Бранимир Караџић před 6 roky
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2 změnil soubory, kde provedl 5324 přidání a 0 odebrání
  1. 4299 0
      bindings/d/funcs.d
  2. 1025 0
      bindings/d/types.d

+ 4299 - 0
bindings/d/funcs.d

@@ -0,0 +1,4299 @@
+/*
+ *
+ * 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.
+	 * _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 _mip, byte _resolve);
+	
+	/**
+	 * Start VertexLayout.
+	 */
+	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, byte _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, byte* _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.
+	 */
+	bgfx_vertex_layout_t* bgfx_vertex_layout_skip(bgfx_vertex_layout_t* _this, byte _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.
+	 * _epsilon = Error tolerance for vertex position comparison.
+	 */
+	ushort bgfx_weld_vertices(ushort* _output, const(bgfx_vertex_layout_t)* _layout, const(void)* _data, ushort _num, 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.
+	 */
+	byte bgfx_get_supported_renderers(byte _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 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 actually change window size, it just
+	 *   resizes back-buffer. Windowing code has to change 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 behavior is that flip occurs before rendering new
+	 *     frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
+	 *   - `BGFX_RESET_SRGB_BACKBUFFER` - Enable sRGB backbuffer.
+	 * _format = 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(byte _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, byte _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, byte _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 dynamic index buffer and initialized 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.
+	 */
+	uint bgfx_get_avail_transient_index_buffer(uint _num);
+	
+	/**
+	 * 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.
+	 * Remarks:
+	 *   Only 16-bit index buffer is supported.
+	 * Params:
+	 * _tib = TransientIndexBuffer structure is filled and is valid
+	 * for the duration of frame, and it can be reused for multiple draw
+	 * calls.
+	 * _num = Number of indices to allocate.
+	 */
+	void bgfx_alloc_transient_index_buffer(bgfx_transient_index_buffer_t* _tib, uint _num);
+	
+	/**
+	 * Allocate transient vertex buffer.
+	 * Params:
+	 * _tvb = TransientVertexBuffer structure is filled and is valid
+	 * for the duration of frame, and it 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.
+	 * Remarks:
+	 *   Only 16-bit index buffer is supported.
+	 * Params:
+	 * _tvb = TransientVertexBuffer structure is filled and is valid
+	 * for the duration of frame, and it can be reused for multiple draw
+	 * calls.
+	 * _layout = Vertex layout.
+	 * _numVertices = Number of vertices to allocate.
+	 * _tib = TransientIndexBuffer structure is filled and is valid
+	 * for the duration of frame, and it can be reused for multiple draw
+	 * calls.
+	 * _numIndices = Number of indices to allocate.
+	 */
+	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);
+	
+	/**
+	 * Allocate instance data buffer.
+	 * Params:
+	 * _idb = InstanceDataBuffer structure is filled and is valid
+	 * for duration of frame, and it 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);
+	
+	/**
+	 * 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, byte _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 backbuffer 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, byte _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, byte _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, byte _side, byte _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, byte _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 backbuffer 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(byte _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 attachements.
+	 * _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(byte _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, byte _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(byte _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(byte _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, byte _stencil);
+	
+	/**
+	 * Set view clear flags with different clear color for each
+	 * frame buffer texture. Must use `bgfx::setPaletteColor` to setup 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, byte _stencil, byte _c0, byte _c1, byte _c2, byte _c3, byte _c4, byte _c5, byte _c6, byte _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 view and projection matrices, all draw primitives in this
+	 * view will use these 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);
+	
+	/**
+	 * 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 setup more complex states use:
+	 *      `BGFX_STATE_ALPHA_REF(_ref)`,
+	 *      `BGFX_STATE_POINT_SIZE(_size)`,
+	 *      `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
+	 *      `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`,
+	 *      `BGFX_STATE_BLEND_EQUATION(_equation)`,
+	 *      `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)`
+	 *   2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend
+	 *      equation is specified.
+	 * 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 modifed 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.
+	 * _layoutHandle = Vertex layout for aliasing vertex buffer.
+	 */
+	void bgfx_encoder_set_vertex_buffer(bgfx_encoder_t* _this, byte _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.
+	 * _layoutHandle = Vertex layout for aliasing vertex buffer.
+	 */
+	void bgfx_encoder_set_dynamic_vertex_buffer(bgfx_encoder_t* _this, byte _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.
+	 * _layoutHandle = Vertex layout for aliasing vertex buffer.
+	 */
+	void bgfx_encoder_set_transient_vertex_buffer(bgfx_encoder_t* _this, byte _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 conjuction
+	 * with gl_VertexID.
+	 * Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
+	 * Params:
+	 * _numVertices = Number of vertices.
+	 */
+	void bgfx_encoder_set_vertex_count(bgfx_encoder_t* _this, uint _numVertices);
+	
+	/**
+	 * Set instance data buffer for draw primitive.
+	 * Params:
+	 * _idb = Transient instance data buffer.
+	 * _start = First instance data.
+	 * _num = Number of data instances.
+	 */
+	void bgfx_encoder_set_instance_data_buffer(bgfx_encoder_t* _this, const(bgfx_instance_data_buffer_t)* _idb, uint _start, uint _num);
+	
+	/**
+	 * Set instance data buffer for draw primitive.
+	 * Params:
+	 * _handle = Vertex buffer.
+	 * _startVertex = First instance data.
+	 * _num = Number of data instances.
+	 * Set instance data buffer for draw primitive.
+	 */
+	void bgfx_encoder_set_instance_data_from_vertex_buffer(bgfx_encoder_t* _this, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
+	
+	/**
+	 * Set instance data buffer for draw primitive.
+	 * Params:
+	 * _handle = Dynamic vertex buffer.
+	 * _startVertex = First instance data.
+	 * _num = Number of data instances.
+	 */
+	void bgfx_encoder_set_instance_data_from_dynamic_vertex_buffer(bgfx_encoder_t* _this, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
+	
+	/**
+	 * Set number of instances for auto generated instances use in conjuction
+	 * 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, byte _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_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.
+	 * _preserveState = Preserve internal draw state for next draw call submit.
+	 */
+	void bgfx_encoder_submit(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _depth, bool _preserveState);
+	
+	/**
+	 * Submit primitive with occlusion query for rendering.
+	 * Params:
+	 * _id = View id.
+	 * _program = Program.
+	 * _occlusionQuery = Occlusion query.
+	 * _depth = Depth for sorting.
+	 * _preserveState = Preserve internal draw state for next draw call submit.
+	 */
+	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, bool _preserveState);
+	
+	/**
+	 * Submit primitive for rendering with index and instance data info from
+	 * indirect buffer.
+	 * Params:
+	 * _id = View id.
+	 * _program = Program.
+	 * _indirectHandle = Indirect buffer.
+	 * _start = First element in indirect buffer.
+	 * _num = Number of dispatches.
+	 * _depth = Depth for sorting.
+	 * _preserveState = Preserve internal draw state for next draw call submit.
+	 */
+	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, bool _preserveState);
+	
+	/**
+	 * 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, byte _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, byte _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, byte _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, byte _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, byte _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, byte _stage, bgfx_texture_handle_t _handle, byte _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.
+	 */
+	void bgfx_encoder_dispatch(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _numX, uint _numY, uint _numZ);
+	
+	/**
+	 * Dispatch compute indirect.
+	 * Params:
+	 * _id = View id.
+	 * _program = Compute program.
+	 * _indirectHandle = Indirect buffer.
+	 * _start = First element in indirect buffer.
+	 * _num = Number of dispatches.
+	 */
+	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);
+	
+	/**
+	 * Discard all previously set state for draw or compute call.
+	 */
+	void bgfx_encoder_discard(bgfx_encoder_t* _this);
+	
+	/**
+	 * 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, byte _dstMip, ushort _dstX, ushort _dstY, ushort _dstZ, bgfx_texture_handle_t _src, byte _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, byte _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 setup more complex states use:
+	 *      `BGFX_STATE_ALPHA_REF(_ref)`,
+	 *      `BGFX_STATE_POINT_SIZE(_size)`,
+	 *      `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
+	 *      `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`,
+	 *      `BGFX_STATE_BLEND_EQUATION(_equation)`,
+	 *      `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)`
+	 *   2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend
+	 *      equation is specified.
+	 * 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 modifed 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(byte _stream, bgfx_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.
+	 */
+	void bgfx_set_dynamic_vertex_buffer(byte _stream, bgfx_dynamic_vertex_buffer_handle_t _handle, 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.
+	 */
+	void bgfx_set_transient_vertex_buffer(byte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices);
+	
+	/**
+	 * Set number of vertices for auto generated vertices use in conjuction
+	 * with gl_VertexID.
+	 * Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
+	 * Params:
+	 * _numVertices = Number of vertices.
+	 */
+	void bgfx_set_vertex_count(uint _numVertices);
+	
+	/**
+	 * Set instance data buffer for draw primitive.
+	 * Params:
+	 * _idb = Transient instance data buffer.
+	 * _start = First instance data.
+	 * _num = Number of data instances.
+	 */
+	void bgfx_set_instance_data_buffer(const(bgfx_instance_data_buffer_t)* _idb, uint _start, uint _num);
+	
+	/**
+	 * Set instance data buffer for draw primitive.
+	 * Params:
+	 * _handle = Vertex buffer.
+	 * _startVertex = First instance data.
+	 * _num = Number of data instances.
+	 * Set instance data buffer for draw primitive.
+	 */
+	void bgfx_set_instance_data_from_vertex_buffer(bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
+	
+	/**
+	 * Set instance data buffer for draw primitive.
+	 * Params:
+	 * _handle = Dynamic vertex buffer.
+	 * _startVertex = First instance data.
+	 * _num = Number of data instances.
+	 */
+	void bgfx_set_instance_data_from_dynamic_vertex_buffer(bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
+	
+	/**
+	 * Set number of instances for auto generated instances use in conjuction
+	 * 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(byte _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.
+	 * _preserveState = Preserve internal draw state for next draw call submit.
+	 */
+	void bgfx_submit(bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _depth, bool _preserveState);
+	
+	/**
+	 * Submit primitive with occlusion query for rendering.
+	 * Params:
+	 * _id = View id.
+	 * _program = Program.
+	 * _occlusionQuery = Occlusion query.
+	 * _depth = Depth for sorting.
+	 * _preserveState = Preserve internal draw state for next draw call submit.
+	 */
+	void bgfx_submit_occlusion_query(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_occlusion_query_handle_t _occlusionQuery, uint _depth, bool _preserveState);
+	
+	/**
+	 * Submit primitive for rendering with index and instance data info from
+	 * indirect buffer.
+	 * Params:
+	 * _id = View id.
+	 * _program = Program.
+	 * _indirectHandle = Indirect buffer.
+	 * _start = First element in indirect buffer.
+	 * _num = Number of dispatches.
+	 * _depth = Depth for sorting.
+	 * _preserveState = Preserve internal draw state for next draw call submit.
+	 */
+	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, bool _preserveState);
+	
+	/**
+	 * Set compute index buffer.
+	 * Params:
+	 * _stage = Compute stage.
+	 * _handle = Index buffer handle.
+	 * _access = Buffer access. See `Access::Enum`.
+	 */
+	void bgfx_set_compute_index_buffer(byte _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(byte _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(byte _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(byte _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(byte _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(byte _stage, bgfx_texture_handle_t _handle, byte _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.
+	 */
+	void bgfx_dispatch(bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _numX, uint _numY, uint _numZ);
+	
+	/**
+	 * Dispatch compute indirect.
+	 * Params:
+	 * _id = View id.
+	 * _program = Compute program.
+	 * _indirectHandle = Indirect buffer.
+	 * _start = First element in indirect buffer.
+	 * _num = Number of dispatches.
+	 */
+	void bgfx_dispatch_indirect(bgfx_view_id_t _id, bgfx_program_handle_t _program, bgfx_indirect_buffer_handle_t _indirectHandle, ushort _start, ushort _num);
+	
+	/**
+	 * Discard all previously set state for draw or compute call.
+	 */
+	void 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.
+	 */
+	void bgfx_blit(bgfx_view_id_t _id, bgfx_texture_handle_t _dst, byte _dstMip, ushort _dstX, ushort _dstY, ushort _dstZ, bgfx_texture_handle_t _src, byte _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.
+		 * _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 _mip, byte _resolve);
+		da_bgfx_attachment_init bgfx_attachment_init;
+		
+		/**
+		 * Start VertexLayout.
+		 */
+		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, byte _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, byte* _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.
+		 */
+		alias da_bgfx_vertex_layout_skip = bgfx_vertex_layout_t* function(bgfx_vertex_layout_t* _this, byte _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.
+		 * _epsilon = Error tolerance for vertex position comparison.
+		 */
+		alias da_bgfx_weld_vertices = ushort function(ushort* _output, const(bgfx_vertex_layout_t)* _layout, const(void)* _data, ushort _num, 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 = byte function(byte _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 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 actually change window size, it just
+		 *   resizes back-buffer. Windowing code has to change 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 behavior is that flip occurs before rendering new
+		 *     frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
+		 *   - `BGFX_RESET_SRGB_BACKBUFFER` - Enable sRGB backbuffer.
+		 * _format = 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(byte _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, byte _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, byte _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 dynamic index buffer and initialized 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.
+		 */
+		alias da_bgfx_get_avail_transient_index_buffer = uint function(uint _num);
+		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.
+		 * Remarks:
+		 *   Only 16-bit index buffer is supported.
+		 * Params:
+		 * _tib = TransientIndexBuffer structure is filled and is valid
+		 * for the duration of frame, and it can be reused for multiple draw
+		 * calls.
+		 * _num = Number of indices to allocate.
+		 */
+		alias da_bgfx_alloc_transient_index_buffer = void function(bgfx_transient_index_buffer_t* _tib, uint _num);
+		da_bgfx_alloc_transient_index_buffer bgfx_alloc_transient_index_buffer;
+		
+		/**
+		 * Allocate transient vertex buffer.
+		 * Params:
+		 * _tvb = TransientVertexBuffer structure is filled and is valid
+		 * for the duration of frame, and it 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.
+		 * Remarks:
+		 *   Only 16-bit index buffer is supported.
+		 * Params:
+		 * _tvb = TransientVertexBuffer structure is filled and is valid
+		 * for the duration of frame, and it can be reused for multiple draw
+		 * calls.
+		 * _layout = Vertex layout.
+		 * _numVertices = Number of vertices to allocate.
+		 * _tib = TransientIndexBuffer structure is filled and is valid
+		 * for the duration of frame, and it can be reused for multiple draw
+		 * calls.
+		 * _numIndices = Number of indices to allocate.
+		 */
+		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);
+		da_bgfx_alloc_transient_buffers bgfx_alloc_transient_buffers;
+		
+		/**
+		 * Allocate instance data buffer.
+		 * Params:
+		 * _idb = InstanceDataBuffer structure is filled and is valid
+		 * for duration of frame, and it 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;
+		
+		/**
+		 * 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, byte _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 backbuffer 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, byte _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, byte _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, byte _side, byte _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, byte _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 backbuffer 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(byte _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 attachements.
+		 * _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(byte _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, byte _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(byte _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(byte _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, byte _stencil);
+		da_bgfx_set_view_clear bgfx_set_view_clear;
+		
+		/**
+		 * Set view clear flags with different clear color for each
+		 * frame buffer texture. Must use `bgfx::setPaletteColor` to setup 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, byte _stencil, byte _c0, byte _c1, byte _c2, byte _c3, byte _c4, byte _c5, byte _c6, byte _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 view and projection matrices, all draw primitives in this
+		 * view will use these 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;
+		
+		/**
+		 * 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 setup more complex states use:
+		 *      `BGFX_STATE_ALPHA_REF(_ref)`,
+		 *      `BGFX_STATE_POINT_SIZE(_size)`,
+		 *      `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
+		 *      `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`,
+		 *      `BGFX_STATE_BLEND_EQUATION(_equation)`,
+		 *      `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)`
+		 *   2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend
+		 *      equation is specified.
+		 * 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 modifed 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.
+		 * _layoutHandle = Vertex layout for aliasing vertex buffer.
+		 */
+		alias da_bgfx_encoder_set_vertex_buffer = void function(bgfx_encoder_t* _this, byte _stream, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _numVertices, bgfx_vertex_layout_handle_t _layoutHandle);
+		da_bgfx_encoder_set_vertex_buffer bgfx_encoder_set_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.
+		 */
+		alias da_bgfx_encoder_set_dynamic_vertex_buffer = void function(bgfx_encoder_t* _this, byte _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 bgfx_encoder_set_dynamic_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.
+		 */
+		alias da_bgfx_encoder_set_transient_vertex_buffer = void function(bgfx_encoder_t* _this, byte _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 bgfx_encoder_set_transient_vertex_buffer;
+		
+		/**
+		 * Set number of vertices for auto generated vertices use in conjuction
+		 * with gl_VertexID.
+		 * Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
+		 * Params:
+		 * _numVertices = Number of vertices.
+		 */
+		alias da_bgfx_encoder_set_vertex_count = void function(bgfx_encoder_t* _this, uint _numVertices);
+		da_bgfx_encoder_set_vertex_count bgfx_encoder_set_vertex_count;
+		
+		/**
+		 * Set instance data buffer for draw primitive.
+		 * Params:
+		 * _idb = Transient instance data buffer.
+		 * _start = First instance data.
+		 * _num = Number of data instances.
+		 */
+		alias da_bgfx_encoder_set_instance_data_buffer = void function(bgfx_encoder_t* _this, const(bgfx_instance_data_buffer_t)* _idb, uint _start, uint _num);
+		da_bgfx_encoder_set_instance_data_buffer bgfx_encoder_set_instance_data_buffer;
+		
+		/**
+		 * Set instance data buffer for draw primitive.
+		 * Params:
+		 * _handle = Vertex buffer.
+		 * _startVertex = First instance data.
+		 * _num = Number of data instances.
+		 * Set instance data buffer for draw primitive.
+		 */
+		alias da_bgfx_encoder_set_instance_data_from_vertex_buffer = void function(bgfx_encoder_t* _this, bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
+		da_bgfx_encoder_set_instance_data_from_vertex_buffer bgfx_encoder_set_instance_data_from_vertex_buffer;
+		
+		/**
+		 * Set instance data buffer for draw primitive.
+		 * Params:
+		 * _handle = Dynamic vertex buffer.
+		 * _startVertex = First instance data.
+		 * _num = Number of data instances.
+		 */
+		alias da_bgfx_encoder_set_instance_data_from_dynamic_vertex_buffer = void function(bgfx_encoder_t* _this, bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
+		da_bgfx_encoder_set_instance_data_from_dynamic_vertex_buffer bgfx_encoder_set_instance_data_from_dynamic_vertex_buffer;
+		
+		/**
+		 * Set number of instances for auto generated instances use in conjuction
+		 * 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, byte _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.
+		 * 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.
+		 * _preserveState = Preserve internal draw state for next draw call submit.
+		 */
+		alias da_bgfx_encoder_submit = void function(bgfx_encoder_t* _this, bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _depth, bool _preserveState);
+		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.
+		 * _preserveState = Preserve internal draw state for next draw call submit.
+		 */
+		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, bool _preserveState);
+		da_bgfx_encoder_submit_occlusion_query bgfx_encoder_submit_occlusion_query;
+		
+		/**
+		 * Submit primitive for rendering with index and instance data info from
+		 * indirect buffer.
+		 * Params:
+		 * _id = View id.
+		 * _program = Program.
+		 * _indirectHandle = Indirect buffer.
+		 * _start = First element in indirect buffer.
+		 * _num = Number of dispatches.
+		 * _depth = Depth for sorting.
+		 * _preserveState = Preserve internal draw state for next draw call submit.
+		 */
+		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, bool _preserveState);
+		da_bgfx_encoder_submit_indirect bgfx_encoder_submit_indirect;
+		
+		/**
+		 * Set compute index buffer.
+		 * Params:
+		 * _stage = Compute stage.
+		 * _handle = Index buffer handle.
+		 * _access = Buffer access. See `Access::Enum`.
+		 */
+		alias da_bgfx_encoder_set_compute_index_buffer = void function(bgfx_encoder_t* _this, byte _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, byte _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, byte _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, byte _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, byte _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, byte _stage, bgfx_texture_handle_t _handle, byte _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.
+		 */
+		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);
+		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.
+		 */
+		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);
+		da_bgfx_encoder_dispatch_indirect bgfx_encoder_dispatch_indirect;
+		
+		/**
+		 * Discard all previously set state for draw or compute call.
+		 */
+		alias da_bgfx_encoder_discard = void function(bgfx_encoder_t* _this);
+		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, byte _dstMip, ushort _dstX, ushort _dstY, ushort _dstZ, bgfx_texture_handle_t _src, byte _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, byte _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 setup more complex states use:
+		 *      `BGFX_STATE_ALPHA_REF(_ref)`,
+		 *      `BGFX_STATE_POINT_SIZE(_size)`,
+		 *      `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
+		 *      `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`,
+		 *      `BGFX_STATE_BLEND_EQUATION(_equation)`,
+		 *      `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)`
+		 *   2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend
+		 *      equation is specified.
+		 * 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 modifed 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(byte _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 = Dynamic vertex buffer.
+		 * _startVertex = First vertex to render.
+		 * _numVertices = Number of vertices to render.
+		 */
+		alias da_bgfx_set_dynamic_vertex_buffer = void function(byte _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.
+		 * _tvb = Transient vertex buffer.
+		 * _startVertex = First vertex to render.
+		 * _numVertices = Number of vertices to render.
+		 */
+		alias da_bgfx_set_transient_vertex_buffer = void function(byte _stream, const(bgfx_transient_vertex_buffer_t)* _tvb, uint _startVertex, uint _numVertices);
+		da_bgfx_set_transient_vertex_buffer bgfx_set_transient_vertex_buffer;
+		
+		/**
+		 * Set number of vertices for auto generated vertices use in conjuction
+		 * with gl_VertexID.
+		 * Attention: Availability depends on: `BGFX_CAPS_VERTEX_ID`.
+		 * Params:
+		 * _numVertices = Number of vertices.
+		 */
+		alias da_bgfx_set_vertex_count = void function(uint _numVertices);
+		da_bgfx_set_vertex_count bgfx_set_vertex_count;
+		
+		/**
+		 * Set instance data buffer for draw primitive.
+		 * Params:
+		 * _idb = Transient instance data buffer.
+		 * _start = First instance data.
+		 * _num = Number of data instances.
+		 */
+		alias da_bgfx_set_instance_data_buffer = void function(const(bgfx_instance_data_buffer_t)* _idb, uint _start, uint _num);
+		da_bgfx_set_instance_data_buffer bgfx_set_instance_data_buffer;
+		
+		/**
+		 * Set instance data buffer for draw primitive.
+		 * Params:
+		 * _handle = Vertex buffer.
+		 * _startVertex = First instance data.
+		 * _num = Number of data instances.
+		 * Set instance data buffer for draw primitive.
+		 */
+		alias da_bgfx_set_instance_data_from_vertex_buffer = void function(bgfx_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
+		da_bgfx_set_instance_data_from_vertex_buffer bgfx_set_instance_data_from_vertex_buffer;
+		
+		/**
+		 * Set instance data buffer for draw primitive.
+		 * Params:
+		 * _handle = Dynamic vertex buffer.
+		 * _startVertex = First instance data.
+		 * _num = Number of data instances.
+		 */
+		alias da_bgfx_set_instance_data_from_dynamic_vertex_buffer = void function(bgfx_dynamic_vertex_buffer_handle_t _handle, uint _startVertex, uint _num);
+		da_bgfx_set_instance_data_from_dynamic_vertex_buffer bgfx_set_instance_data_from_dynamic_vertex_buffer;
+		
+		/**
+		 * Set number of instances for auto generated instances use in conjuction
+		 * 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(byte _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.
+		 * _preserveState = Preserve internal draw state for next draw call submit.
+		 */
+		alias da_bgfx_submit = void function(bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _depth, bool _preserveState);
+		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.
+		 * _preserveState = Preserve internal draw state for next draw call submit.
+		 */
+		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, bool _preserveState);
+		da_bgfx_submit_occlusion_query bgfx_submit_occlusion_query;
+		
+		/**
+		 * Submit primitive for rendering with index and instance data info from
+		 * indirect buffer.
+		 * Params:
+		 * _id = View id.
+		 * _program = Program.
+		 * _indirectHandle = Indirect buffer.
+		 * _start = First element in indirect buffer.
+		 * _num = Number of dispatches.
+		 * _depth = Depth for sorting.
+		 * _preserveState = Preserve internal draw state for next draw call submit.
+		 */
+		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, bool _preserveState);
+		da_bgfx_submit_indirect bgfx_submit_indirect;
+		
+		/**
+		 * Set compute index buffer.
+		 * Params:
+		 * _stage = Compute stage.
+		 * _handle = Index buffer handle.
+		 * _access = Buffer access. See `Access::Enum`.
+		 */
+		alias da_bgfx_set_compute_index_buffer = void function(byte _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(byte _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(byte _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(byte _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(byte _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(byte _stage, bgfx_texture_handle_t _handle, byte _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.
+		 */
+		alias da_bgfx_dispatch = void function(bgfx_view_id_t _id, bgfx_program_handle_t _program, uint _numX, uint _numY, uint _numZ);
+		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.
+		 */
+		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);
+		da_bgfx_dispatch_indirect bgfx_dispatch_indirect;
+		
+		/**
+		 * Discard all previously set state for draw or compute call.
+		 */
+		alias da_bgfx_discard = void function();
+		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, byte _dstMip, ushort _dstX, ushort _dstY, ushort _dstZ, bgfx_texture_handle_t _src, byte _srcMip, ushort _srcX, ushort _srcY, ushort _srcZ, ushort _width, ushort _height, ushort _depth);
+		da_bgfx_blit bgfx_blit;
+		
+	}
+}

+ 1025 - 0
bindings/d/types.d

@@ -0,0 +1,1025 @@
+/*
+ *
+ * AUTO GENERATED! DO NOT EDIT!
+ *
+ */
+
+module bindbc.bgfx.types;
+
+public import core.stdc.stdarg : va_list;
+
+extern(C) @nogc nothrow:
+
+enum uint BGFX_API_VERSION = 100;
+
+alias bgfx_view_id_t = ushort;
+
+/// 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_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;
+
+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.
+
+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 behavior 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_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 accessible in fragment shader.
+enum ulong BGFX_CAPS_FRAGMENT_ORDERING = 0x0000000000000040; /// Fragment ordering is available in fragment shader.
+enum ulong BGFX_CAPS_FRAMEBUFFER_RW = 0x0000000000000080; /// Read/Write frame buffer attachments are supported.
+enum ulong BGFX_CAPS_GRAPHICS_DEBUGGER = 0x0000000000000100; /// Graphics debugger is present.
+enum ulong BGFX_CAPS_RESERVED = 0x0000000000000200;
+enum ulong BGFX_CAPS_HDR10 = 0x0000000000000400; /// HDR10 rendering is supported.
+enum ulong BGFX_CAPS_HIDPI = 0x0000000000000800; /// HiDPI rendering is supported.
+enum ulong BGFX_CAPS_INDEX32 = 0x0000000000001000; /// 32-bit indices are supported.
+enum ulong BGFX_CAPS_INSTANCING = 0x0000000000002000; /// Instancing is supported.
+enum ulong BGFX_CAPS_OCCLUSION_QUERY = 0x0000000000004000; /// Occlusion query is supported.
+enum ulong BGFX_CAPS_RENDERER_MULTITHREADED = 0x0000000000008000; /// Renderer is on separate thread.
+enum ulong BGFX_CAPS_SWAP_CHAIN = 0x0000000000010000; /// Multiple windows are supported.
+enum ulong BGFX_CAPS_TEXTURE_2D_ARRAY = 0x0000000000020000; /// 2D texture array is supported.
+enum ulong BGFX_CAPS_TEXTURE_3D = 0x0000000000040000; /// 3D textures are supported.
+enum ulong BGFX_CAPS_TEXTURE_BLIT = 0x0000000000080000; /// Texture blit is supported.
+enum ulong BGFX_CAPS_TEXTURE_COMPARE_RESERVED = 0x0000000000100000; /// All texture compare modes are supported.
+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_TEXTURE_COMPARE_ALL = 0x0000000000300000; /// All texture compare modes are supported.
+
+enum ushort BGFX_CAPS_FORMAT_TEXTURE_NONE = 0x0000; /// Texture format is not supported.
+enum ushort BGFX_CAPS_FORMAT_TEXTURE_2D = 0x0001; /// Texture format is supported.
+enum ushort BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB = 0x0002; /// Texture as sRGB format is supported.
+enum ushort BGFX_CAPS_FORMAT_TEXTURE_2D_EMULATED = 0x0004; /// Texture format is emulated.
+enum ushort BGFX_CAPS_FORMAT_TEXTURE_3D = 0x0008; /// Texture format is supported.
+enum ushort BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB = 0x0010; /// Texture as sRGB format is supported.
+enum ushort BGFX_CAPS_FORMAT_TEXTURE_3D_EMULATED = 0x0020; /// Texture format is emulated.
+enum ushort BGFX_CAPS_FORMAT_TEXTURE_CUBE = 0x0040; /// Texture format is supported.
+enum ushort BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB = 0x0080; /// Texture as sRGB format is supported.
+enum ushort BGFX_CAPS_FORMAT_TEXTURE_CUBE_EMULATED = 0x0100; /// Texture format is emulated.
+enum ushort BGFX_CAPS_FORMAT_TEXTURE_VERTEX = 0x0200; /// Texture format can be used from vertex shader.
+enum ushort BGFX_CAPS_FORMAT_TEXTURE_IMAGE = 0x0400; /// Texture format can be used as image from compute shader.
+enum ushort BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER = 0x0800; /// Texture format can be used as frame buffer.
+enum ushort BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA = 0x1000; /// Texture format can be used as MSAA frame buffer.
+enum ushort BGFX_CAPS_FORMAT_TEXTURE_MSAA = 0x2000; /// Texture can be sampled as MSAA.
+enum ushort BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN = 0x4000; /// 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_INTEL = 0x8086; /// Intel adapter.
+enum ushort BGFX_PCI_ID_NVIDIA = 0x10de; /// nVidia 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
+}
+
+/// Renderer backend type enum.
+enum bgfx_renderer_type_t
+{
+	BGFX_RENDERER_TYPE_NOOP, /// No rendering.
+	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_COUNT
+}
+
+/// Access mode enum.
+enum bgfx_access_t
+{
+	BGFX_ACCESS_READ, /// Read.
+	BGFX_ACCESS_WRITE, /// Write.
+	BGFX_ACCESS_READWRITE, /// Read and write.
+
+	BGFX_ACCESS_COUNT
+}
+
+/// 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
+}
+
+/// 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
+}
+
+/**
+ * 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_ASTC5X5, /// ASTC 5x5 5.12 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_ASTC10X5, /// ASTC 10x5 2.56 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_R5G6B5,
+	BGFX_TEXTURE_FORMAT_RGBA4,
+	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
+}
+
+/// 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
+}
+
+/// 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
+}
+
+/// 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
+}
+
+/// 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
+}
+
+/// 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 trinagle 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
+}
+
+/// 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
+}
+
+/// 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
+}
+
+/// 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
+}
+
+/// GPU info.
+struct bgfx_caps_gpu_t
+{
+	ushort vendorId; /// Vendor PCI id. See `BGFX_PCI_ID_*`.
+	ushort deviceId; /// Device id.
+}
+
+/// Renderer capabilities 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 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.
+	byte numGPUs; /// Number of enumerated GPUs.
+	bgfx_caps_gpu_t[4] gpu; /// Enumerated GPUs.
+	bgfx_caps_limits_t 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` - Texture format can be used as image from compute
+	 *     shader.
+	 *   - `BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER` - Texture format can be used as frame
+	 *     buffer.
+	 *   - `BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA` - Texture format can be used as MSAA
+	 *     frame buffer.
+	 *   - `BGFX_CAPS_FORMAT_TEXTURE_MSAA` - Texture can be sampled as MSAA.
+	 *   - `BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN` - Texture format supports auto-generated
+	 *     mips.
+	 */
+	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.
+	void* nwh; /// Native window handle.
+	void* context; /// GL context, or D3D device.
+	void* backBuffer; /// GL backbuffer, or D3D render target view.
+	void* backBufferDS; /// Backbuffer depth/stencil.
+}
+
+/// 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.
+	byte numBackBuffers; /// Number of back buffers.
+	byte maxFrameLatency; /// Maximum frame latency.
+}
+
+struct bgfx_init_limits_t
+{
+	ushort maxEncoders; /// Maximum number of encoder threads.
+	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` it will select the first
+	 * device.
+	 *   - `BGFX_PCI_ID_NONE` - Autoselect adapter.
+	 *   - `BGFX_PCI_ID_SOFTWARE_RASTERIZER` - Software rasterizer.
+	 *   - `BGFX_PCI_ID_AMD` - AMD adapter.
+	 *   - `BGFX_PCI_ID_INTEL` - Intel adapter.
+	 *   - `BGFX_PCI_ID_NVIDIA` - nVidia adapter.
+	 */
+	ushort vendorId;
+
+	/**
+	 * Device id. If set to 0 it will select first device, or device with
+	 * matching id.
+	 */
+	ushort deviceId;
+	bool debug_; /// Enable device for debuging.
+	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;
+
+	/**
+	 * 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
+{
+	byte* data; /// Pointer to data.
+	uint size; /// Data size.
+}
+
+/// Transient index buffer.
+struct bgfx_transient_index_buffer_t
+{
+	byte* data; /// Pointer to data.
+	uint size; /// Data size.
+	uint startIndex; /// First index.
+	bgfx_index_buffer_handle_t handle; /// Index buffer handle.
+}
+
+/// Transient vertex buffer.
+struct bgfx_transient_vertex_buffer_t
+{
+	byte* 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
+{
+	byte* 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.
+	byte numMips; /// Number of MIP maps.
+	byte 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; /// Attachement 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.
+	byte 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 cpuTimeElapsed; /// CPU (submit) time elapsed.
+	long gpuTimeElapsed; /// GPU time elapsed.
+}
+
+/// 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.
+	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.
+	byte 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; }
+