*/
+		[q{TextureHandle}, q{createTexture2D}, q{ushort width, ushort height, bool hasMIPs, ushort numLayers, bgfx.fakeenum.TextureFormat.Enum format, ulong flags, const(Memory)* mem=null}, `C++, "bgfx"`],
+		
+		/**
+		* Create texture with size based on back-buffer ratio. Texture will maintain ratio
+		* if back buffer resolution changes.
+		Params:
+			ratio = Texture size in respect to back-buffer size. See: `BackbufferRatio::Enum`.
+			hasMIPs = Indicates that texture contains full mip-map chain.
+			numLayers = Number of layers in texture array. Must be 1 if caps
+		`BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
+			format = Texture format. See: `TextureFormat::Enum`.
+			flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
+		flags. Default texture sampling mode is linear, and wrap mode is repeat.
+		- `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
+		  mode.
+		- `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
+		  sampling.
+		*/
+		[q{TextureHandle}, q{createTexture2D}, q{bgfx.fakeenum.BackbufferRatio.Enum ratio, bool hasMIPs, ushort numLayers, bgfx.fakeenum.TextureFormat.Enum format, ulong flags=Texture.none|Sampler.none}, `C++, "bgfx"`],
+		
+		/**
+		* Create 3D texture.
+		Params:
+			width = Width.
+			height = Height.
+			depth = Depth.
+			hasMIPs = Indicates that texture contains full mip-map chain.
+			format = Texture format. See: `TextureFormat::Enum`.
+			flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
+		flags. Default texture sampling mode is linear, and wrap mode is repeat.
+		- `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
+		  mode.
+		- `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
+		  sampling.
+			mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If
+		`_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than
+		1, expected memory layout is texture and all mips together for each array element.
+		*/
+		[q{TextureHandle}, q{createTexture3D}, q{ushort width, ushort height, ushort depth, bool hasMIPs, bgfx.fakeenum.TextureFormat.Enum format, ulong flags=Texture.none|Sampler.none, const(Memory)* mem=null}, `C++, "bgfx"`],
+		
+		/**
+		* Create Cube texture.
+		Params:
+			size = Cube side size.
+			hasMIPs = Indicates that texture contains full mip-map chain.
+			numLayers = Number of layers in texture array. Must be 1 if caps
+		`BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
+			format = Texture format. See: `TextureFormat::Enum`.
+			flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
+		flags. Default texture sampling mode is linear, and wrap mode is repeat.
+		- `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
+		  mode.
+		- `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
+		  sampling.
+			mem = Texture data. If `_mem` is non-NULL, created texture will be immutable. If
+		`_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than
+		1, expected memory layout is texture and all mips together for each array element.
+		*/
+		[q{TextureHandle}, q{createTextureCube}, q{ushort size, bool hasMIPs, ushort numLayers, bgfx.fakeenum.TextureFormat.Enum format, ulong flags=Texture.none|Sampler.none, const(Memory)* mem=null}, `C++, "bgfx"`],
+		
+		/**
+		* Update 2D texture.
+		* Attention: It's valid to update only mutable texture. See `bgfx::createTexture2D` for more info.
+		Params:
+			handle = Texture handle.
+			layer = Layer in texture array.
+			mip = Mip level.
+			x = X offset in texture.
+			y = Y offset in texture.
+			width = Width of texture block.
+			height = Height of texture block.
+			mem = Texture update data.
+			pitch = Pitch of input image (bytes). When _pitch is set to
+		UINT16_MAX, it will be calculated internally based on _width.
+		*/
+		[q{void}, q{updateTexture2D}, q{TextureHandle handle, ushort layer, ubyte mip, ushort x, ushort y, ushort width, ushort height, const(Memory)* mem, ushort pitch=ushort.max}, `C++, "bgfx"`],
+		
+		/**
+		* Update 3D texture.
+		* Attention: It's valid to update only mutable texture. See `bgfx::createTexture3D` for more info.
+		Params:
+			handle = Texture handle.
+			mip = Mip level.
+			x = X offset in texture.
+			y = Y offset in texture.
+			z = Z offset in texture.
+			width = Width of texture block.
+			height = Height of texture block.
+			depth = Depth of texture block.
+			mem = Texture update data.
+		*/
+		[q{void}, q{updateTexture3D}, q{TextureHandle handle, ubyte mip, ushort x, ushort y, ushort z, ushort width, ushort height, ushort depth, const(Memory)* mem}, `C++, "bgfx"`],
+		
+		/**
+		* Update Cube texture.
+		* Attention: It's valid to update only mutable texture. See `bgfx::createTextureCube` for more info.
+		Params:
+			handle = Texture handle.
+			layer = Layer in texture array.
+			side = Cubemap side `BGFX_CUBE_MAP_<POSITIVE or NEGATIVE>_<X, Y or Z>`,
+		  where 0 is +X, 1 is -X, 2 is +Y, 3 is -Y, 4 is +Z, and 5 is -Z.
+		                 +----------+
+		                 |-z       2|
+		                 | ^  +y    |
+		                 | |        |    Unfolded cube:
+		                 | +---->+x |
+		      +----------+----------+----------+----------+
+		      |+y       1|+y       4|+y       0|+y       5|
+		      | ^  -x    | ^  +z    | ^  +x    | ^  -z    |
+		      | |        | |        | |        | |        |
+		      | +---->+z | +---->+x | +---->-z | +---->-x |
+		      +----------+----------+----------+----------+
+		                 |+z       3|
+		                 | ^  -y    |
+		                 | |        |
+		                 | +---->+x |
+		                 +----------+
+			mip = Mip level.
+			x = X offset in texture.
+			y = Y offset in texture.
+			width = Width of texture block.
+			height = Height of texture block.
+			mem = Texture update data.
+			pitch = Pitch of input image (bytes). When _pitch is set to
+		UINT16_MAX, it will be calculated internally based on _width.
+		*/
+		[q{void}, q{updateTextureCube}, q{TextureHandle handle, ushort layer, ubyte side, ubyte mip, ushort x, ushort y, ushort width, ushort height, const(Memory)* mem, ushort pitch=ushort.max}, `C++, "bgfx"`],
+		
+		/**
+		* Read back texture content.
+		* Attention: Texture must be created with `BGFX_TEXTURE_READ_BACK` flag.
+		* Attention: Availability depends on: `BGFX_CAPS_TEXTURE_READ_BACK`.
+		Params:
+			handle = Texture handle.
+			data = Destination buffer.
+			mip = Mip level.
+		*/
+		[q{uint}, q{readTexture}, q{TextureHandle handle, void* data, ubyte mip=0}, `C++, "bgfx"`],
+		
+		/**
+		* Set texture debug name.
+		Params:
+			handle = Texture handle.
+			name = Texture name.
+			len = Texture name length (if length is INT32_MAX, it's expected
+		that _name is zero terminated string.
+		*/
+		[q{void}, q{setName}, q{TextureHandle handle, const(char)* name, int len=int.max}, `C++, "bgfx"`],
+		
+		/**
+		* Returns texture direct access pointer.
+		* Attention: Availability depends on: `BGFX_CAPS_TEXTURE_DIRECT_ACCESS`. This feature
+		*   is available on GPUs that have unified memory architecture (UMA) support.
+		Params:
+			handle = Texture handle.
+		*/
+		[q{void*}, q{getDirectAccessPtr}, q{TextureHandle handle}, `C++, "bgfx"`],
+		
+		/**
+		* Destroy texture.
+		Params:
+			handle = Texture handle.
+		*/
+		[q{void}, q{destroy}, q{TextureHandle handle}, `C++, "bgfx"`],
+		
+		/**
+		* Create frame buffer (simple).
+		Params:
+			width = Texture width.
+			height = Texture height.
+			format = Texture format. See: `TextureFormat::Enum`.
+			textureFlags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
+		flags. Default texture sampling mode is linear, and wrap mode is repeat.
+		- `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
+		  mode.
+		- `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
+		  sampling.
+		*/
+		[q{FrameBufferHandle}, q{createFrameBuffer}, q{ushort width, ushort height, bgfx.fakeenum.TextureFormat.Enum format, ulong textureFlags=SamplerU.clamp|SamplerV.clamp}, `C++, "bgfx"`],
+		
+		/**
+		* Create frame buffer with size based on back-buffer ratio. Frame buffer will maintain ratio
+		* if back buffer resolution changes.
+		Params:
+			ratio = Frame buffer size in respect to back-buffer size. See:
+		`BackbufferRatio::Enum`.
+			format = Texture format. See: `TextureFormat::Enum`.
+			textureFlags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
+		flags. Default texture sampling mode is linear, and wrap mode is repeat.
+		- `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
+		  mode.
+		- `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
+		  sampling.
+		*/
+		[q{FrameBufferHandle}, q{createFrameBuffer}, q{bgfx.fakeenum.BackbufferRatio.Enum ratio, bgfx.fakeenum.TextureFormat.Enum format, ulong textureFlags=SamplerU.clamp|SamplerV.clamp}, `C++, "bgfx"`],
+		
+		/**
+		* Create MRT frame buffer from texture handles (simple).
+		Params:
+			num = Number of texture handles.
+			handles = Texture attachments.
+			destroyTexture = If true, textures will be destroyed when
+		frame buffer is destroyed.
+		*/
+		[q{FrameBufferHandle}, q{createFrameBuffer}, q{ubyte num, const(TextureHandle)* handles, bool destroyTexture=false}, `C++, "bgfx"`],
+		
+		/**
+		* Create MRT frame buffer from texture handles with specific layer and
+		* mip level.
+		Params:
+			num = Number of attachments.
+			attachment = Attachment texture info. See: `bgfx::Attachment`.
+			destroyTexture = If true, textures will be destroyed when
+		frame buffer is destroyed.
+		*/
+		[q{FrameBufferHandle}, q{createFrameBuffer}, q{ubyte num, const(Attachment)* attachment, bool destroyTexture=false}, `C++, "bgfx"`],
+		
+		/**
+		* Create frame buffer for multiple window rendering.
+		* Remarks:
+		*   Frame buffer cannot be used for sampling.
+		* Attention: Availability depends on: `BGFX_CAPS_SWAP_CHAIN`.
+		Params:
+			nwh = OS' target native window handle.
+			width = Window back buffer width.
+			height = Window back buffer height.
+			format = Window back buffer color format.
+			depthFormat = Window back buffer depth format.
+		*/
+		[q{FrameBufferHandle}, q{createFrameBuffer}, q{void* nwh, ushort width, ushort height, bgfx.fakeenum.TextureFormat.Enum format=TextureFormat.count, bgfx.fakeenum.TextureFormat.Enum depthFormat=TextureFormat.count}, `C++, "bgfx"`],
+		
+		/**
+		* Set frame buffer debug name.
+		Params:
+			handle = Frame buffer handle.
+			name = Frame buffer name.
+			len = Frame buffer name length (if length is INT32_MAX, it's expected
+		that _name is zero terminated string.
+		*/
+		[q{void}, q{setName}, q{FrameBufferHandle handle, const(char)* name, int len=int.max}, `C++, "bgfx"`],
+		
+		/**
+		* Obtain texture handle of frame buffer attachment.
+		Params:
+			handle = Frame buffer handle.
+		*/
+		[q{TextureHandle}, q{getTexture}, q{FrameBufferHandle handle, ubyte attachment=0}, `C++, "bgfx"`],
+		
+		/**
+		* Destroy frame buffer.
+		Params:
+			handle = Frame buffer handle.
+		*/
+		[q{void}, q{destroy}, q{FrameBufferHandle handle}, `C++, "bgfx"`],
+		
+		/**
+		* Create shader uniform parameter.
+		* Remarks:
+		*   1. Uniform names are unique. It's valid to call `bgfx::createUniform`
+		*      multiple times with the same uniform name. The library will always
+		*      return the same handle, but the handle reference count will be
+		*      incremented. This means that the same number of `bgfx::destroyUniform`
+		*      must be called to properly destroy the uniform.
+		*   2. Predefined uniforms (declared in `bgfx_shader.sh`):
+		*      - `u_viewRect vec4(x, y, width, height)` - view rectangle for current
+		*        view, in pixels.
+		*      - `u_viewTexel vec4(1.0/width, 1.0/height, undef, undef)` - inverse
+		*        width and height
+		*      - `u_view mat4` - view matrix
+		*      - `u_invView mat4` - inverted view matrix
+		*      - `u_proj mat4` - projection matrix
+		*      - `u_invProj mat4` - inverted projection matrix
+		*      - `u_viewProj mat4` - concatenated view projection matrix
+		*      - `u_invViewProj mat4` - concatenated inverted view projection matrix
+		*      - `u_model mat4[BGFX_CONFIG_MAX_BONES]` - array of model matrices.
+		*      - `u_modelView mat4` - concatenated model view matrix, only first
+		*        model matrix from array is used.
+		*      - `u_modelViewProj mat4` - concatenated model view projection matrix.
+		*      - `u_alphaRef float` - alpha reference value for alpha test.
+		Params:
+			name = Uniform name in shader.
+			type = Type of uniform (See: `bgfx::UniformType`).
+			num = Number of elements in array.
+		*/
+		[q{UniformHandle}, q{createUniform}, q{const(char)* name, bgfx.fakeenum.UniformType.Enum type, ushort num=1}, `C++, "bgfx"`],
+		
+		/**
+		* Retrieve uniform info.
+		Params:
+			handle = Handle to uniform object.
+			info = Uniform info.
+		*/
+		[q{void}, q{getUniformInfo}, q{UniformHandle handle, ref UniformInfo info}, `C++, "bgfx"`],
+		
+		/**
+		* Destroy shader uniform parameter.
+		Params:
+			handle = Handle to uniform object.
+		*/
+		[q{void}, q{destroy}, q{UniformHandle handle}, `C++, "bgfx"`],
+		
+		/**
+		* Create occlusion query.
+		*/
+		[q{OcclusionQueryHandle}, q{createOcclusionQuery}, q{}, `C++, "bgfx"`],
+		
+		/**
+		* Retrieve occlusion query result from previous frame.
+		Params:
+			handle = Handle to occlusion query object.
+			result = Number of pixels that passed test. This argument
+		can be `NULL` if result of occlusion query is not needed.
+		*/
+		[q{OcclusionQueryResult}, q{getResult}, q{OcclusionQueryHandle handle, int* result=null}, `C++, "bgfx"`],
+		
+		/**
+		* Destroy occlusion query.
+		Params:
+			handle = Handle to occlusion query object.
+		*/
+		[q{void}, q{destroy}, q{OcclusionQueryHandle handle}, `C++, "bgfx"`],
+		
+		/**
+		* Set palette color value.
+		Params:
+			index = Index into palette.
+			rgba = RGBA floating point values.
+		*/
+		[q{void}, q{setPaletteColor}, q{ubyte index, const(float)* rgba}, `C++, "bgfx"`],
+		
+		/**
+		* Set palette color value.
+		Params:
+			index = Index into palette.
+			rgba = Packed 32-bit RGBA value.
+		*/
+		[q{void}, q{setPaletteColor}, q{ubyte index, uint rgba}, `C++, "bgfx"`],
+		
+		/**
+		* Set view name.
+		* Remarks:
+		*   This is debug only feature.
+		*   In graphics debugger view name will appear as:
+		*       "nnnc <view name>"
+		*        ^  ^ ^
+		*        |  +--- compute (C)
+		*        +------ view id
+		Params:
+			id = View id.
+			name = View name.
+		*/
+		[q{void}, q{setViewName}, q{ViewId id, const(char)* name}, `C++, "bgfx"`],
+		
+		/**
+		* Set view rectangle. Draw primitive outside view will be clipped.
+		Params:
+			id = View id.
+			x = Position x from the left corner of the window.
+			y = Position y from the top corner of the window.
+			width = Width of view port region.
+			height = Height of view port region.
+		*/
+		[q{void}, q{setViewRect}, q{ViewId id, ushort x, ushort y, ushort width, ushort height}, `C++, "bgfx"`],
+		
+		/**
+		* Set view rectangle. Draw primitive outside view will be clipped.
+		Params:
+			id = View id.
+			x = Position x from the left corner of the window.
+			y = Position y from the top corner of the window.
+			ratio = Width and height will be set in respect to back-buffer size.
+		See: `BackbufferRatio::Enum`.
+		*/
+		[q{void}, q{setViewRect}, q{ViewId id, ushort x, ushort y, bgfx.fakeenum.BackbufferRatio.Enum ratio}, `C++, "bgfx"`],
+		
+		/**
+		* Set view scissor. Draw primitive outside view will be clipped. When
+		* _x, _y, _width and _height are set to 0, scissor will be disabled.
+		Params:
+			id = View id.
+			x = Position x from the left corner of the window.
+			y = Position y from the top corner of the window.
+			width = Width of view scissor region.
+			height = Height of view scissor region.
+		*/
+		[q{void}, q{setViewScissor}, q{ViewId id, ushort x=0, ushort y=0, ushort width=0, ushort height=0}, `C++, "bgfx"`],
+		
+		/**
+		* Set view clear flags.
+		Params:
+			id = View id.
+			flags = Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear
+		operation. See: `BGFX_CLEAR_*`.
+			rgba = Color clear value.
+			depth = Depth clear value.
+			stencil = Stencil clear value.
+		*/
+		[q{void}, q{setViewClear}, q{ViewId id, ushort flags, uint rgba=0x000000ff, float depth=1.0f, ubyte stencil=0}, `C++, "bgfx"`],
+		
+		/**
+		* Set view clear flags with different clear color for each
+		* frame buffer texture. `bgfx::setPaletteColor` must be used to set up a
+		* clear color palette.
+		Params:
+			id = View id.
+			flags = Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear
+		operation. See: `BGFX_CLEAR_*`.
+			depth = Depth clear value.
+			stencil = Stencil clear value.
+			c0 = Palette index for frame buffer attachment 0.
+			c1 = Palette index for frame buffer attachment 1.
+			c2 = Palette index for frame buffer attachment 2.
+			c3 = Palette index for frame buffer attachment 3.
+			c4 = Palette index for frame buffer attachment 4.
+			c5 = Palette index for frame buffer attachment 5.
+			c6 = Palette index for frame buffer attachment 6.
+			c7 = Palette index for frame buffer attachment 7.
+		*/
+		[q{void}, q{setViewClear}, q{ViewId id, ushort flags, float depth, ubyte stencil, ubyte c0=ubyte.max, ubyte c1=ubyte.max, ubyte c2=ubyte.max, ubyte c3=ubyte.max, ubyte c4=ubyte.max, ubyte c5=ubyte.max, ubyte c6=ubyte.max, ubyte c7=ubyte.max}, `C++, "bgfx"`],
+		
+		/**
+		* Set view sorting mode.
+		* Remarks:
+		*   View mode must be set prior calling `bgfx::submit` for the view.
+		Params:
+			id = View id.
+			mode = View sort mode. See `ViewMode::Enum`.
+		*/
+		[q{void}, q{setViewMode}, q{ViewId id, bgfx.fakeenum.ViewMode.Enum mode=ViewMode.default_}, `C++, "bgfx"`],
+		
+		/**
+		* Set view frame buffer.
+		* Remarks:
+		*   Not persistent after `bgfx::reset` call.
+		Params:
+			id = View id.
+			handle = Frame buffer handle. Passing `BGFX_INVALID_HANDLE` as
+		frame buffer handle will draw primitives from this view into
+		default back buffer.
+		*/
+		[q{void}, q{setViewFrameBuffer}, q{ViewId id, FrameBufferHandle handle}, `C++, "bgfx"`],
+		
+		/**
+		* Set view's view matrix and projection matrix,
+		* all draw primitives in this view will use these two matrices.
+		Params:
+			id = View id.
+			view = View matrix.
+			proj = Projection matrix.
+		*/
+		[q{void}, q{setViewTransform}, q{ViewId id, const(void)* view, const(void)* proj}, `C++, "bgfx"`],
+		
+		/**
+		* Post submit view reordering.
+		Params:
+			id = First view id.
+			num = Number of views to remap.
+			order = View remap id table. Passing `NULL` will reset view ids
+		to default state.
+		*/
+		[q{void}, q{setViewOrder}, q{ViewId id=0, ushort num=ushort.max, const(ViewId)* order=null}, `C++, "bgfx"`],
+		
+		/**
+		* Reset all view settings to default.
+		*/
+		[q{void}, q{resetView}, q{ViewId id}, `C++, "bgfx"`],
+		
+		/**
+		* Begin submitting draw calls from thread.
+		Params:
+			forThread = Explicitly request an encoder for a worker thread.
+		*/
+		[q{Encoder*}, q{begin}, q{bool forThread}, `C++, "bgfx"`],
+		
+		/**
+		* End submitting draw calls from thread.
+		Params:
+			encoder = Encoder.
+		*/
+		[q{void}, q{end}, q{Encoder* encoder}, `C++, "bgfx"`],
+		
+		/**
+		* Request screen shot of window back buffer.
+		* Remarks:
+		*   `bgfx::CallbackI::screenShot` must be implemented.
+		* Attention: Frame buffer handle must be created with OS' target native window handle.
+		Params:
+			handle = Frame buffer handle. If handle is `BGFX_INVALID_HANDLE` request will be
+		made for main window back buffer.
+			filePath = Will be passed to `bgfx::CallbackI::screenShot` callback.
+		*/
+		[q{void}, q{requestScreenShot}, q{FrameBufferHandle handle, const(char)* filePath}, `C++, "bgfx"`],
+		
+		/**
+		* Render frame.
+		* Attention: `bgfx::renderFrame` is blocking call. It waits for
+		*   `bgfx::frame` to be called from API thread to process frame.
+		*   If timeout value is passed call will timeout and return even
+		*   if `bgfx::frame` is not called.
+		* Warning: This call should be only used on platforms that don't
+		*   allow creating separate rendering thread. If it is called before
+		*   to bgfx::init, render thread won't be created by bgfx::init call.
+		Params:
+			msecs = Timeout in milliseconds.
+		*/
+		[q{RenderFrame}, q{renderFrame}, q{int msecs=-1}, `C++, "bgfx"`],
+		
+		/**
+		* Set platform data.
+		* Warning: Must be called before `bgfx::init`.
+		Params:
+			data = Platform data.
+		*/
+		[q{void}, q{setPlatformData}, q{ref const PlatformData data}, `C++, "bgfx"`],
+		
+		/**
+		* 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.
+		*/
+		[q{const(InternalData)*}, q{getInternalData}, q{}, `C++, "bgfx"`],
+		
+		/**
+		* Override internal texture with externally created texture. Previously
+		* created internal texture will released.
+		* Attention: It's expected you understand some bgfx internals before you
+		*   use this call.
+		* Warning: Must be called only on render thread.
+		Params:
+			handle = Texture handle.
+			ptr = Native API pointer to texture.
+		*/
+		[q{size_t}, q{overrideInternal}, q{TextureHandle handle, size_t ptr}, `C++, "bgfx"`],
+		
+		/**
+		* Override internal texture by creating new texture. Previously created
+		* internal texture will released.
+		* Attention: It's expected you understand some bgfx internals before you
+		*   use this call.
+		* Returns: Native API pointer to texture. If result is 0, texture is not created yet from the
+		*   main thread.
+		* Warning: Must be called only on render thread.
+		Params:
+			handle = Texture handle.
+			width = Width.
+			height = Height.
+			numMIPs = Number of mip-maps.
+			format = Texture format. See: `TextureFormat::Enum`.
+			flags = Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
+		flags. Default texture sampling mode is linear, and wrap mode is repeat.
+		- `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
+		  mode.
+		- `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
+		  sampling.
+		*/
+		[q{size_t}, q{overrideInternal}, q{TextureHandle handle, ushort width, ushort height, ubyte numMIPs, bgfx.fakeenum.TextureFormat.Enum format, ulong flags}, `C++, "bgfx"`],
+		
+		/**
+		* Sets a debug marker. This allows you to group graphics calls together for easy browsing in
+		* graphics debugging tools.
+		Params:
+			marker = Marker string.
+		*/
+		[q{void}, q{setMarker}, q{const(char)* marker}, `C++, "bgfx"`],
+		
+		/**
+		* Set render states for draw primitive.
+		* Remarks:
+		*   1. To set up more complex states use:
+		*      `BGFX_STATE_ALPHA_REF(_ref)`,
+		*      `BGFX_STATE_POINT_SIZE(_size)`,
+		*      `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
+		*      `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`,
+		*      `BGFX_STATE_BLEND_EQUATION(_equation)`,
+		*      `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)`
+		*   2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend
+		*      equation is specified.
+		Params:
+			state = State flags. Default state for primitive type is
+		  triangles. See: `BGFX_STATE_DEFAULT`.
+		  - `BGFX_STATE_DEPTH_TEST_*` - Depth test function.
+		  - `BGFX_STATE_BLEND_*` - See remark 1 about BGFX_STATE_BLEND_FUNC.
+		  - `BGFX_STATE_BLEND_EQUATION_*` - See remark 2.
+		  - `BGFX_STATE_CULL_*` - Backface culling mode.
+		  - `BGFX_STATE_WRITE_*` - Enable R, G, B, A or Z write.
+		  - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing.
+		  - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type.
+			rgba = Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and
+		  `BGFX_STATE_BLEND_INV_FACTOR` blend modes.
+		*/
+		[q{void}, q{setState}, q{ulong state, uint rgba=0}, `C++, "bgfx"`],
+		
+		/**
+		* Set condition for rendering.
+		Params:
+			handle = Occlusion query handle.
+			visible = Render if occlusion query is visible.
+		*/
+		[q{void}, q{setCondition}, q{OcclusionQueryHandle handle, bool visible}, `C++, "bgfx"`],
+		
+		/**
+		* Set stencil test state.
+		Params:
+			fstencil = Front stencil state.
+			bstencil = Back stencil state. If back is set to `BGFX_STENCIL_NONE`
+		_fstencil is applied to both front and back facing primitives.
+		*/
+		[q{void}, q{setStencil}, q{uint fstencil, uint bstencil=Stencil.none}, `C++, "bgfx"`],
+		
+		/**
+		* Set scissor for draw primitive.
+		* Remarks:
+		*   To scissor for all primitives in view see `bgfx::setViewScissor`.
+		Params:
+			x = Position x from the left corner of the window.
+			y = Position y from the top corner of the window.
+			width = Width of view scissor region.
+			height = Height of view scissor region.
+		*/
+		[q{ushort}, q{setScissor}, q{ushort x, ushort y, ushort width, ushort height}, `C++, "bgfx"`],
+		
+		/**
+		* Set scissor from cache for draw primitive.
+		* Remarks:
+		*   To scissor for all primitives in view see `bgfx::setViewScissor`.
+		Params:
+			cache = Index in scissor cache.
+		*/
+		[q{void}, q{setScissor}, q{ushort cache=ushort.max}, `C++, "bgfx"`],
+		
+		/**
+		* Set model matrix for draw primitive. If it is not called,
+		* the model will be rendered with an identity model matrix.
+		Params:
+			mtx = Pointer to first matrix in array.
+			num = Number of matrices in array.
+		*/
+		[q{uint}, q{setTransform}, q{const(void)* mtx, ushort num}, `C++, "bgfx"`],
+		
+		/**
+		*  Set model matrix from matrix cache for draw primitive.
+		Params:
+			cache = Index in matrix cache.
+			num = Number of matrices from cache.
+		*/
+		[q{void}, q{setTransform}, q{uint cache, ushort num=1}, `C++, "bgfx"`],
+		
+		/**
+		* Reserve matrices in internal matrix cache.
+		* Attention: Pointer returned can be modified until `bgfx::frame` is called.
+		Params:
+			transform = Pointer to `Transform` structure.
+			num = Number of matrices.
+		*/
+		[q{uint}, q{allocTransform}, q{Transform* transform, ushort num}, `C++, "bgfx"`],
+		
+		/**
+		* Set shader uniform parameter for draw primitive.
+		Params:
+			handle = Uniform.
+			value = Pointer to uniform data.
+			num = Number of elements. Passing `UINT16_MAX` will
+		use the _num passed on uniform creation.
+		*/
+		[q{void}, q{setUniform}, q{UniformHandle handle, const(void)* value, ushort num=1}, `C++, "bgfx"`],
+		
+		/**
+		* Set index buffer for draw primitive.
+		Params:
+			handle = Index buffer.
+		*/
+		[q{void}, q{setIndexBuffer}, q{IndexBufferHandle handle}, `C++, "bgfx"`],
+		
+		/**
+		* Set index buffer for draw primitive.
+		Params:
+			handle = Index buffer.
+			firstIndex = First index to render.
+			numIndices = Number of indices to render.
+		*/
+		[q{void}, q{setIndexBuffer}, q{IndexBufferHandle handle, uint firstIndex, uint numIndices}, `C++, "bgfx"`],
+		
+		/**
+		* Set index buffer for draw primitive.
+		Params:
+			handle = Dynamic index buffer.
+		*/
+		[q{void}, q{setIndexBuffer}, q{DynamicIndexBufferHandle handle}, `C++, "bgfx"`],
+		
+		/**
+		* Set index buffer for draw primitive.
+		Params:
+			handle = Dynamic index buffer.
+			firstIndex = First index to render.
+			numIndices = Number of indices to render.
+		*/
+		[q{void}, q{setIndexBuffer}, q{DynamicIndexBufferHandle handle, uint firstIndex, uint numIndices}, `C++, "bgfx"`],
+		
+		/**
+		* Set index buffer for draw primitive.
+		Params:
+			tib = Transient index buffer.
+		*/
+		[q{void}, q{setIndexBuffer}, q{const(TransientIndexBuffer)* tib}, `C++, "bgfx"`],
+		
+		/**
+		* Set index buffer for draw primitive.
+		Params:
+			tib = Transient index buffer.
+			firstIndex = First index to render.
+			numIndices = Number of indices to render.
+		*/
+		[q{void}, q{setIndexBuffer}, q{const(TransientIndexBuffer)* tib, uint firstIndex, uint numIndices}, `C++, "bgfx"`],
+		
+		/**
+		* Set vertex buffer for draw primitive.
+		Params:
+			stream = Vertex stream.
+			handle = Vertex buffer.
+		*/
+		[q{void}, q{setVertexBuffer}, q{ubyte stream, VertexBufferHandle handle}, `C++, "bgfx"`],
+		
+		/**
+		* Set vertex buffer for draw primitive.
+		Params:
+			stream = Vertex stream.
+			handle = Vertex buffer.
+			startVertex = First vertex to render.
+			numVertices = Number of vertices to render.
+			layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
+		handle is used, vertex layout used for creation
+		of vertex buffer will be used.
+		*/
+		[q{void}, q{setVertexBuffer}, q{ubyte stream, VertexBufferHandle handle, uint startVertex, uint numVertices, VertexLayoutHandle layoutHandle=invalidHandle!VertexLayoutHandle}, `C++, "bgfx"`],
+		
+		/**
+		* Set vertex buffer for draw primitive.
+		Params:
+			stream = Vertex stream.
+			handle = Dynamic vertex buffer.
+		*/
+		[q{void}, q{setVertexBuffer}, q{ubyte stream, DynamicVertexBufferHandle handle}, `C++, "bgfx"`],
+		
+		/**
+		* Set vertex buffer for draw primitive.
+		Params:
+			stream = Vertex stream.
+			handle = Dynamic vertex buffer.
+			startVertex = First vertex to render.
+			numVertices = Number of vertices to render.
+			layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
+		handle is used, vertex layout used for creation
+		of vertex buffer will be used.
+		*/
+		[q{void}, q{setVertexBuffer}, q{ubyte stream, DynamicVertexBufferHandle handle, uint startVertex, uint numVertices, VertexLayoutHandle layoutHandle=invalidHandle!VertexLayoutHandle}, `C++, "bgfx"`],
+		
+		/**
+		* Set vertex buffer for draw primitive.
+		Params:
+			stream = Vertex stream.
+			tvb = Transient vertex buffer.
+		*/
+		[q{void}, q{setVertexBuffer}, q{ubyte stream, const(TransientVertexBuffer)* tvb}, `C++, "bgfx"`],
+		
+		/**
+		* Set vertex buffer for draw primitive.
+		Params:
+			stream = Vertex stream.
+			tvb = Transient vertex buffer.
+			startVertex = First vertex to render.
+			numVertices = Number of vertices to render.
+			layoutHandle = Vertex layout for aliasing vertex buffer. If invalid
+		handle is used, vertex layout used for creation
+		of vertex buffer will be used.
+		*/
+		[q{void}, q{setVertexBuffer}, q{ubyte stream, const(TransientVertexBuffer)* tvb, uint startVertex, uint numVertices, VertexLayoutHandle layoutHandle=invalidHandle!VertexLayoutHandle}, `C++, "bgfx"`],
+		
+		/**
+		* Set number of vertices for auto generated vertices use in conjunction
+		* with gl_VertexID.
+		* Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
+		Params:
+			numVertices = Number of vertices.
+		*/
+		[q{void}, q{setVertexCount}, q{uint numVertices}, `C++, "bgfx"`],
+		
+		/**
+		* Set instance data buffer for draw primitive.
+		Params:
+			idb = Transient instance data buffer.
+		*/
+		[q{void}, q{setInstanceDataBuffer}, q{const(InstanceDataBuffer)* idb}, `C++, "bgfx"`],
+		
+		/**
+		* Set instance data buffer for draw primitive.
+		Params:
+			idb = Transient instance data buffer.
+			start = First instance data.
+			num = Number of data instances.
+		*/
+		[q{void}, q{setInstanceDataBuffer}, q{const(InstanceDataBuffer)* idb, uint start, uint num}, `C++, "bgfx"`],
+		
+		/**
+		* Set instance data buffer for draw primitive.
+		Params:
+			handle = Vertex buffer.
+			startVertex = First instance data.
+			num = Number of data instances.
+		*/
+		[q{void}, q{setInstanceDataBuffer}, q{VertexBufferHandle handle, uint startVertex, uint num}, `C++, "bgfx"`],
+		
+		/**
+		* Set instance data buffer for draw primitive.
+		Params:
+			handle = Dynamic vertex buffer.
+			startVertex = First instance data.
+			num = Number of data instances.
+		*/
+		[q{void}, q{setInstanceDataBuffer}, q{DynamicVertexBufferHandle handle, uint startVertex, uint num}, `C++, "bgfx"`],
+		
+		/**
+		* Set number of instances for auto generated instances use in conjunction
+		* with gl_InstanceID.
+		* Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
+		*/
+		[q{void}, q{setInstanceCount}, q{uint numInstances}, `C++, "bgfx"`],
+		
+		/**
+		* Set texture stage for draw primitive.
+		Params:
+			stage = Texture unit.
+			sampler = Program sampler.
+			handle = Texture handle.
+			flags = Texture sampling mode. Default value UINT32_MAX uses
+		  texture sampling settings from the texture.
+		  - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
+		    mode.
+		  - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
+		    sampling.
+		*/
+		[q{void}, q{setTexture}, q{ubyte stage, UniformHandle sampler, TextureHandle handle, uint flags=uint.max}, `C++, "bgfx"`],
+		
+		/**
+		* Submit an empty primitive for rendering. Uniforms and draw state
+		* will be applied but no geometry will be submitted.
+		* Remarks:
+		*   These empty draw calls will sort before ordinary draw calls.
+		Params:
+			id = View id.
+		*/
+		[q{void}, q{touch}, q{ViewId id}, `C++, "bgfx"`],
+		
+		/**
+		* Submit primitive for rendering.
+		Params:
+			id = View id.
+			program = Program.
+			depth = Depth for sorting.
+			flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
+		*/
+		[q{void}, q{submit}, q{ViewId id, ProgramHandle program, uint depth=0, ubyte flags=Discard.all}, `C++, "bgfx"`],
+		
+		/**
+		* Submit primitive with occlusion query for rendering.
+		Params:
+			id = View id.
+			program = Program.
+			occlusionQuery = Occlusion query.
+			depth = Depth for sorting.
+			flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
+		*/
+		[q{void}, q{submit}, q{ViewId id, ProgramHandle program, OcclusionQueryHandle occlusionQuery, uint depth=0, ubyte flags=Discard.all}, `C++, "bgfx"`],
+		
+		/**
+		* Submit primitive for rendering with index and instance data info from
+		* indirect buffer.
+		* Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT`.
+		Params:
+			id = View id.
+			program = Program.
+			indirectHandle = Indirect buffer.
+			start = First element in indirect buffer.
+			num = Number of draws.
+			depth = Depth for sorting.
+			flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
+		*/
+		[q{void}, q{submit}, q{ViewId id, ProgramHandle program, IndirectBufferHandle indirectHandle, ushort start=0, ushort num=1, uint depth=0, ubyte flags=Discard.all}, `C++, "bgfx"`],
+		
+		/**
+		* Submit primitive for rendering with index and instance data info and
+		* draw count from indirect buffers.
+		* Attention: Availability depends on: `BGFX_CAPS_DRAW_INDIRECT_COUNT`.
+		Params:
+			id = View id.
+			program = Program.
+			indirectHandle = Indirect buffer.
+			start = First element in indirect buffer.
+			numHandle = Buffer for number of draws. Must be
+		  created with `BGFX_BUFFER_INDEX32` and `BGFX_BUFFER_DRAW_INDIRECT`.
+			numIndex = Element in number buffer.
+			numMax = Max number of draws.
+			depth = Depth for sorting.
+			flags = Which states to discard for next draw. See `BGFX_DISCARD_*`.
+		*/
+		[q{void}, q{submit}, q{ViewId id, ProgramHandle program, IndirectBufferHandle indirectHandle, ushort start, IndexBufferHandle numHandle, uint numIndex=0, ushort numMax=ushort.max, uint depth=0, ubyte flags=Discard.all}, `C++, "bgfx"`],
+		
+		/**
+		* Set compute index buffer.
+		Params:
+			stage = Compute stage.
+			handle = Index buffer handle.
+			access = Buffer access. See `Access::Enum`.
+		*/
+		[q{void}, q{setBuffer}, q{ubyte stage, IndexBufferHandle handle, bgfx.fakeenum.Access.Enum access}, `C++, "bgfx"`],
+		
+		/**
+		* Set compute vertex buffer.
+		Params:
+			stage = Compute stage.
+			handle = Vertex buffer handle.
+			access = Buffer access. See `Access::Enum`.
+		*/
+		[q{void}, q{setBuffer}, q{ubyte stage, VertexBufferHandle handle, bgfx.fakeenum.Access.Enum access}, `C++, "bgfx"`],
+		
+		/**
+		* Set compute dynamic index buffer.
+		Params:
+			stage = Compute stage.
+			handle = Dynamic index buffer handle.
+			access = Buffer access. See `Access::Enum`.
+		*/
+		[q{void}, q{setBuffer}, q{ubyte stage, DynamicIndexBufferHandle handle, bgfx.fakeenum.Access.Enum access}, `C++, "bgfx"`],
+		
+		/**
+		* Set compute dynamic vertex buffer.
+		Params:
+			stage = Compute stage.
+			handle = Dynamic vertex buffer handle.
+			access = Buffer access. See `Access::Enum`.
+		*/
+		[q{void}, q{setBuffer}, q{ubyte stage, DynamicVertexBufferHandle handle, bgfx.fakeenum.Access.Enum access}, `C++, "bgfx"`],
+		
+		/**
+		* Set compute indirect buffer.
+		Params:
+			stage = Compute stage.
+			handle = Indirect buffer handle.
+			access = Buffer access. See `Access::Enum`.
+		*/
+		[q{void}, q{setBuffer}, q{ubyte stage, IndirectBufferHandle handle, bgfx.fakeenum.Access.Enum access}, `C++, "bgfx"`],
+		
+		/**
+		* Set compute image from texture.
+		Params:
+			stage = Compute stage.
+			handle = Texture handle.
+			mip = Mip level.
+			access = Image access. See `Access::Enum`.
+			format = Texture format. See: `TextureFormat::Enum`.
+		*/
+		[q{void}, q{setImage}, q{ubyte stage, TextureHandle handle, ubyte mip, bgfx.fakeenum.Access.Enum access, bgfx.fakeenum.TextureFormat.Enum format=TextureFormat.count}, `C++, "bgfx"`],
+		
+		/**
+		* Dispatch compute.
+		Params:
+			id = View id.
+			program = Compute program.
+			numX = Number of groups X.
+			numY = Number of groups Y.
+			numZ = Number of groups Z.
+			flags = Discard or preserve states. See `BGFX_DISCARD_*`.
+		*/
+		[q{void}, q{dispatch}, q{ViewId id, ProgramHandle program, uint numX=1, uint numY=1, uint numZ=1, ubyte flags=Discard.all}, `C++, "bgfx"`],
+		
+		/**
+		* Dispatch compute indirect.
+		Params:
+			id = View id.
+			program = Compute program.
+			indirectHandle = Indirect buffer.
+			start = First element in indirect buffer.
+			num = Number of dispatches.
+			flags = Discard or preserve states. See `BGFX_DISCARD_*`.
+		*/
+		[q{void}, q{dispatch}, q{ViewId id, ProgramHandle program, IndirectBufferHandle indirectHandle, ushort start=0, ushort num=1, ubyte flags=Discard.all}, `C++, "bgfx"`],
+		
+		/**
+		* Discard previously set state for draw or compute call.
+		Params:
+			flags = Draw/compute states to discard.
+		*/
+		[q{void}, q{discard}, q{ubyte flags=Discard.all}, `C++, "bgfx"`],
+		
+		/**
+		* Blit 2D texture region between two 2D textures.
+		* Attention: Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag.
+		* Attention: Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`.
+		Params:
+			id = View id.
+			dst = Destination texture handle.
+			dstX = Destination texture X position.
+			dstY = Destination texture Y position.
+			src = Source texture handle.
+			srcX = Source texture X position.
+			srcY = Source texture Y position.
+			width = Width of region.
+			height = Height of region.
+		*/
+		[q{void}, q{blit}, q{ViewId id, TextureHandle dst, ushort dstX, ushort dstY, TextureHandle src, ushort srcX=0, ushort srcY=0, ushort width=ushort.max, ushort height=ushort.max}, `C++, "bgfx"`],
+		
+		/**
+		* Blit 2D texture region between two 2D textures.
+		* Attention: Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag.
+		* Attention: Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`.
+		Params:
+			id = View id.
+			dst = Destination texture handle.
+			dstMIP = Destination texture mip level.
+			dstX = Destination texture X position.
+			dstY = Destination texture Y position.
+			dstZ = If texture is 2D this argument should be 0. If destination texture is cube
+		this argument represents destination texture cube face. For 3D texture this argument
+		represents destination texture Z position.
+			src = Source texture handle.
+			srcMIP = Source texture mip level.
+			srcX = Source texture X position.
+			srcY = Source texture Y position.
+			srcZ = If texture is 2D this argument should be 0. If source texture is cube
+		this argument represents source texture cube face. For 3D texture this argument
+		represents source texture Z position.
+			width = Width of region.
+			height = Height of region.
+			depth = If texture is 3D this argument represents depth of region, otherwise it's
+		unused.
+		*/
+		[q{void}, q{blit}, q{ViewId id, TextureHandle dst, ubyte dstMIP, ushort dstX, ushort dstY, ushort dstZ, TextureHandle src, ubyte srcMIP=0, ushort srcX=0, ushort srcY=0, ushort srcZ=0, ushort width=ushort.max, ushort height=ushort.max, ushort depth=ushort.max}, `C++, "bgfx"`],
+		
+	]);
+	return ret;
+}(), __MODULE__, "Encoder, Resolution, Attachment, Init, VertexLayout, "));
+
+static if(!staticBinding):
+import bindbc.loader;
+
+debug{
+	mixin(makeDynloadFns("Bgfx", makeLibPaths(["bgfx-shared-libDebug", "bgfxDebug", "bgfx"]), [__MODULE__]));
+}else{
+	mixin(makeDynloadFns("Bgfx", makeLibPaths(["bgfx-shared-libRelease", "bgfxRelease", "bgfx"]), [__MODULE__]));
+}

+ 0 - 1141
bindings/d/types.d

@@ -1,1141 +0,0 @@
-/*
- *
- * AUTO GENERATED! DO NOT EDIT!
- *
- */
-
-module bindbc.bgfx.types;
-
-public import core.stdc.stdarg : va_list;
-
-enum expandEnum(EnumType, string fqnEnumType = EnumType.stringof) = (){
-	string expandEnum;
-	foreach(m; __traits(allMembers, EnumType)){
-		expandEnum ~= "alias " ~ m ~ " = " ~ fqnEnumType ~ "." ~ m ~ ";";
-	}
-	return expandEnum;
-}();
-
-extern(C) @nogc nothrow:
-
-enum uint BGFX_API_VERSION = 121;
-
-alias bgfx_view_id_t = ushort;
-
-//NOTE: TEMPORARY fix to some missing preprocessor function-macros...
-static BGFX_STATE_BLEND_FUNC_SEPARATE(ulong _srcRGB, ulong _dstRGB, ulong _srcA, ulong _dstA){
-	return (0UL
-			| ( ( cast(ulong)_srcRGB | ( cast(ulong)_dstRGB<<4) )   )
-			| ( ( cast(ulong)_srcA   | ( cast(ulong)_dstA  <<4) )<<8)
-		);
-}
-
-/// Blend equation separate.
-static BGFX_STATE_BLEND_EQUATION_SEPARATE(ulong _equationRGB, ulong _equationA){ return ( cast(ulong)_equationRGB | (cast(ulong)_equationA<<3) ); }
-
-/// Blend function.
-static BGFX_STATE_BLEND_FUNC(ulong _src, ulong _dst){ return BGFX_STATE_BLEND_FUNC_SEPARATE(_src, _dst, _src, _dst); }
-
-/// Blend equation.
-static BGFX_STATE_BLEND_EQUATION(ulong _equation){ return BGFX_STATE_BLEND_EQUATION_SEPARATE(_equation, _equation); }
-
-/// Utility predefined blend modes.
-
-/// Additive blending.
-static BGFX_STATE_BLEND_ADD(){ return (0 | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)); }
-
-/// Alpha blend.
-static BGFX_STATE_BLEND_ALPHA(){ return (0 | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_ALPHA)); }
-
-/// Memory release callback.
-
-/// Color RGB/alpha/depth write. When it's not specified write will be disabled.
-enum ulong BGFX_STATE_WRITE_R = 0x0000000000000001; /// Enable R write.
-enum ulong BGFX_STATE_WRITE_G = 0x0000000000000002; /// Enable G write.
-enum ulong BGFX_STATE_WRITE_B = 0x0000000000000004; /// Enable B write.
-enum ulong BGFX_STATE_WRITE_A = 0x0000000000000008; /// Enable alpha write.
-enum ulong BGFX_STATE_WRITE_Z = 0x0000004000000000; /// Enable depth write.
-enum ulong BGFX_STATE_WRITE_RGB = 0x0000000000000007; /// Enable RGB write.
-enum ulong BGFX_STATE_WRITE_MASK = 0x000000400000000f; /// Write all channels mask.
-
-/// Depth test state. When `BGFX_STATE_DEPTH_` is not specified depth test will be disabled.
-enum ulong BGFX_STATE_DEPTH_TEST_LESS = 0x0000000000000010; /// Enable depth test, less.
-enum ulong BGFX_STATE_DEPTH_TEST_LEQUAL = 0x0000000000000020; /// Enable depth test, less or equal.
-enum ulong BGFX_STATE_DEPTH_TEST_EQUAL = 0x0000000000000030; /// Enable depth test, equal.
-enum ulong BGFX_STATE_DEPTH_TEST_GEQUAL = 0x0000000000000040; /// Enable depth test, greater or equal.
-enum ulong BGFX_STATE_DEPTH_TEST_GREATER = 0x0000000000000050; /// Enable depth test, greater.
-enum ulong BGFX_STATE_DEPTH_TEST_NOTEQUAL = 0x0000000000000060; /// Enable depth test, not equal.
-enum ulong BGFX_STATE_DEPTH_TEST_NEVER = 0x0000000000000070; /// Enable depth test, never.
-enum ulong BGFX_STATE_DEPTH_TEST_ALWAYS = 0x0000000000000080; /// Enable depth test, always.
-enum ulong BGFX_STATE_DEPTH_TEST_SHIFT = 4; /// Depth test state bit shift
-enum ulong BGFX_STATE_DEPTH_TEST_MASK = 0x00000000000000f0; /// Depth test state bit mask
-
-/**
- * Use BGFX_STATE_BLEND_FUNC(_src, _dst) or BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)
- * helper macros.
- */
-enum ulong BGFX_STATE_BLEND_ZERO = 0x0000000000001000; /// 0, 0, 0, 0
-enum ulong BGFX_STATE_BLEND_ONE = 0x0000000000002000; /// 1, 1, 1, 1
-enum ulong BGFX_STATE_BLEND_SRC_COLOR = 0x0000000000003000; /// Rs, Gs, Bs, As
-enum ulong BGFX_STATE_BLEND_INV_SRC_COLOR = 0x0000000000004000; /// 1-Rs, 1-Gs, 1-Bs, 1-As
-enum ulong BGFX_STATE_BLEND_SRC_ALPHA = 0x0000000000005000; /// As, As, As, As
-enum ulong BGFX_STATE_BLEND_INV_SRC_ALPHA = 0x0000000000006000; /// 1-As, 1-As, 1-As, 1-As
-enum ulong BGFX_STATE_BLEND_DST_ALPHA = 0x0000000000007000; /// Ad, Ad, Ad, Ad
-enum ulong BGFX_STATE_BLEND_INV_DST_ALPHA = 0x0000000000008000; /// 1-Ad, 1-Ad, 1-Ad ,1-Ad
-enum ulong BGFX_STATE_BLEND_DST_COLOR = 0x0000000000009000; /// Rd, Gd, Bd, Ad
-enum ulong BGFX_STATE_BLEND_INV_DST_COLOR = 0x000000000000a000; /// 1-Rd, 1-Gd, 1-Bd, 1-Ad
-enum ulong BGFX_STATE_BLEND_SRC_ALPHA_SAT = 0x000000000000b000; /// f, f, f, 1; f = min(As, 1-Ad)
-enum ulong BGFX_STATE_BLEND_FACTOR = 0x000000000000c000; /// Blend factor
-enum ulong BGFX_STATE_BLEND_INV_FACTOR = 0x000000000000d000; /// 1-Blend factor
-enum ulong BGFX_STATE_BLEND_SHIFT = 12; /// Blend state bit shift
-enum ulong BGFX_STATE_BLEND_MASK = 0x000000000ffff000; /// Blend state bit mask
-
-/**
- * Use BGFX_STATE_BLEND_EQUATION(_equation) or BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)
- * helper macros.
- */
-enum ulong BGFX_STATE_BLEND_EQUATION_ADD = 0x0000000000000000; /// Blend add: src + dst.
-enum ulong BGFX_STATE_BLEND_EQUATION_SUB = 0x0000000010000000; /// Blend subtract: src - dst.
-enum ulong BGFX_STATE_BLEND_EQUATION_REVSUB = 0x0000000020000000; /// Blend reverse subtract: dst - src.
-enum ulong BGFX_STATE_BLEND_EQUATION_MIN = 0x0000000030000000; /// Blend min: min(src, dst).
-enum ulong BGFX_STATE_BLEND_EQUATION_MAX = 0x0000000040000000; /// Blend max: max(src, dst).
-enum ulong BGFX_STATE_BLEND_EQUATION_SHIFT = 28; /// Blend equation bit shift
-enum ulong BGFX_STATE_BLEND_EQUATION_MASK = 0x00000003f0000000; /// Blend equation bit mask
-
-/// Cull state. When `BGFX_STATE_CULL_*` is not specified culling will be disabled.
-enum ulong BGFX_STATE_CULL_CW = 0x0000001000000000; /// Cull clockwise triangles.
-enum ulong BGFX_STATE_CULL_CCW = 0x0000002000000000; /// Cull counter-clockwise triangles.
-enum ulong BGFX_STATE_CULL_SHIFT = 36; /// Culling mode bit shift
-enum ulong BGFX_STATE_CULL_MASK = 0x0000003000000000; /// Culling mode bit mask
-
-/// Alpha reference value.
-enum ulong BGFX_STATE_ALPHA_REF_SHIFT = 40; /// Alpha reference bit shift
-enum ulong BGFX_STATE_ALPHA_REF_MASK = 0x0000ff0000000000; /// Alpha reference bit mask
-ulong BGFX_STATE_ALPHA_REF (ulong v) { return (v << BGFX_STATE_ALPHA_REF_SHIFT) & BGFX_STATE_ALPHA_REF_MASK; }
-
-enum ulong BGFX_STATE_PT_TRISTRIP = 0x0001000000000000; /// Tristrip.
-enum ulong BGFX_STATE_PT_LINES = 0x0002000000000000; /// Lines.
-enum ulong BGFX_STATE_PT_LINESTRIP = 0x0003000000000000; /// Line strip.
-enum ulong BGFX_STATE_PT_POINTS = 0x0004000000000000; /// Points.
-enum ulong BGFX_STATE_PT_SHIFT = 48; /// Primitive type bit shift
-enum ulong BGFX_STATE_PT_MASK = 0x0007000000000000; /// Primitive type bit mask
-
-/// Point size value.
-enum ulong BGFX_STATE_POINT_SIZE_SHIFT = 52; /// Point size bit shift
-enum ulong BGFX_STATE_POINT_SIZE_MASK = 0x00f0000000000000; /// Point size bit mask
-ulong BGFX_STATE_POINT_SIZE (ulong v) { return (v << BGFX_STATE_POINT_SIZE_SHIFT) & BGFX_STATE_POINT_SIZE_MASK; }
-
-/**
- * Enable MSAA write when writing into MSAA frame buffer.
- * This flag is ignored when not writing into MSAA frame buffer.
- */
-enum ulong BGFX_STATE_MSAA = 0x0100000000000000; /// Enable MSAA rasterization.
-enum ulong BGFX_STATE_LINEAA = 0x0200000000000000; /// Enable line AA rasterization.
-enum ulong BGFX_STATE_CONSERVATIVE_RASTER = 0x0400000000000000; /// Enable conservative rasterization.
-enum ulong BGFX_STATE_NONE = 0x0000000000000000; /// No state.
-enum ulong BGFX_STATE_FRONT_CCW = 0x0000008000000000; /// Front counter-clockwise (default is clockwise).
-enum ulong BGFX_STATE_BLEND_INDEPENDENT = 0x0000000400000000; /// Enable blend independent.
-enum ulong BGFX_STATE_BLEND_ALPHA_TO_COVERAGE = 0x0000000800000000; /// Enable alpha to coverage.
-/**
- * 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).
- */
-enum ulong BGFX_STATE_DEFAULT = BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_WRITE_Z | BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_CULL_CW | BGFX_STATE_MSAA;
-enum ulong BGFX_STATE_MASK = 0xffffffffffffffff; /// State bit mask
-
-/// Do not use!
-enum ulong BGFX_STATE_RESERVED_SHIFT = 61;
-enum ulong BGFX_STATE_RESERVED_MASK = 0xe000000000000000;
-
-/// Set stencil ref value.
-enum uint BGFX_STENCIL_FUNC_REF_SHIFT = 0;
-enum uint BGFX_STENCIL_FUNC_REF_MASK = 0x000000ff;
-uint BGFX_STENCIL_FUNC_REF (uint v) { return (v << BGFX_STENCIL_FUNC_REF_SHIFT) & BGFX_STENCIL_FUNC_REF_MASK; }
-
-/// Set stencil rmask value.
-enum uint BGFX_STENCIL_FUNC_RMASK_SHIFT = 8;
-enum uint BGFX_STENCIL_FUNC_RMASK_MASK = 0x0000ff00;
-uint BGFX_STENCIL_FUNC_RMASK (uint v) { return (v << BGFX_STENCIL_FUNC_RMASK_SHIFT) & BGFX_STENCIL_FUNC_RMASK_MASK; }
-
-enum uint BGFX_STENCIL_NONE = 0x00000000;
-enum uint BGFX_STENCIL_MASK = 0xffffffff;
-enum uint BGFX_STENCIL_DEFAULT = 0x00000000;
-
-enum uint BGFX_STENCIL_TEST_LESS = 0x00010000; /// Enable stencil test, less.
-enum uint BGFX_STENCIL_TEST_LEQUAL = 0x00020000; /// Enable stencil test, less or equal.
-enum uint BGFX_STENCIL_TEST_EQUAL = 0x00030000; /// Enable stencil test, equal.
-enum uint BGFX_STENCIL_TEST_GEQUAL = 0x00040000; /// Enable stencil test, greater or equal.
-enum uint BGFX_STENCIL_TEST_GREATER = 0x00050000; /// Enable stencil test, greater.
-enum uint BGFX_STENCIL_TEST_NOTEQUAL = 0x00060000; /// Enable stencil test, not equal.
-enum uint BGFX_STENCIL_TEST_NEVER = 0x00070000; /// Enable stencil test, never.
-enum uint BGFX_STENCIL_TEST_ALWAYS = 0x00080000; /// Enable stencil test, always.
-enum uint BGFX_STENCIL_TEST_SHIFT = 16; /// Stencil test bit shift
-enum uint BGFX_STENCIL_TEST_MASK = 0x000f0000; /// Stencil test bit mask
-
-enum uint BGFX_STENCIL_OP_FAIL_S_ZERO = 0x00000000; /// Zero.
-enum uint BGFX_STENCIL_OP_FAIL_S_KEEP = 0x00100000; /// Keep.
-enum uint BGFX_STENCIL_OP_FAIL_S_REPLACE = 0x00200000; /// Replace.
-enum uint BGFX_STENCIL_OP_FAIL_S_INCR = 0x00300000; /// Increment and wrap.
-enum uint BGFX_STENCIL_OP_FAIL_S_INCRSAT = 0x00400000; /// Increment and clamp.
-enum uint BGFX_STENCIL_OP_FAIL_S_DECR = 0x00500000; /// Decrement and wrap.
-enum uint BGFX_STENCIL_OP_FAIL_S_DECRSAT = 0x00600000; /// Decrement and clamp.
-enum uint BGFX_STENCIL_OP_FAIL_S_INVERT = 0x00700000; /// Invert.
-enum uint BGFX_STENCIL_OP_FAIL_S_SHIFT = 20; /// Stencil operation fail bit shift
-enum uint BGFX_STENCIL_OP_FAIL_S_MASK = 0x00f00000; /// Stencil operation fail bit mask
-
-enum uint BGFX_STENCIL_OP_FAIL_Z_ZERO = 0x00000000; /// Zero.
-enum uint BGFX_STENCIL_OP_FAIL_Z_KEEP = 0x01000000; /// Keep.
-enum uint BGFX_STENCIL_OP_FAIL_Z_REPLACE = 0x02000000; /// Replace.
-enum uint BGFX_STENCIL_OP_FAIL_Z_INCR = 0x03000000; /// Increment and wrap.
-enum uint BGFX_STENCIL_OP_FAIL_Z_INCRSAT = 0x04000000; /// Increment and clamp.
-enum uint BGFX_STENCIL_OP_FAIL_Z_DECR = 0x05000000; /// Decrement and wrap.
-enum uint BGFX_STENCIL_OP_FAIL_Z_DECRSAT = 0x06000000; /// Decrement and clamp.
-enum uint BGFX_STENCIL_OP_FAIL_Z_INVERT = 0x07000000; /// Invert.
-enum uint BGFX_STENCIL_OP_FAIL_Z_SHIFT = 24; /// Stencil operation depth fail bit shift
-enum uint BGFX_STENCIL_OP_FAIL_Z_MASK = 0x0f000000; /// Stencil operation depth fail bit mask
-
-enum uint BGFX_STENCIL_OP_PASS_Z_ZERO = 0x00000000; /// Zero.
-enum uint BGFX_STENCIL_OP_PASS_Z_KEEP = 0x10000000; /// Keep.
-enum uint BGFX_STENCIL_OP_PASS_Z_REPLACE = 0x20000000; /// Replace.
-enum uint BGFX_STENCIL_OP_PASS_Z_INCR = 0x30000000; /// Increment and wrap.
-enum uint BGFX_STENCIL_OP_PASS_Z_INCRSAT = 0x40000000; /// Increment and clamp.
-enum uint BGFX_STENCIL_OP_PASS_Z_DECR = 0x50000000; /// Decrement and wrap.
-enum uint BGFX_STENCIL_OP_PASS_Z_DECRSAT = 0x60000000; /// Decrement and clamp.
-enum uint BGFX_STENCIL_OP_PASS_Z_INVERT = 0x70000000; /// Invert.
-enum uint BGFX_STENCIL_OP_PASS_Z_SHIFT = 28; /// Stencil operation depth pass bit shift
-enum uint BGFX_STENCIL_OP_PASS_Z_MASK = 0xf0000000; /// Stencil operation depth pass bit mask
-
-enum ushort BGFX_CLEAR_NONE = 0x0000; /// No clear flags.
-enum ushort BGFX_CLEAR_COLOR = 0x0001; /// Clear color.
-enum ushort BGFX_CLEAR_DEPTH = 0x0002; /// Clear depth.
-enum ushort BGFX_CLEAR_STENCIL = 0x0004; /// Clear stencil.
-enum ushort BGFX_CLEAR_DISCARD_COLOR_0 = 0x0008; /// Discard frame buffer attachment 0.
-enum ushort BGFX_CLEAR_DISCARD_COLOR_1 = 0x0010; /// Discard frame buffer attachment 1.
-enum ushort BGFX_CLEAR_DISCARD_COLOR_2 = 0x0020; /// Discard frame buffer attachment 2.
-enum ushort BGFX_CLEAR_DISCARD_COLOR_3 = 0x0040; /// Discard frame buffer attachment 3.
-enum ushort BGFX_CLEAR_DISCARD_COLOR_4 = 0x0080; /// Discard frame buffer attachment 4.
-enum ushort BGFX_CLEAR_DISCARD_COLOR_5 = 0x0100; /// Discard frame buffer attachment 5.
-enum ushort BGFX_CLEAR_DISCARD_COLOR_6 = 0x0200; /// Discard frame buffer attachment 6.
-enum ushort BGFX_CLEAR_DISCARD_COLOR_7 = 0x0400; /// Discard frame buffer attachment 7.
-enum ushort BGFX_CLEAR_DISCARD_DEPTH = 0x0800; /// Discard frame buffer depth attachment.
-enum ushort BGFX_CLEAR_DISCARD_STENCIL = 0x1000; /// Discard frame buffer stencil attachment.
-enum ushort BGFX_CLEAR_DISCARD_COLOR_MASK = 0x07f8;
-enum ushort BGFX_CLEAR_DISCARD_MASK = 0x1ff8;
-
-/**
- * Rendering state discard. When state is preserved in submit, rendering states can be discarded
- * on a finer grain.
- */
-enum ubyte BGFX_DISCARD_NONE = 0x00; /// Preserve everything.
-enum ubyte BGFX_DISCARD_BINDINGS = 0x01; /// Discard texture sampler and buffer bindings.
-enum ubyte BGFX_DISCARD_INDEX_BUFFER = 0x02; /// Discard index buffer.
-enum ubyte BGFX_DISCARD_INSTANCE_DATA = 0x04; /// Discard instance data.
-enum ubyte BGFX_DISCARD_STATE = 0x08; /// Discard state and uniform bindings.
-enum ubyte BGFX_DISCARD_TRANSFORM = 0x10; /// Discard transform.
-enum ubyte BGFX_DISCARD_VERTEX_STREAMS = 0x20; /// Discard vertex streams.
-enum ubyte BGFX_DISCARD_ALL = 0xff; /// Discard all states.
-
-enum uint BGFX_DEBUG_NONE = 0x00000000; /// No debug.
-enum uint BGFX_DEBUG_WIREFRAME = 0x00000001; /// Enable wireframe for all primitives.
-/**
- * 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.
- */
-enum uint BGFX_DEBUG_IFH = 0x00000002;
-enum uint BGFX_DEBUG_STATS = 0x00000004; /// Enable statistics display.
-enum uint BGFX_DEBUG_TEXT = 0x00000008; /// Enable debug text display.
-enum uint BGFX_DEBUG_PROFILER = 0x00000010; /// Enable profiler. This causes per-view statistics to be collected, available through `bgfx::Stats::ViewStats`. This is unrelated to the profiler functions in `bgfx::CallbackI`.
-
-enum ushort BGFX_BUFFER_COMPUTE_FORMAT_8X1 = 0x0001; /// 1 8-bit value
-enum ushort BGFX_BUFFER_COMPUTE_FORMAT_8X2 = 0x0002; /// 2 8-bit values
-enum ushort BGFX_BUFFER_COMPUTE_FORMAT_8X4 = 0x0003; /// 4 8-bit values
-enum ushort BGFX_BUFFER_COMPUTE_FORMAT_16X1 = 0x0004; /// 1 16-bit value
-enum ushort BGFX_BUFFER_COMPUTE_FORMAT_16X2 = 0x0005; /// 2 16-bit values
-enum ushort BGFX_BUFFER_COMPUTE_FORMAT_16X4 = 0x0006; /// 4 16-bit values
-enum ushort BGFX_BUFFER_COMPUTE_FORMAT_32X1 = 0x0007; /// 1 32-bit value
-enum ushort BGFX_BUFFER_COMPUTE_FORMAT_32X2 = 0x0008; /// 2 32-bit values
-enum ushort BGFX_BUFFER_COMPUTE_FORMAT_32X4 = 0x0009; /// 4 32-bit values
-enum ushort BGFX_BUFFER_COMPUTE_FORMAT_SHIFT = 0;
-enum ushort BGFX_BUFFER_COMPUTE_FORMAT_MASK = 0x000f;
-
-enum ushort BGFX_BUFFER_COMPUTE_TYPE_INT = 0x0010; /// Type `int`.
-enum ushort BGFX_BUFFER_COMPUTE_TYPE_UINT = 0x0020; /// Type `uint`.
-enum ushort BGFX_BUFFER_COMPUTE_TYPE_FLOAT = 0x0030; /// Type `float`.
-enum ushort BGFX_BUFFER_COMPUTE_TYPE_SHIFT = 4;
-enum ushort BGFX_BUFFER_COMPUTE_TYPE_MASK = 0x0030;
-
-enum ushort BGFX_BUFFER_NONE = 0x0000;
-enum ushort BGFX_BUFFER_COMPUTE_READ = 0x0100; /// Buffer will be read by shader.
-enum ushort BGFX_BUFFER_COMPUTE_WRITE = 0x0200; /// Buffer will be used for writing.
-enum ushort BGFX_BUFFER_DRAW_INDIRECT = 0x0400; /// Buffer will be used for storing draw indirect commands.
-enum ushort BGFX_BUFFER_ALLOW_RESIZE = 0x0800; /// Allow dynamic index/vertex buffer resize during update.
-enum ushort BGFX_BUFFER_INDEX32 = 0x1000; /// Index buffer contains 32-bit indices.
-enum ushort BGFX_BUFFER_COMPUTE_READ_WRITE = 0x0300;
-
-enum ulong BGFX_TEXTURE_NONE = 0x0000000000000000;
-enum ulong BGFX_TEXTURE_MSAA_SAMPLE = 0x0000000800000000; /// Texture will be used for MSAA sampling.
-enum ulong BGFX_TEXTURE_RT = 0x0000001000000000; /// Render target no MSAA.
-enum ulong BGFX_TEXTURE_COMPUTE_WRITE = 0x0000100000000000; /// Texture will be used for compute write.
-enum ulong BGFX_TEXTURE_SRGB = 0x0000200000000000; /// Sample texture as sRGB.
-enum ulong BGFX_TEXTURE_BLIT_DST = 0x0000400000000000; /// Texture will be used as blit destination.
-enum ulong BGFX_TEXTURE_READ_BACK = 0x0000800000000000; /// Texture will be used for read back from GPU.
-
-enum ulong BGFX_TEXTURE_RT_MSAA_X2 = 0x0000002000000000; /// Render target MSAAx2 mode.
-enum ulong BGFX_TEXTURE_RT_MSAA_X4 = 0x0000003000000000; /// Render target MSAAx4 mode.
-enum ulong BGFX_TEXTURE_RT_MSAA_X8 = 0x0000004000000000; /// Render target MSAAx8 mode.
-enum ulong BGFX_TEXTURE_RT_MSAA_X16 = 0x0000005000000000; /// Render target MSAAx16 mode.
-enum ulong BGFX_TEXTURE_RT_MSAA_SHIFT = 36;
-enum ulong BGFX_TEXTURE_RT_MSAA_MASK = 0x0000007000000000;
-
-enum ulong BGFX_TEXTURE_RT_WRITE_ONLY = 0x0000008000000000; /// Render target will be used for writing
-enum ulong BGFX_TEXTURE_RT_SHIFT = 36;
-enum ulong BGFX_TEXTURE_RT_MASK = 0x000000f000000000;
-
-/// Sampler flags.
-enum uint BGFX_SAMPLER_U_MIRROR = 0x00000001; /// Wrap U mode: Mirror
-enum uint BGFX_SAMPLER_U_CLAMP = 0x00000002; /// Wrap U mode: Clamp
-enum uint BGFX_SAMPLER_U_BORDER = 0x00000003; /// Wrap U mode: Border
-enum uint BGFX_SAMPLER_U_SHIFT = 0;
-enum uint BGFX_SAMPLER_U_MASK = 0x00000003;
-
-enum uint BGFX_SAMPLER_V_MIRROR = 0x00000004; /// Wrap V mode: Mirror
-enum uint BGFX_SAMPLER_V_CLAMP = 0x00000008; /// Wrap V mode: Clamp
-enum uint BGFX_SAMPLER_V_BORDER = 0x0000000c; /// Wrap V mode: Border
-enum uint BGFX_SAMPLER_V_SHIFT = 2;
-enum uint BGFX_SAMPLER_V_MASK = 0x0000000c;
-
-enum uint BGFX_SAMPLER_W_MIRROR = 0x00000010; /// Wrap W mode: Mirror
-enum uint BGFX_SAMPLER_W_CLAMP = 0x00000020; /// Wrap W mode: Clamp
-enum uint BGFX_SAMPLER_W_BORDER = 0x00000030; /// Wrap W mode: Border
-enum uint BGFX_SAMPLER_W_SHIFT = 4;
-enum uint BGFX_SAMPLER_W_MASK = 0x00000030;
-
-enum uint BGFX_SAMPLER_MIN_POINT = 0x00000040; /// Min sampling mode: Point
-enum uint BGFX_SAMPLER_MIN_ANISOTROPIC = 0x00000080; /// Min sampling mode: Anisotropic
-enum uint BGFX_SAMPLER_MIN_SHIFT = 6;
-enum uint BGFX_SAMPLER_MIN_MASK = 0x000000c0;
-
-enum uint BGFX_SAMPLER_MAG_POINT = 0x00000100; /// Mag sampling mode: Point
-enum uint BGFX_SAMPLER_MAG_ANISOTROPIC = 0x00000200; /// Mag sampling mode: Anisotropic
-enum uint BGFX_SAMPLER_MAG_SHIFT = 8;
-enum uint BGFX_SAMPLER_MAG_MASK = 0x00000300;
-
-enum uint BGFX_SAMPLER_MIP_POINT = 0x00000400; /// Mip sampling mode: Point
-enum uint BGFX_SAMPLER_MIP_SHIFT = 10;
-enum uint BGFX_SAMPLER_MIP_MASK = 0x00000400;
-
-enum uint BGFX_SAMPLER_COMPARE_LESS = 0x00010000; /// Compare when sampling depth texture: less.
-enum uint BGFX_SAMPLER_COMPARE_LEQUAL = 0x00020000; /// Compare when sampling depth texture: less or equal.
-enum uint BGFX_SAMPLER_COMPARE_EQUAL = 0x00030000; /// Compare when sampling depth texture: equal.
-enum uint BGFX_SAMPLER_COMPARE_GEQUAL = 0x00040000; /// Compare when sampling depth texture: greater or equal.
-enum uint BGFX_SAMPLER_COMPARE_GREATER = 0x00050000; /// Compare when sampling depth texture: greater.
-enum uint BGFX_SAMPLER_COMPARE_NOTEQUAL = 0x00060000; /// Compare when sampling depth texture: not equal.
-enum uint BGFX_SAMPLER_COMPARE_NEVER = 0x00070000; /// Compare when sampling depth texture: never.
-enum uint BGFX_SAMPLER_COMPARE_ALWAYS = 0x00080000; /// Compare when sampling depth texture: always.
-enum uint BGFX_SAMPLER_COMPARE_SHIFT = 16;
-enum uint BGFX_SAMPLER_COMPARE_MASK = 0x000f0000;
-
-enum uint BGFX_SAMPLER_BORDER_COLOR_SHIFT = 24;
-enum uint BGFX_SAMPLER_BORDER_COLOR_MASK = 0x0f000000;
-uint BGFX_SAMPLER_BORDER_COLOR (uint v) { return (v << BGFX_SAMPLER_BORDER_COLOR_SHIFT) & BGFX_SAMPLER_BORDER_COLOR_MASK; }
-
-enum uint BGFX_SAMPLER_RESERVED_SHIFT = 28;
-enum uint BGFX_SAMPLER_RESERVED_MASK = 0xf0000000;
-
-enum uint BGFX_SAMPLER_NONE = 0x00000000;
-enum uint BGFX_SAMPLER_SAMPLE_STENCIL = 0x00100000; /// Sample stencil instead of depth.
-enum uint BGFX_SAMPLER_POINT = BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_MIP_POINT;
-enum uint BGFX_SAMPLER_UVW_MIRROR = BGFX_SAMPLER_U_MIRROR | BGFX_SAMPLER_V_MIRROR | BGFX_SAMPLER_W_MIRROR;
-enum uint BGFX_SAMPLER_UVW_CLAMP = BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP | BGFX_SAMPLER_W_CLAMP;
-enum uint BGFX_SAMPLER_UVW_BORDER = BGFX_SAMPLER_U_BORDER | BGFX_SAMPLER_V_BORDER | BGFX_SAMPLER_W_BORDER;
-enum uint BGFX_SAMPLER_BITS_MASK = BGFX_SAMPLER_U_MASK | BGFX_SAMPLER_V_MASK | BGFX_SAMPLER_W_MASK | BGFX_SAMPLER_MIN_MASK | BGFX_SAMPLER_MAG_MASK | BGFX_SAMPLER_MIP_MASK | BGFX_SAMPLER_COMPARE_MASK;
-
-enum uint BGFX_RESET_MSAA_X2 = 0x00000010; /// Enable 2x MSAA.
-enum uint BGFX_RESET_MSAA_X4 = 0x00000020; /// Enable 4x MSAA.
-enum uint BGFX_RESET_MSAA_X8 = 0x00000030; /// Enable 8x MSAA.
-enum uint BGFX_RESET_MSAA_X16 = 0x00000040; /// Enable 16x MSAA.
-enum uint BGFX_RESET_MSAA_SHIFT = 4;
-enum uint BGFX_RESET_MSAA_MASK = 0x00000070;
-
-enum uint BGFX_RESET_NONE = 0x00000000; /// No reset flags.
-enum uint BGFX_RESET_FULLSCREEN = 0x00000001; /// Not supported yet.
-enum uint BGFX_RESET_VSYNC = 0x00000080; /// Enable V-Sync.
-enum uint BGFX_RESET_MAXANISOTROPY = 0x00000100; /// Turn on/off max anisotropy.
-enum uint BGFX_RESET_CAPTURE = 0x00000200; /// Begin screen capture.
-enum uint BGFX_RESET_FLUSH_AFTER_RENDER = 0x00002000; /// Flush rendering after submitting to GPU.
-/**
- * This flag specifies where flip occurs. Default behaviour is that flip occurs
- * before rendering new frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
- */
-enum uint BGFX_RESET_FLIP_AFTER_RENDER = 0x00004000;
-enum uint BGFX_RESET_SRGB_BACKBUFFER = 0x00008000; /// Enable sRGB backbuffer.
-enum uint BGFX_RESET_HDR10 = 0x00010000; /// Enable HDR10 rendering.
-enum uint BGFX_RESET_HIDPI = 0x00020000; /// Enable HiDPI rendering.
-enum uint BGFX_RESET_DEPTH_CLAMP = 0x00040000; /// Enable depth clamp.
-enum uint BGFX_RESET_SUSPEND = 0x00080000; /// Suspend rendering.
-enum uint BGFX_RESET_TRANSPARENT_BACKBUFFER = 0x00100000; /// Transparent backbuffer. Availability depends on: `BGFX_CAPS_TRANSPARENT_BACKBUFFER`.
-
-enum uint BGFX_RESET_FULLSCREEN_SHIFT = 0;
-enum uint BGFX_RESET_FULLSCREEN_MASK = 0x00000001;
-
-enum uint BGFX_RESET_RESERVED_SHIFT = 31; /// Internal bit shift
-enum uint BGFX_RESET_RESERVED_MASK = 0x80000000; /// Internal bit mask
-
-enum ulong BGFX_CAPS_ALPHA_TO_COVERAGE = 0x0000000000000001; /// Alpha to coverage is supported.
-enum ulong BGFX_CAPS_BLEND_INDEPENDENT = 0x0000000000000002; /// Blend independent is supported.
-enum ulong BGFX_CAPS_COMPUTE = 0x0000000000000004; /// Compute shaders are supported.
-enum ulong BGFX_CAPS_CONSERVATIVE_RASTER = 0x0000000000000008; /// Conservative rasterization is supported.
-enum ulong BGFX_CAPS_DRAW_INDIRECT = 0x0000000000000010; /// Draw indirect is supported.
-enum ulong BGFX_CAPS_FRAGMENT_DEPTH = 0x0000000000000020; /// Fragment depth is available in fragment shader.
-enum ulong BGFX_CAPS_FRAGMENT_ORDERING = 0x0000000000000040; /// Fragment ordering is available in fragment shader.
-enum ulong BGFX_CAPS_GRAPHICS_DEBUGGER = 0x0000000000000080; /// Graphics debugger is present.
-enum ulong BGFX_CAPS_HDR10 = 0x0000000000000100; /// HDR10 rendering is supported.
-enum ulong BGFX_CAPS_HIDPI = 0x0000000000000200; /// HiDPI rendering is supported.
-enum ulong BGFX_CAPS_IMAGE_RW = 0x0000000000000400; /// Image Read/Write is supported.
-enum ulong BGFX_CAPS_INDEX32 = 0x0000000000000800; /// 32-bit indices are supported.
-enum ulong BGFX_CAPS_INSTANCING = 0x0000000000001000; /// Instancing is supported.
-enum ulong BGFX_CAPS_OCCLUSION_QUERY = 0x0000000000002000; /// Occlusion query is supported.
-enum ulong BGFX_CAPS_RENDERER_MULTITHREADED = 0x0000000000004000; /// Renderer is on separate thread.
-enum ulong BGFX_CAPS_SWAP_CHAIN = 0x0000000000008000; /// Multiple windows are supported.
-enum ulong BGFX_CAPS_TEXTURE_2D_ARRAY = 0x0000000000010000; /// 2D texture array is supported.
-enum ulong BGFX_CAPS_TEXTURE_3D = 0x0000000000020000; /// 3D textures are supported.
-enum ulong BGFX_CAPS_TEXTURE_BLIT = 0x0000000000040000; /// Texture blit is supported.
-enum ulong BGFX_CAPS_TRANSPARENT_BACKBUFFER = 0x0000000000080000; /// Transparent back buffer supported.
-enum ulong BGFX_CAPS_TEXTURE_COMPARE_RESERVED = 0x0000000000100000;
-enum ulong BGFX_CAPS_TEXTURE_COMPARE_LEQUAL = 0x0000000000200000; /// Texture compare less equal mode is supported.
-enum ulong BGFX_CAPS_TEXTURE_CUBE_ARRAY = 0x0000000000400000; /// Cubemap texture array is supported.
-enum ulong BGFX_CAPS_TEXTURE_DIRECT_ACCESS = 0x0000000000800000; /// CPU direct access to GPU texture memory.
-enum ulong BGFX_CAPS_TEXTURE_READ_BACK = 0x0000000001000000; /// Read-back texture is supported.
-enum ulong BGFX_CAPS_VERTEX_ATTRIB_HALF = 0x0000000002000000; /// Vertex attribute half-float is supported.
-enum ulong BGFX_CAPS_VERTEX_ATTRIB_UINT10 = 0x0000000004000000; /// Vertex attribute 10_10_10_2 is supported.
-enum ulong BGFX_CAPS_VERTEX_ID = 0x0000000008000000; /// Rendering with VertexID only is supported.
-enum ulong BGFX_CAPS_VIEWPORT_LAYER_ARRAY = 0x0000000010000000; /// Viewport layer is available in vertex shader.
-enum ulong BGFX_CAPS_DRAW_INDIRECT_COUNT = 0x0000000020000000; /// Draw indirect with indirect count is supported.
-enum ulong BGFX_CAPS_TEXTURE_COMPARE_ALL = 0x0000000000300000; /// All texture compare modes are supported.
-
-enum uint BGFX_CAPS_FORMAT_TEXTURE_NONE = 0x00000000; /// Texture format is not supported.
-enum uint BGFX_CAPS_FORMAT_TEXTURE_2D = 0x00000001; /// Texture format is supported.
-enum uint BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB = 0x00000002; /// Texture as sRGB format is supported.
-enum uint BGFX_CAPS_FORMAT_TEXTURE_2D_EMULATED = 0x00000004; /// Texture format is emulated.
-enum uint BGFX_CAPS_FORMAT_TEXTURE_3D = 0x00000008; /// Texture format is supported.
-enum uint BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB = 0x00000010; /// Texture as sRGB format is supported.
-enum uint BGFX_CAPS_FORMAT_TEXTURE_3D_EMULATED = 0x00000020; /// Texture format is emulated.
-enum uint BGFX_CAPS_FORMAT_TEXTURE_CUBE = 0x00000040; /// Texture format is supported.
-enum uint BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB = 0x00000080; /// Texture as sRGB format is supported.
-enum uint BGFX_CAPS_FORMAT_TEXTURE_CUBE_EMULATED = 0x00000100; /// Texture format is emulated.
-enum uint BGFX_CAPS_FORMAT_TEXTURE_VERTEX = 0x00000200; /// Texture format can be used from vertex shader.
-enum uint BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ = 0x00000400; /// Texture format can be used as image and read from.
-enum uint BGFX_CAPS_FORMAT_TEXTURE_IMAGE_WRITE = 0x00000800; /// Texture format can be used as image and written to.
-enum uint BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER = 0x00001000; /// Texture format can be used as frame buffer.
-enum uint BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA = 0x00002000; /// Texture format can be used as MSAA frame buffer.
-enum uint BGFX_CAPS_FORMAT_TEXTURE_MSAA = 0x00004000; /// Texture can be sampled as MSAA.
-enum uint BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN = 0x00008000; /// Texture format supports auto-generated mips.
-
-enum ubyte BGFX_RESOLVE_NONE = 0x00; /// No resolve flags.
-enum ubyte BGFX_RESOLVE_AUTO_GEN_MIPS = 0x01; /// Auto-generate mip maps on resolve.
-
-enum ushort BGFX_PCI_ID_NONE = 0x0000; /// Autoselect adapter.
-enum ushort BGFX_PCI_ID_SOFTWARE_RASTERIZER = 0x0001; /// Software rasterizer.
-enum ushort BGFX_PCI_ID_AMD = 0x1002; /// AMD adapter.
-enum ushort BGFX_PCI_ID_APPLE = 0x106b; /// Apple adapter.
-enum ushort BGFX_PCI_ID_INTEL = 0x8086; /// Intel adapter.
-enum ushort BGFX_PCI_ID_NVIDIA = 0x10de; /// nVidia adapter.
-enum ushort BGFX_PCI_ID_MICROSOFT = 0x1414; /// Microsoft adapter.
-enum ushort BGFX_PCI_ID_ARM = 0x13b5; /// ARM adapter.
-
-enum ubyte BGFX_CUBE_MAP_POSITIVE_X = 0x00; /// Cubemap +x.
-enum ubyte BGFX_CUBE_MAP_NEGATIVE_X = 0x01; /// Cubemap -x.
-enum ubyte BGFX_CUBE_MAP_POSITIVE_Y = 0x02; /// Cubemap +y.
-enum ubyte BGFX_CUBE_MAP_NEGATIVE_Y = 0x03; /// Cubemap -y.
-enum ubyte BGFX_CUBE_MAP_POSITIVE_Z = 0x04; /// Cubemap +z.
-enum ubyte BGFX_CUBE_MAP_NEGATIVE_Z = 0x05; /// Cubemap -z.
-
-/// Fatal error enum.
-enum bgfx_fatal_t
-{
-	BGFX_FATAL_DEBUGCHECK,
-	BGFX_FATAL_INVALIDSHADER,
-	BGFX_FATAL_UNABLETOINITIALIZE,
-	BGFX_FATAL_UNABLETOCREATETEXTURE,
-	BGFX_FATAL_DEVICELOST,
-
-	BGFX_FATAL_COUNT
-}
-mixin(expandEnum!bgfx_fatal_t);
-
-/// Renderer backend type enum.
-enum bgfx_renderer_type_t
-{
-	BGFX_RENDERER_TYPE_NOOP, /// No rendering.
-	BGFX_RENDERER_TYPE_AGC, /// AGC
-	BGFX_RENDERER_TYPE_DIRECT3D9, /// Direct3D 9.0
-	BGFX_RENDERER_TYPE_DIRECT3D11, /// Direct3D 11.0
-	BGFX_RENDERER_TYPE_DIRECT3D12, /// Direct3D 12.0
-	BGFX_RENDERER_TYPE_GNM, /// GNM
-	BGFX_RENDERER_TYPE_METAL, /// Metal
-	BGFX_RENDERER_TYPE_NVN, /// NVN
-	BGFX_RENDERER_TYPE_OPENGLES, /// OpenGL ES 2.0+
-	BGFX_RENDERER_TYPE_OPENGL, /// OpenGL 2.1+
-	BGFX_RENDERER_TYPE_VULKAN, /// Vulkan
-	BGFX_RENDERER_TYPE_WEBGPU, /// WebGPU
-
-	BGFX_RENDERER_TYPE_COUNT
-}
-mixin(expandEnum!bgfx_renderer_type_t);
-
-/// Access mode enum.
-enum bgfx_access_t
-{
-	BGFX_ACCESS_READ, /// Read.
-	BGFX_ACCESS_WRITE, /// Write.
-	BGFX_ACCESS_READWRITE, /// Read and write.
-
-	BGFX_ACCESS_COUNT
-}
-mixin(expandEnum!bgfx_access_t);
-
-/// Vertex attribute enum.
-enum bgfx_attrib_t
-{
-	BGFX_ATTRIB_POSITION, /// a_position
-	BGFX_ATTRIB_NORMAL, /// a_normal
-	BGFX_ATTRIB_TANGENT, /// a_tangent
-	BGFX_ATTRIB_BITANGENT, /// a_bitangent
-	BGFX_ATTRIB_COLOR0, /// a_color0
-	BGFX_ATTRIB_COLOR1, /// a_color1
-	BGFX_ATTRIB_COLOR2, /// a_color2
-	BGFX_ATTRIB_COLOR3, /// a_color3
-	BGFX_ATTRIB_INDICES, /// a_indices
-	BGFX_ATTRIB_WEIGHT, /// a_weight
-	BGFX_ATTRIB_TEXCOORD0, /// a_texcoord0
-	BGFX_ATTRIB_TEXCOORD1, /// a_texcoord1
-	BGFX_ATTRIB_TEXCOORD2, /// a_texcoord2
-	BGFX_ATTRIB_TEXCOORD3, /// a_texcoord3
-	BGFX_ATTRIB_TEXCOORD4, /// a_texcoord4
-	BGFX_ATTRIB_TEXCOORD5, /// a_texcoord5
-	BGFX_ATTRIB_TEXCOORD6, /// a_texcoord6
-	BGFX_ATTRIB_TEXCOORD7, /// a_texcoord7
-
-	BGFX_ATTRIB_COUNT
-}
-mixin(expandEnum!bgfx_attrib_t);
-
-/// Vertex attribute type enum.
-enum bgfx_attrib_type_t
-{
-	BGFX_ATTRIB_TYPE_UINT8, /// Uint8
-	BGFX_ATTRIB_TYPE_UINT10, /// Uint10, availability depends on: `BGFX_CAPS_VERTEX_ATTRIB_UINT10`.
-	BGFX_ATTRIB_TYPE_INT16, /// Int16
-	BGFX_ATTRIB_TYPE_HALF, /// Half, availability depends on: `BGFX_CAPS_VERTEX_ATTRIB_HALF`.
-	BGFX_ATTRIB_TYPE_FLOAT, /// Float
-
-	BGFX_ATTRIB_TYPE_COUNT
-}
-mixin(expandEnum!bgfx_attrib_type_t);
-
-/**
- * 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 bgfx_texture_format_t
-{
-	BGFX_TEXTURE_FORMAT_BC1, /// DXT1 R5G6B5A1
-	BGFX_TEXTURE_FORMAT_BC2, /// DXT3 R5G6B5A4
-	BGFX_TEXTURE_FORMAT_BC3, /// DXT5 R5G6B5A8
-	BGFX_TEXTURE_FORMAT_BC4, /// LATC1/ATI1 R8
-	BGFX_TEXTURE_FORMAT_BC5, /// LATC2/ATI2 RG8
-	BGFX_TEXTURE_FORMAT_BC6H, /// BC6H RGB16F
-	BGFX_TEXTURE_FORMAT_BC7, /// BC7 RGB 4-7 bits per color channel, 0-8 bits alpha
-	BGFX_TEXTURE_FORMAT_ETC1, /// ETC1 RGB8
-	BGFX_TEXTURE_FORMAT_ETC2, /// ETC2 RGB8
-	BGFX_TEXTURE_FORMAT_ETC2A, /// ETC2 RGBA8
-	BGFX_TEXTURE_FORMAT_ETC2A1, /// ETC2 RGB8A1
-	BGFX_TEXTURE_FORMAT_PTC12, /// PVRTC1 RGB 2BPP
-	BGFX_TEXTURE_FORMAT_PTC14, /// PVRTC1 RGB 4BPP
-	BGFX_TEXTURE_FORMAT_PTC12A, /// PVRTC1 RGBA 2BPP
-	BGFX_TEXTURE_FORMAT_PTC14A, /// PVRTC1 RGBA 4BPP
-	BGFX_TEXTURE_FORMAT_PTC22, /// PVRTC2 RGBA 2BPP
-	BGFX_TEXTURE_FORMAT_PTC24, /// PVRTC2 RGBA 4BPP
-	BGFX_TEXTURE_FORMAT_ATC, /// ATC RGB 4BPP
-	BGFX_TEXTURE_FORMAT_ATCE, /// ATCE RGBA 8 BPP explicit alpha
-	BGFX_TEXTURE_FORMAT_ATCI, /// ATCI RGBA 8 BPP interpolated alpha
-	BGFX_TEXTURE_FORMAT_ASTC4X4, /// ASTC 4x4 8.0 BPP
-	BGFX_TEXTURE_FORMAT_ASTC5X4, /// ASTC 5x4 6.40 BPP
-	BGFX_TEXTURE_FORMAT_ASTC5X5, /// ASTC 5x5 5.12 BPP
-	BGFX_TEXTURE_FORMAT_ASTC6X5, /// ASTC 6x5 4.27 BPP
-	BGFX_TEXTURE_FORMAT_ASTC6X6, /// ASTC 6x6 3.56 BPP
-	BGFX_TEXTURE_FORMAT_ASTC8X5, /// ASTC 8x5 3.20 BPP
-	BGFX_TEXTURE_FORMAT_ASTC8X6, /// ASTC 8x6 2.67 BPP
-	BGFX_TEXTURE_FORMAT_ASTC8X8, /// ASTC 8x8 2.00 BPP
-	BGFX_TEXTURE_FORMAT_ASTC10X5, /// ASTC 10x5 2.56 BPP
-	BGFX_TEXTURE_FORMAT_ASTC10X6, /// ASTC 10x6 2.13 BPP
-	BGFX_TEXTURE_FORMAT_ASTC10X8, /// ASTC 10x8 1.60 BPP
-	BGFX_TEXTURE_FORMAT_ASTC10X10, /// ASTC 10x10 1.28 BPP
-	BGFX_TEXTURE_FORMAT_ASTC12X10, /// ASTC 12x10 1.07 BPP
-	BGFX_TEXTURE_FORMAT_ASTC12X12, /// ASTC 12x12 0.89 BPP
-	BGFX_TEXTURE_FORMAT_UNKNOWN, /// Compressed formats above.
-	BGFX_TEXTURE_FORMAT_R1,
-	BGFX_TEXTURE_FORMAT_A8,
-	BGFX_TEXTURE_FORMAT_R8,
-	BGFX_TEXTURE_FORMAT_R8I,
-	BGFX_TEXTURE_FORMAT_R8U,
-	BGFX_TEXTURE_FORMAT_R8S,
-	BGFX_TEXTURE_FORMAT_R16,
-	BGFX_TEXTURE_FORMAT_R16I,
-	BGFX_TEXTURE_FORMAT_R16U,
-	BGFX_TEXTURE_FORMAT_R16F,
-	BGFX_TEXTURE_FORMAT_R16S,
-	BGFX_TEXTURE_FORMAT_R32I,
-	BGFX_TEXTURE_FORMAT_R32U,
-	BGFX_TEXTURE_FORMAT_R32F,
-	BGFX_TEXTURE_FORMAT_RG8,
-	BGFX_TEXTURE_FORMAT_RG8I,
-	BGFX_TEXTURE_FORMAT_RG8U,
-	BGFX_TEXTURE_FORMAT_RG8S,
-	BGFX_TEXTURE_FORMAT_RG16,
-	BGFX_TEXTURE_FORMAT_RG16I,
-	BGFX_TEXTURE_FORMAT_RG16U,
-	BGFX_TEXTURE_FORMAT_RG16F,
-	BGFX_TEXTURE_FORMAT_RG16S,
-	BGFX_TEXTURE_FORMAT_RG32I,
-	BGFX_TEXTURE_FORMAT_RG32U,
-	BGFX_TEXTURE_FORMAT_RG32F,
-	BGFX_TEXTURE_FORMAT_RGB8,
-	BGFX_TEXTURE_FORMAT_RGB8I,
-	BGFX_TEXTURE_FORMAT_RGB8U,
-	BGFX_TEXTURE_FORMAT_RGB8S,
-	BGFX_TEXTURE_FORMAT_RGB9E5F,
-	BGFX_TEXTURE_FORMAT_BGRA8,
-	BGFX_TEXTURE_FORMAT_RGBA8,
-	BGFX_TEXTURE_FORMAT_RGBA8I,
-	BGFX_TEXTURE_FORMAT_RGBA8U,
-	BGFX_TEXTURE_FORMAT_RGBA8S,
-	BGFX_TEXTURE_FORMAT_RGBA16,
-	BGFX_TEXTURE_FORMAT_RGBA16I,
-	BGFX_TEXTURE_FORMAT_RGBA16U,
-	BGFX_TEXTURE_FORMAT_RGBA16F,
-	BGFX_TEXTURE_FORMAT_RGBA16S,
-	BGFX_TEXTURE_FORMAT_RGBA32I,
-	BGFX_TEXTURE_FORMAT_RGBA32U,
-	BGFX_TEXTURE_FORMAT_RGBA32F,
-	BGFX_TEXTURE_FORMAT_B5G6R5,
-	BGFX_TEXTURE_FORMAT_R5G6B5,
-	BGFX_TEXTURE_FORMAT_BGRA4,
-	BGFX_TEXTURE_FORMAT_RGBA4,
-	BGFX_TEXTURE_FORMAT_BGR5A1,
-	BGFX_TEXTURE_FORMAT_RGB5A1,
-	BGFX_TEXTURE_FORMAT_RGB10A2,
-	BGFX_TEXTURE_FORMAT_RG11B10F,
-	BGFX_TEXTURE_FORMAT_UNKNOWNDEPTH, /// Depth formats below.
-	BGFX_TEXTURE_FORMAT_D16,
-	BGFX_TEXTURE_FORMAT_D24,
-	BGFX_TEXTURE_FORMAT_D24S8,
-	BGFX_TEXTURE_FORMAT_D32,
-	BGFX_TEXTURE_FORMAT_D16F,
-	BGFX_TEXTURE_FORMAT_D24F,
-	BGFX_TEXTURE_FORMAT_D32F,
-	BGFX_TEXTURE_FORMAT_D0S8,
-
-	BGFX_TEXTURE_FORMAT_COUNT
-}
-mixin(expandEnum!bgfx_texture_format_t);
-
-/// Uniform type enum.
-enum bgfx_uniform_type_t
-{
-	BGFX_UNIFORM_TYPE_SAMPLER, /// Sampler.
-	BGFX_UNIFORM_TYPE_END, /// Reserved, do not use.
-	BGFX_UNIFORM_TYPE_VEC4, /// 4 floats vector.
-	BGFX_UNIFORM_TYPE_MAT3, /// 3x3 matrix.
-	BGFX_UNIFORM_TYPE_MAT4, /// 4x4 matrix.
-
-	BGFX_UNIFORM_TYPE_COUNT
-}
-mixin(expandEnum!bgfx_uniform_type_t);
-
-/// Backbuffer ratio enum.
-enum bgfx_backbuffer_ratio_t
-{
-	BGFX_BACKBUFFER_RATIO_EQUAL, /// Equal to backbuffer.
-	BGFX_BACKBUFFER_RATIO_HALF, /// One half size of backbuffer.
-	BGFX_BACKBUFFER_RATIO_QUARTER, /// One quarter size of backbuffer.
-	BGFX_BACKBUFFER_RATIO_EIGHTH, /// One eighth size of backbuffer.
-	BGFX_BACKBUFFER_RATIO_SIXTEENTH, /// One sixteenth size of backbuffer.
-	BGFX_BACKBUFFER_RATIO_DOUBLE, /// Double size of backbuffer.
-
-	BGFX_BACKBUFFER_RATIO_COUNT
-}
-mixin(expandEnum!bgfx_backbuffer_ratio_t);
-
-/// Occlusion query result.
-enum bgfx_occlusion_query_result_t
-{
-	BGFX_OCCLUSION_QUERY_RESULT_INVISIBLE, /// Query failed test.
-	BGFX_OCCLUSION_QUERY_RESULT_VISIBLE, /// Query passed test.
-	BGFX_OCCLUSION_QUERY_RESULT_NORESULT, /// Query result is not available yet.
-
-	BGFX_OCCLUSION_QUERY_RESULT_COUNT
-}
-mixin(expandEnum!bgfx_occlusion_query_result_t);
-
-/// Primitive topology.
-enum bgfx_topology_t
-{
-	BGFX_TOPOLOGY_TRILIST, /// Triangle list.
-	BGFX_TOPOLOGY_TRISTRIP, /// Triangle strip.
-	BGFX_TOPOLOGY_LINELIST, /// Line list.
-	BGFX_TOPOLOGY_LINESTRIP, /// Line strip.
-	BGFX_TOPOLOGY_POINTLIST, /// Point list.
-
-	BGFX_TOPOLOGY_COUNT
-}
-mixin(expandEnum!bgfx_topology_t);
-
-/// Topology conversion function.
-enum bgfx_topology_convert_t
-{
-	BGFX_TOPOLOGY_CONVERT_TRILISTFLIPWINDING, /// Flip winding order of triangle list.
-	BGFX_TOPOLOGY_CONVERT_TRISTRIPFLIPWINDING, /// Flip winding order of triangle strip.
-	BGFX_TOPOLOGY_CONVERT_TRILISTTOLINELIST, /// Convert triangle list to line list.
-	BGFX_TOPOLOGY_CONVERT_TRISTRIPTOTRILIST, /// Convert triangle strip to triangle list.
-	BGFX_TOPOLOGY_CONVERT_LINESTRIPTOLINELIST, /// Convert line strip to line list.
-
-	BGFX_TOPOLOGY_CONVERT_COUNT
-}
-mixin(expandEnum!bgfx_topology_convert_t);
-
-/// Topology sort order.
-enum bgfx_topology_sort_t
-{
-	BGFX_TOPOLOGY_SORT_DIRECTIONFRONTTOBACKMIN,
-	BGFX_TOPOLOGY_SORT_DIRECTIONFRONTTOBACKAVG,
-	BGFX_TOPOLOGY_SORT_DIRECTIONFRONTTOBACKMAX,
-	BGFX_TOPOLOGY_SORT_DIRECTIONBACKTOFRONTMIN,
-	BGFX_TOPOLOGY_SORT_DIRECTIONBACKTOFRONTAVG,
-	BGFX_TOPOLOGY_SORT_DIRECTIONBACKTOFRONTMAX,
-	BGFX_TOPOLOGY_SORT_DISTANCEFRONTTOBACKMIN,
-	BGFX_TOPOLOGY_SORT_DISTANCEFRONTTOBACKAVG,
-	BGFX_TOPOLOGY_SORT_DISTANCEFRONTTOBACKMAX,
-	BGFX_TOPOLOGY_SORT_DISTANCEBACKTOFRONTMIN,
-	BGFX_TOPOLOGY_SORT_DISTANCEBACKTOFRONTAVG,
-	BGFX_TOPOLOGY_SORT_DISTANCEBACKTOFRONTMAX,
-
-	BGFX_TOPOLOGY_SORT_COUNT
-}
-mixin(expandEnum!bgfx_topology_sort_t);
-
-/// View mode sets draw call sort order.
-enum bgfx_view_mode_t
-{
-	BGFX_VIEW_MODE_DEFAULT, /// Default sort order.
-	BGFX_VIEW_MODE_SEQUENTIAL, /// Sort in the same order in which submit calls were called.
-	BGFX_VIEW_MODE_DEPTHASCENDING, /// Sort draw call depth in ascending order.
-	BGFX_VIEW_MODE_DEPTHDESCENDING, /// Sort draw call depth in descending order.
-
-	BGFX_VIEW_MODE_COUNT
-}
-mixin(expandEnum!bgfx_view_mode_t);
-
-/// Render frame enum.
-enum bgfx_render_frame_t
-{
-	BGFX_RENDER_FRAME_NOCONTEXT, /// Renderer context is not created yet.
-	BGFX_RENDER_FRAME_RENDER, /// Renderer context is created and rendering.
-	BGFX_RENDER_FRAME_TIMEOUT, /// Renderer context wait for main thread signal timed out without rendering.
-	BGFX_RENDER_FRAME_EXITING, /// Renderer context is getting destroyed.
-
-	BGFX_RENDER_FRAME_COUNT
-}
-mixin(expandEnum!bgfx_render_frame_t);
-
-/// GPU info.
-struct bgfx_caps_gpu_t
-{
-	ushort vendorId; /// Vendor PCI id. See `BGFX_PCI_ID_*`.
-	ushort deviceId; /// Device id.
-}
-
-/// Renderer runtime limits.
-struct bgfx_caps_limits_t
-{
-	uint maxDrawCalls; /// Maximum number of draw calls.
-	uint maxBlits; /// Maximum number of blit calls.
-	uint maxTextureSize; /// Maximum texture size.
-	uint maxTextureLayers; /// Maximum texture layers.
-	uint maxViews; /// Maximum number of views.
-	uint maxFrameBuffers; /// Maximum number of frame buffer handles.
-	uint maxFBAttachments; /// Maximum number of frame buffer attachments.
-	uint maxPrograms; /// Maximum number of program handles.
-	uint maxShaders; /// Maximum number of shader handles.
-	uint maxTextures; /// Maximum number of texture handles.
-	uint maxTextureSamplers; /// Maximum number of texture samplers.
-	uint maxComputeBindings; /// Maximum number of compute bindings.
-	uint maxVertexLayouts; /// Maximum number of vertex format layouts.
-	uint maxVertexStreams; /// Maximum number of vertex streams.
-	uint maxIndexBuffers; /// Maximum number of index buffer handles.
-	uint maxVertexBuffers; /// Maximum number of vertex buffer handles.
-	uint maxDynamicIndexBuffers; /// Maximum number of dynamic index buffer handles.
-	uint maxDynamicVertexBuffers; /// Maximum number of dynamic vertex buffer handles.
-	uint maxUniforms; /// Maximum number of uniform handles.
-	uint maxOcclusionQueries; /// Maximum number of occlusion query handles.
-	uint maxEncoders; /// Maximum number of encoder threads.
-	uint minResourceCbSize; /// Minimum resource command buffer size.
-	uint transientVbSize; /// Maximum transient vertex buffer size.
-	uint transientIbSize; /// Maximum transient index buffer size.
-}
-
-/// Renderer capabilities.
-struct bgfx_caps_t
-{
-	bgfx_renderer_type_t rendererType; /// Renderer backend type. See: `bgfx::RendererType`
-
-	/**
-	 * Supported functionality.
-	 *   @attention See `BGFX_CAPS_*` flags at https://bkaradzic.github.io/bgfx/bgfx.html#available-caps
-	 */
-	ulong supported;
-	ushort vendorId; /// Selected GPU vendor PCI id.
-	ushort deviceId; /// Selected GPU device id.
-	bool homogeneousDepth; /// True when NDC depth is in [-1, 1] range, otherwise its [0, 1].
-	bool originBottomLeft; /// True when NDC origin is at bottom left.
-	ubyte numGPUs; /// Number of enumerated GPUs.
-	bgfx_caps_gpu_t[4] gpu; /// Enumerated GPUs.
-	bgfx_caps_limits_t limits; /// Renderer runtime limits.
-
-	/**
-	 * 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_READ` - Texture format can be used as image
-	 *     and read from.
-	 *   - `BGFX_CAPS_FORMAT_TEXTURE_IMAGE_WRITE` - Texture format can be used as image
-	 *     and written to.
-	 *   - `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.
-	 */
-	ushort[bgfx_texture_format_t.BGFX_TEXTURE_FORMAT_COUNT] formats;
-}
-
-/// Internal data.
-struct bgfx_internal_data_t
-{
-	const(bgfx_caps_t)* caps; /// Renderer capabilities.
-	void* context; /// GL context, or D3D device.
-}
-
-/// Platform data.
-struct bgfx_platform_data_t
-{
-	void* ndt; /// Native display type (*nix specific).
-
-	/**
-	 * Native window handle. If `NULL`, bgfx will create a headless
-	 * context/device, provided the rendering API supports it.
-	 */
-	void* nwh;
-
-	/**
-	 * GL context, D3D device, or Vulkan device. If `NULL`, bgfx
-	 * will create context/device.
-	 */
-	void* context;
-
-	/**
-	 * GL back-buffer, or D3D render target view. If `NULL` bgfx will
-	 * create back-buffer color surface.
-	 */
-	void* backBuffer;
-
-	/**
-	 * Backbuffer depth/stencil. If `NULL`, bgfx will create a back-buffer
-	 * depth/stencil surface.
-	 */
-	void* backBufferDS;
-}
-
-/// Backbuffer resolution and reset parameters.
-struct bgfx_resolution_t
-{
-	bgfx_texture_format_t format; /// Backbuffer format.
-	uint width; /// Backbuffer width.
-	uint height; /// Backbuffer height.
-	uint reset; /// Reset parameters.
-	ubyte numBackBuffers; /// Number of back buffers.
-	ubyte maxFrameLatency; /// Maximum frame latency.
-	ubyte debugTextScale; /// Scale factor for debug text.
-}
-
-/// Configurable runtime limits parameters.
-struct bgfx_init_limits_t
-{
-	ushort maxEncoders; /// Maximum number of encoder threads.
-	uint minResourceCbSize; /// Minimum resource command buffer size.
-	uint transientVbSize; /// Maximum transient vertex buffer size.
-	uint transientIbSize; /// Maximum transient index buffer size.
-}
-
-/// Initialization parameters used by `bgfx::init`.
-struct bgfx_init_t
-{
-
-	/**
-	 * Select rendering backend. When set to RendererType::Count
-	 * a default rendering backend will be selected appropriate to the platform.
-	 * See: `bgfx::RendererType`
-	 */
-	bgfx_renderer_type_t type;
-
-	/**
-	 * Vendor PCI ID. If set to `BGFX_PCI_ID_NONE`, discrete and integrated
-	 * GPUs will be prioritised.
-	 *   - `BGFX_PCI_ID_NONE` - Autoselect adapter.
-	 *   - `BGFX_PCI_ID_SOFTWARE_RASTERIZER` - Software rasterizer.
-	 *   - `BGFX_PCI_ID_AMD` - AMD adapter.
-	 *   - `BGFX_PCI_ID_APPLE` - Apple adapter.
-	 *   - `BGFX_PCI_ID_INTEL` - Intel adapter.
-	 *   - `BGFX_PCI_ID_NVIDIA` - NVIDIA adapter.
-	 *   - `BGFX_PCI_ID_MICROSOFT` - Microsoft adapter.
-	 */
-	ushort vendorId;
-
-	/**
-	 * Device ID. If set to 0 it will select first device, or device with
-	 * matching ID.
-	 */
-	ushort deviceId;
-	ulong capabilities; /// Capabilities initialization mask (default: UINT64_MAX).
-	bool debug_; /// Enable device for debugging.
-	bool profile; /// Enable device for profiling.
-	bgfx_platform_data_t platformData; /// Platform data.
-	bgfx_resolution_t resolution; /// Backbuffer resolution and reset parameters. See: `bgfx::Resolution`.
-	bgfx_init_limits_t limits; /// Configurable runtime limits parameters.
-
-	/**
-	 * Provide application specific callback interface.
-	 * See: `bgfx::CallbackI`
-	 */
-	void* callback;
-
-	/**
-	 * Custom allocator. When a custom allocator is not
-	 * specified, bgfx uses the CRT allocator. Bgfx assumes
-	 * custom allocator is thread safe.
-	 */
-	void* allocator;
-}
-
-/**
- * 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 bgfx_memory_t
-{
-	ubyte* data; /// Pointer to data.
-	uint size; /// Data size.
-}
-
-/// Transient index buffer.
-struct bgfx_transient_index_buffer_t
-{
-	ubyte* data; /// Pointer to data.
-	uint size; /// Data size.
-	uint startIndex; /// First index.
-	bgfx_index_buffer_handle_t handle; /// Index buffer handle.
-	bool isIndex16; /// Index buffer format is 16-bits if true, otherwise it is 32-bit.
-}
-
-/// Transient vertex buffer.
-struct bgfx_transient_vertex_buffer_t
-{
-	ubyte* data; /// Pointer to data.
-	uint size; /// Data size.
-	uint startVertex; /// First vertex.
-	ushort stride; /// Vertex stride.
-	bgfx_vertex_buffer_handle_t handle; /// Vertex buffer handle.
-	bgfx_vertex_layout_handle_t layoutHandle; /// Vertex layout handle.
-}
-
-/// Instance data buffer info.
-struct bgfx_instance_data_buffer_t
-{
-	ubyte* data; /// Pointer to data.
-	uint size; /// Data size.
-	uint offset; /// Offset in vertex buffer.
-	uint num; /// Number of instances.
-	ushort stride; /// Vertex buffer stride.
-	bgfx_vertex_buffer_handle_t handle; /// Vertex buffer object handle.
-}
-
-/// Texture info.
-struct bgfx_texture_info_t
-{
-	bgfx_texture_format_t format; /// Texture format.
-	uint storageSize; /// Total amount of bytes required to store texture.
-	ushort width; /// Texture width.
-	ushort height; /// Texture height.
-	ushort depth; /// Texture depth.
-	ushort numLayers; /// Number of layers in texture array.
-	ubyte numMips; /// Number of MIP maps.
-	ubyte bitsPerPixel; /// Format bits per pixel.
-	bool cubeMap; /// Texture is cubemap.
-}
-
-/// Uniform info.
-struct bgfx_uniform_info_t
-{
-	char[256] name; /// Uniform name.
-	bgfx_uniform_type_t type; /// Uniform type.
-	ushort num; /// Number of elements in array.
-}
-
-/// Frame buffer texture attachment info.
-struct bgfx_attachment_t
-{
-	bgfx_access_t access; /// Attachment access. See `Access::Enum`.
-	bgfx_texture_handle_t handle; /// Render target texture handle.
-	ushort mip; /// Mip level.
-	ushort layer; /// Cubemap side or depth layer/slice to use.
-	ushort numLayers; /// Number of texture layer/slice(s) in array to use.
-	ubyte resolve; /// Resolve flags. See: `BGFX_RESOLVE_*`
-}
-
-/// Transform data.
-struct bgfx_transform_t
-{
-	float* data; /// Pointer to first 4x4 matrix.
-	ushort num; /// Number of matrices.
-}
-
-/// View stats.
-struct bgfx_view_stats_t
-{
-	char[256] name; /// View name.
-	bgfx_view_id_t view; /// View id.
-	long cpuTimeBegin; /// CPU (submit) begin time.
-	long cpuTimeEnd; /// CPU (submit) end time.
-	long gpuTimeBegin; /// GPU begin time.
-	long gpuTimeEnd; /// GPU end time.
-	uint gpuFrameNum; /// Frame which generated gpuTimeBegin, gpuTimeEnd.
-}
-
-/// Encoder stats.
-struct bgfx_encoder_stats_t
-{
-	long cpuTimeBegin; /// Encoder thread CPU submit begin time.
-	long cpuTimeEnd; /// 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 bgfx_stats_t
-{
-	long cpuTimeFrame; /// CPU time between two `bgfx::frame` calls.
-	long cpuTimeBegin; /// Render thread CPU submit begin time.
-	long cpuTimeEnd; /// Render thread CPU submit end time.
-	long cpuTimerFreq; /// CPU timer frequency. Timestamps-per-second
-	long gpuTimeBegin; /// GPU frame begin time.
-	long gpuTimeEnd; /// GPU frame end time.
-	long gpuTimerFreq; /// GPU timer frequency.
-	long waitRender; /// Time spent waiting for render backend thread to finish issuing draw commands to underlying graphics API.
-	long waitSubmit; /// Time spent waiting for submit thread to advance to next frame.
-	uint numDraw; /// Number of draw calls submitted.
-	uint numCompute; /// Number of compute calls submitted.
-	uint numBlit; /// Number of blit calls submitted.
-	uint maxGpuLatency; /// GPU driver latency.
-	uint gpuFrameNum; /// Frame which generated gpuTimeBegin, gpuTimeEnd.
-	ushort numDynamicIndexBuffers; /// Number of used dynamic index buffers.
-	ushort numDynamicVertexBuffers; /// Number of used dynamic vertex buffers.
-	ushort numFrameBuffers; /// Number of used frame buffers.
-	ushort numIndexBuffers; /// Number of used index buffers.
-	ushort numOcclusionQueries; /// Number of used occlusion queries.
-	ushort numPrograms; /// Number of used programs.
-	ushort numShaders; /// Number of used shaders.
-	ushort numTextures; /// Number of used textures.
-	ushort numUniforms; /// Number of used uniforms.
-	ushort numVertexBuffers; /// Number of used vertex buffers.
-	ushort numVertexLayouts; /// Number of used vertex layouts.
-	long textureMemoryUsed; /// Estimate of texture memory used.
-	long rtMemoryUsed; /// Estimate of render target memory used.
-	int transientVbUsed; /// Amount of transient vertex buffer used.
-	int transientIbUsed; /// Amount of transient index buffer used.
-	uint[bgfx_topology_t.BGFX_TOPOLOGY_COUNT] numPrims; /// Number of primitives rendered.
-	long gpuMemoryMax; /// Maximum available GPU memory for application.
-	long gpuMemoryUsed; /// Amount of GPU memory used by the application.
-	ushort width; /// Backbuffer width in pixels.
-	ushort height; /// Backbuffer height in pixels.
-	ushort textWidth; /// Debug text width in characters.
-	ushort textHeight; /// Debug text height in characters.
-	ushort numViews; /// Number of view stats.
-	bgfx_view_stats_t* viewStats; /// Array of View stats.
-	ubyte numEncoders; /// Number of encoders used during frame.
-	bgfx_encoder_stats_t* encoderStats; /// Array of encoder stats.
-}
-
-/// Vertex layout.
-struct bgfx_vertex_layout_t
-{
-	uint hash; /// Hash.
-	ushort stride; /// Stride.
-	ushort[bgfx_attrib_t.BGFX_ATTRIB_COUNT] offset; /// Attribute offsets.
-	ushort[bgfx_attrib_t.BGFX_ATTRIB_COUNT] attributes; /// 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 bgfx_encoder_t
-{
-}
-
-struct bgfx_dynamic_index_buffer_handle_t { ushort idx; }
-
-struct bgfx_dynamic_vertex_buffer_handle_t { ushort idx; }
-
-struct bgfx_frame_buffer_handle_t { ushort idx; }
-
-struct bgfx_index_buffer_handle_t { ushort idx; }
-
-struct bgfx_indirect_buffer_handle_t { ushort idx; }
-
-struct bgfx_occlusion_query_handle_t { ushort idx; }
-
-struct bgfx_program_handle_t { ushort idx; }
-
-struct bgfx_shader_handle_t { ushort idx; }
-
-struct bgfx_texture_handle_t { ushort idx; }
-
-struct bgfx_uniform_handle_t { ushort idx; }
-
-struct bgfx_vertex_buffer_handle_t { ushort idx; }
-
-struct bgfx_vertex_layout_handle_t { ushort idx; }
-

+ 1 - 1
docs/overview.rst

@@ -60,7 +60,7 @@ Supported Languages
 -  `C/C++ API documentation <https://bkaradzic.github.io/bgfx/bgfx.html>`__
 -  `Beef API bindings <https://github.com/bkaradzic/bgfx/tree/master/bindings/bf>`__
 -  `C# language API bindings #1 <https://github.com/bkaradzic/bgfx/tree/master/bindings/cs>`__
--  `D language API bindings <https://github.com/GoaLitiuM/bindbc-bgfx>`__
+-  `D language API bindings <https://github.com/BindBC/bindbc-bgfx>`__
 -  `Go language API bindings <https://github.com/james4k/go-bgfx>`__
 -  `Haskell language API bindings <https://github.com/haskell-game/bgfx>`__
 -  `Lightweight Java Game Library 3 bindings <https://github.com/LWJGL/lwjgl3#lwjgl---lightweight-java-game-library-3>`__

File diff suppressed because it is too large
+ 684 - 262
scripts/bindings-d.lua


+ 2 - 2
scripts/genie.lua

@@ -79,8 +79,8 @@ newaction {
 			csgen.write(csgen.gen_dllname(), "../bindings/cs/bgfx_dllname.cs")
 
 			local dgen = require "bindings-d"
-			dgen.write(dgen.gen_types(), "../bindings/d/types.d")
-			dgen.write(dgen.gen_funcs(), "../bindings/d/funcs.d")
+			dgen.write(dgen.gen(), "../bindings/d/package.d")
+			dgen.write(dgen.fakeEnumFile, "../bindings/d/fakeenum.d")
 
 			local csgen = require "bindings-bf"
 			csgen.write(csgen.gen(), "../bindings/bf/bgfx.bf")

Some files were not shown because too many files changed in this diff