bgfx.h 45 KB

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  1. /*
  2. * Copyright 2011-2013 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #ifndef BGFX_H_HEADER_GUARD
  6. #define BGFX_H_HEADER_GUARD
  7. #include <stdint.h> // uint32_t
  8. #include <stdlib.h> // size_t
  9. ///
  10. #define BGFX_STATE_DEPTH_WRITE UINT64_C(0x0000000000000001)
  11. #define BGFX_STATE_ALPHA_WRITE UINT64_C(0x0000000000000008)
  12. #define BGFX_STATE_ALPHA_MASK UINT64_C(0x000000000000000c)
  13. #define BGFX_STATE_DEPTH_TEST_LESS UINT64_C(0x0000000000000010)
  14. #define BGFX_STATE_DEPTH_TEST_LEQUAL UINT64_C(0x0000000000000020)
  15. #define BGFX_STATE_DEPTH_TEST_EQUAL UINT64_C(0x0000000000000030)
  16. #define BGFX_STATE_DEPTH_TEST_GEQUAL UINT64_C(0x0000000000000040)
  17. #define BGFX_STATE_DEPTH_TEST_GREATER UINT64_C(0x0000000000000050)
  18. #define BGFX_STATE_DEPTH_TEST_NOTEQUAL UINT64_C(0x0000000000000060)
  19. #define BGFX_STATE_DEPTH_TEST_NEVER UINT64_C(0x0000000000000070)
  20. #define BGFX_STATE_DEPTH_TEST_ALWAYS UINT64_C(0x0000000000000080)
  21. #define BGFX_STATE_DEPTH_TEST_SHIFT 4
  22. #define BGFX_STATE_DEPTH_TEST_MASK UINT64_C(0x00000000000000f0)
  23. #define BGFX_STATE_BLEND_ZERO UINT64_C(0x0000000000001000)
  24. #define BGFX_STATE_BLEND_ONE UINT64_C(0x0000000000002000)
  25. #define BGFX_STATE_BLEND_SRC_COLOR UINT64_C(0x0000000000003000)
  26. #define BGFX_STATE_BLEND_INV_SRC_COLOR UINT64_C(0x0000000000004000)
  27. #define BGFX_STATE_BLEND_SRC_ALPHA UINT64_C(0x0000000000005000)
  28. #define BGFX_STATE_BLEND_INV_SRC_ALPHA UINT64_C(0x0000000000006000)
  29. #define BGFX_STATE_BLEND_DST_ALPHA UINT64_C(0x0000000000007000)
  30. #define BGFX_STATE_BLEND_INV_DST_ALPHA UINT64_C(0x0000000000008000)
  31. #define BGFX_STATE_BLEND_DST_COLOR UINT64_C(0x0000000000009000)
  32. #define BGFX_STATE_BLEND_INV_DST_COLOR UINT64_C(0x000000000000a000)
  33. #define BGFX_STATE_BLEND_SRC_ALPHA_SAT UINT64_C(0x000000000000b000)
  34. #define BGFX_STATE_BLEND_FACTOR UINT64_C(0x000000000000c000)
  35. #define BGFX_STATE_BLEND_INV_FACTOR UINT64_C(0x000000000000d000)
  36. #define BGFX_STATE_BLEND_SHIFT 12
  37. #define BGFX_STATE_BLEND_MASK UINT64_C(0x00000000000ff000)
  38. #define BGFX_STATE_BLEND_EQUATION_SUB UINT64_C(0x0000000000100000)
  39. #define BGFX_STATE_BLEND_EQUATION_REVSUB UINT64_C(0x0000000000200000)
  40. #define BGFX_STATE_BLEND_EQUATION_MIN UINT64_C(0x0000000000300000)
  41. #define BGFX_STATE_BLEND_EQUATION_MAX UINT64_C(0x0000000000400000)
  42. #define BGFX_STATE_BLEND_EQUATION_SHIFT 20
  43. #define BGFX_STATE_BLEND_EQUATION_MASK UINT64_C(0x0000000000700000)
  44. #define BGFX_STATE_CULL_CW UINT64_C(0x0000000010000000)
  45. #define BGFX_STATE_CULL_CCW UINT64_C(0x0000000020000000)
  46. #define BGFX_STATE_CULL_SHIFT 28
  47. #define BGFX_STATE_CULL_MASK UINT64_C(0x0000000030000000)
  48. #define BGFX_STATE_RGB_WRITE UINT64_C(0x0000000040000000)
  49. #define BGFX_STATE_ALPHA_REF_SHIFT 32
  50. #define BGFX_STATE_ALPHA_REF_MASK UINT64_C(0x000000ff00000000)
  51. #define BGFX_STATE_PT_LINES UINT64_C(0x0000010000000000)
  52. #define BGFX_STATE_PT_POINTS UINT64_C(0x0000020000000000)
  53. #define BGFX_STATE_PT_SHIFT 40
  54. #define BGFX_STATE_PT_MASK UINT64_C(0x0000030000000000)
  55. #define BGFX_STATE_POINT_SIZE_SHIFT 44
  56. #define BGFX_STATE_POINT_SIZE_MASK UINT64_C(0x000ff00000000000)
  57. #define BGFX_STATE_MSAA UINT64_C(0x0020000000000000)
  58. #define BGFX_STATE_RESERVED_MASK UINT64_C(0xff00000000000000)
  59. #define BGFX_STATE_NONE UINT64_C(0x0000000000000000)
  60. #define BGFX_STATE_MASK UINT64_C(0xffffffffffffffff)
  61. #define BGFX_STATE_DEFAULT (0 \
  62. | BGFX_STATE_RGB_WRITE \
  63. | BGFX_STATE_ALPHA_WRITE \
  64. | BGFX_STATE_DEPTH_TEST_LESS \
  65. | BGFX_STATE_DEPTH_WRITE \
  66. | BGFX_STATE_CULL_CW \
  67. | BGFX_STATE_MSAA \
  68. )
  69. #define BGFX_STATE_ALPHA_REF(_ref) ( (uint64_t(_ref)<<BGFX_STATE_ALPHA_REF_SHIFT)&BGFX_STATE_ALPHA_REF_MASK)
  70. #define BGFX_STATE_POINT_SIZE(_size) ( (uint64_t(_size)<<BGFX_STATE_POINT_SIZE_SHIFT)&BGFX_STATE_POINT_SIZE_MASK)
  71. #define BGFX_STATE_BLEND_FUNC(_src, _dst) ( uint64_t(_src)|( uint64_t(_dst)<<4) )
  72. #define BGFX_STATE_BLEND_ADD (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE ) )
  73. #define BGFX_STATE_BLEND_ALPHA (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_COLOR) )
  74. #define BGFX_STATE_BLEND_DARKEN (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE ) | BGFX_STATE_BLEND_EQUATION_MIN)
  75. #define BGFX_STATE_BLEND_LIGHTEN (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE ) | BGFX_STATE_BLEND_EQUATION_MAX)
  76. #define BGFX_STATE_BLEND_MULTIPLY (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_DST_COLOR, BGFX_STATE_BLEND_ZERO ) )
  77. #define BGFX_STATE_BLEND_NORMAL (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_INV_SRC_ALPHA) )
  78. #define BGFX_STATE_BLEND_SCREEN (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_INV_SRC_COLOR) )
  79. #define BGFX_STATE_BLEND_LINEAR_BURN (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_DST_COLOR, BGFX_STATE_BLEND_INV_DST_COLOR) | BGFX_STATE_BLEND_EQUATION_SUB)
  80. ///
  81. #define BGFX_STENCIL_FUNC_REF_SHIFT 0
  82. #define BGFX_STENCIL_FUNC_REF_MASK UINT32_C(0x000000ff)
  83. #define BGFX_STENCIL_FUNC_RMASK_SHIFT 8
  84. #define BGFX_STENCIL_FUNC_RMASK_MASK UINT32_C(0x0000ff00)
  85. #define BGFX_STENCIL_TEST_LESS UINT32_C(0x00010000)
  86. #define BGFX_STENCIL_TEST_LEQUAL UINT32_C(0x00020000)
  87. #define BGFX_STENCIL_TEST_EQUAL UINT32_C(0x00030000)
  88. #define BGFX_STENCIL_TEST_GEQUAL UINT32_C(0x00040000)
  89. #define BGFX_STENCIL_TEST_GREATER UINT32_C(0x00050000)
  90. #define BGFX_STENCIL_TEST_NOTEQUAL UINT32_C(0x00060000)
  91. #define BGFX_STENCIL_TEST_NEVER UINT32_C(0x00070000)
  92. #define BGFX_STENCIL_TEST_ALWAYS UINT32_C(0x00080000)
  93. #define BGFX_STENCIL_TEST_SHIFT 16
  94. #define BGFX_STENCIL_TEST_MASK UINT32_C(0x000f0000)
  95. #define BGFX_STENCIL_OP_FAIL_S_ZERO UINT32_C(0x00000000)
  96. #define BGFX_STENCIL_OP_FAIL_S_KEEP UINT32_C(0x00100000)
  97. #define BGFX_STENCIL_OP_FAIL_S_REPLACE UINT32_C(0x00200000)
  98. #define BGFX_STENCIL_OP_FAIL_S_INCR UINT32_C(0x00300000)
  99. #define BGFX_STENCIL_OP_FAIL_S_INCRSAT UINT32_C(0x00400000)
  100. #define BGFX_STENCIL_OP_FAIL_S_DECR UINT32_C(0x00500000)
  101. #define BGFX_STENCIL_OP_FAIL_S_DECRSAT UINT32_C(0x00600000)
  102. #define BGFX_STENCIL_OP_FAIL_S_INVERT UINT32_C(0x00700000)
  103. #define BGFX_STENCIL_OP_FAIL_S_SHIFT 20
  104. #define BGFX_STENCIL_OP_FAIL_S_MASK UINT32_C(0x00f00000)
  105. #define BGFX_STENCIL_OP_FAIL_Z_ZERO UINT32_C(0x00000000)
  106. #define BGFX_STENCIL_OP_FAIL_Z_KEEP UINT32_C(0x01000000)
  107. #define BGFX_STENCIL_OP_FAIL_Z_REPLACE UINT32_C(0x02000000)
  108. #define BGFX_STENCIL_OP_FAIL_Z_INCR UINT32_C(0x03000000)
  109. #define BGFX_STENCIL_OP_FAIL_Z_INCRSAT UINT32_C(0x04000000)
  110. #define BGFX_STENCIL_OP_FAIL_Z_DECR UINT32_C(0x05000000)
  111. #define BGFX_STENCIL_OP_FAIL_Z_DECRSAT UINT32_C(0x06000000)
  112. #define BGFX_STENCIL_OP_FAIL_Z_INVERT UINT32_C(0x07000000)
  113. #define BGFX_STENCIL_OP_FAIL_Z_SHIFT 24
  114. #define BGFX_STENCIL_OP_FAIL_Z_MASK UINT32_C(0x0f000000)
  115. #define BGFX_STENCIL_OP_PASS_Z_ZERO UINT32_C(0x00000000)
  116. #define BGFX_STENCIL_OP_PASS_Z_KEEP UINT32_C(0x10000000)
  117. #define BGFX_STENCIL_OP_PASS_Z_REPLACE UINT32_C(0x20000000)
  118. #define BGFX_STENCIL_OP_PASS_Z_INCR UINT32_C(0x30000000)
  119. #define BGFX_STENCIL_OP_PASS_Z_INCRSAT UINT32_C(0x40000000)
  120. #define BGFX_STENCIL_OP_PASS_Z_DECR UINT32_C(0x50000000)
  121. #define BGFX_STENCIL_OP_PASS_Z_DECRSAT UINT32_C(0x60000000)
  122. #define BGFX_STENCIL_OP_PASS_Z_INVERT UINT32_C(0x70000000)
  123. #define BGFX_STENCIL_OP_PASS_Z_SHIFT 28
  124. #define BGFX_STENCIL_OP_PASS_Z_MASK UINT32_C(0xf0000000)
  125. #define BGFX_STENCIL_NONE UINT32_C(0x00000000)
  126. #define BGFX_STENCIL_MASK UINT32_C(0xffffffff)
  127. #define BGFX_STENCIL_DEFAULT UINT32_C(0x00000000)
  128. #define BGFX_STENCIL_FUNC_REF(_ref) ( (uint32_t(_ref)<<BGFX_STENCIL_FUNC_REF_SHIFT)&BGFX_STENCIL_FUNC_REF_MASK)
  129. #define BGFX_STENCIL_FUNC_RMASK(_mask) ( (uint32_t(_mask)<<BGFX_STENCIL_FUNC_RMASK_SHIFT)&BGFX_STENCIL_FUNC_RMASK_MASK)
  130. ///
  131. #define BGFX_CLEAR_NONE UINT8_C(0x00)
  132. #define BGFX_CLEAR_COLOR_BIT UINT8_C(0x01)
  133. #define BGFX_CLEAR_DEPTH_BIT UINT8_C(0x02)
  134. #define BGFX_CLEAR_STENCIL_BIT UINT8_C(0x04)
  135. ///
  136. #define BGFX_DEBUG_NONE UINT32_C(0x00000000)
  137. #define BGFX_DEBUG_WIREFRAME UINT32_C(0x00000001)
  138. #define BGFX_DEBUG_IFH UINT32_C(0x00000002)
  139. #define BGFX_DEBUG_STATS UINT32_C(0x00000004)
  140. #define BGFX_DEBUG_TEXT UINT32_C(0x00000008)
  141. ///
  142. #define BGFX_TEXTURE_NONE UINT32_C(0x00000000)
  143. #define BGFX_TEXTURE_U_MIRROR UINT32_C(0x00000001)
  144. #define BGFX_TEXTURE_U_CLAMP UINT32_C(0x00000002)
  145. #define BGFX_TEXTURE_U_SHIFT 0
  146. #define BGFX_TEXTURE_U_MASK UINT32_C(0x00000003)
  147. #define BGFX_TEXTURE_V_MIRROR UINT32_C(0x00000010)
  148. #define BGFX_TEXTURE_V_CLAMP UINT32_C(0x00000020)
  149. #define BGFX_TEXTURE_V_SHIFT 4
  150. #define BGFX_TEXTURE_V_MASK UINT32_C(0x00000030)
  151. #define BGFX_TEXTURE_W_MIRROR UINT32_C(0x00000100)
  152. #define BGFX_TEXTURE_W_CLAMP UINT32_C(0x00000200)
  153. #define BGFX_TEXTURE_W_SHIFT 8
  154. #define BGFX_TEXTURE_W_MASK UINT32_C(0x00000300)
  155. #define BGFX_TEXTURE_MIN_POINT UINT32_C(0x00001000)
  156. #define BGFX_TEXTURE_MIN_ANISOTROPIC UINT32_C(0x00002000)
  157. #define BGFX_TEXTURE_MIN_SHIFT 12
  158. #define BGFX_TEXTURE_MIN_MASK UINT32_C(0x00003000)
  159. #define BGFX_TEXTURE_MAG_POINT UINT32_C(0x00010000)
  160. #define BGFX_TEXTURE_MAG_ANISOTROPIC UINT32_C(0x00020000)
  161. #define BGFX_TEXTURE_MAG_SHIFT 16
  162. #define BGFX_TEXTURE_MAG_MASK UINT32_C(0x00030000)
  163. #define BGFX_TEXTURE_MIP_POINT UINT32_C(0x00100000)
  164. #define BGFX_TEXTURE_MIP_SHIFT 20
  165. #define BGFX_TEXTURE_MIP_MASK UINT32_C(0x00100000)
  166. #define BGFX_TEXTURE_RESERVED_SHIFT 24
  167. #define BGFX_TEXTURE_RESERVED_MASK UINT32_C(0xff000000)
  168. ///
  169. #define BGFX_RENDER_TARGET_NONE UINT32_C(0x00000000)
  170. #define BGFX_RENDER_TARGET_COLOR_RGBA8 UINT32_C(0x00000001)
  171. #define BGFX_RENDER_TARGET_COLOR_RGB10A2 UINT32_C(0x00000002)
  172. #define BGFX_RENDER_TARGET_COLOR_RGBA16 UINT32_C(0x00000003)
  173. #define BGFX_RENDER_TARGET_COLOR_RGBA16F UINT32_C(0x00000004)
  174. #define BGFX_RENDER_TARGET_COLOR_R16F UINT32_C(0x00000005)
  175. #define BGFX_RENDER_TARGET_COLOR_R32F UINT32_C(0x00000006)
  176. #define BGFX_RENDER_TARGET_COLOR_SHIFT 0
  177. #define BGFX_RENDER_TARGET_COLOR_MASK UINT32_C(0x000000ff)
  178. #define BGFX_RENDER_TARGET_DEPTH UINT32_C(0x00000100)
  179. #define BGFX_RENDER_TARGET_DEPTH_SHIFT 8
  180. #define BGFX_RENDER_TARGET_DEPTH_MASK UINT32_C(0x0000ff00)
  181. #define BGFX_RENDER_TARGET_MSAA_X2 UINT32_C(0x00010000)
  182. #define BGFX_RENDER_TARGET_MSAA_X4 UINT32_C(0x00020000)
  183. #define BGFX_RENDER_TARGET_MSAA_X8 UINT32_C(0x00030000)
  184. #define BGFX_RENDER_TARGET_MSAA_X16 UINT32_C(0x00040000)
  185. #define BGFX_RENDER_TARGET_MSAA_SHIFT 16
  186. #define BGFX_RENDER_TARGET_MSAA_MASK UINT32_C(0x00070000)
  187. ///
  188. #define BGFX_RESET_NONE UINT32_C(0x00000000)
  189. #define BGFX_RESET_FULLSCREEN UINT32_C(0x00000001)
  190. #define BGFX_RESET_FULLSCREEN_SHIFT 0
  191. #define BGFX_RESET_FULLSCREEN_MASK UINT32_C(0x00000001)
  192. #define BGFX_RESET_MSAA_X2 UINT32_C(0x00000010)
  193. #define BGFX_RESET_MSAA_X4 UINT32_C(0x00000020)
  194. #define BGFX_RESET_MSAA_X8 UINT32_C(0x00000030)
  195. #define BGFX_RESET_MSAA_X16 UINT32_C(0x00000040)
  196. #define BGFX_RESET_MSAA_SHIFT 4
  197. #define BGFX_RESET_MSAA_MASK UINT32_C(0x00000070)
  198. #define BGFX_RESET_VSYNC UINT32_C(0x00000080)
  199. #define BGFX_RESET_CAPTURE UINT32_C(0x00000100)
  200. ///
  201. #define BGFX_CAPS_TEXTURE_FORMAT_BC1 UINT64_C(0x0000000000000001)
  202. #define BGFX_CAPS_TEXTURE_FORMAT_BC2 UINT64_C(0x0000000000000002)
  203. #define BGFX_CAPS_TEXTURE_FORMAT_BC3 UINT64_C(0x0000000000000004)
  204. #define BGFX_CAPS_TEXTURE_FORMAT_BC4 UINT64_C(0x0000000000000008)
  205. #define BGFX_CAPS_TEXTURE_FORMAT_BC5 UINT64_C(0x0000000000000010)
  206. #define BGFX_CAPS_TEXTURE_FORMAT_ETC1 UINT64_C(0x0000000000000020)
  207. #define BGFX_CAPS_TEXTURE_FORMAT_ETC2 UINT64_C(0x0000000000000040)
  208. #define BGFX_CAPS_TEXTURE_FORMAT_ETC2A UINT64_C(0x0000000000000080)
  209. #define BGFX_CAPS_TEXTURE_FORMAT_ETC2A1 UINT64_C(0x0000000000000100)
  210. #define BGFX_CAPS_TEXTURE_FORMAT_PTC12 UINT64_C(0x0000000000000200)
  211. #define BGFX_CAPS_TEXTURE_FORMAT_PTC14 UINT64_C(0x0000000000000400)
  212. #define BGFX_CAPS_TEXTURE_FORMAT_PTC14A UINT64_C(0x0000000000000800)
  213. #define BGFX_CAPS_TEXTURE_FORMAT_PTC12A UINT64_C(0x0000000000001000)
  214. #define BGFX_CAPS_TEXTURE_FORMAT_PTC22 UINT64_C(0x0000000000002000)
  215. #define BGFX_CAPS_TEXTURE_FORMAT_PTC24 UINT64_C(0x0000000000004000)
  216. #define BGFX_CAPS_TEXTURE_3D UINT64_C(0x0000000000010000)
  217. #define BGFX_CAPS_VERTEX_ATTRIB_HALF UINT64_C(0x0000000000020000)
  218. #define BGFX_CAPS_INSTANCING UINT64_C(0x0000000000040000)
  219. #define BGFX_CAPS_RENDERER_MULTITHREADED UINT64_C(0x0000000000080000)
  220. #define BGFX_CAPS_FRAGMENT_DEPTH UINT64_C(0x0000000000100000)
  221. ///
  222. #define BGFX_HANDLE(_name) \
  223. struct _name { uint16_t idx; }; \
  224. inline bool isValid(_name _handle) { return bgfx::invalidHandle != _handle.idx; }
  225. #define BGFX_INVALID_HANDLE { bgfx::invalidHandle }
  226. namespace bx { struct ReallocatorI; }
  227. /// BGFX
  228. namespace bgfx
  229. {
  230. struct Fatal
  231. {
  232. enum Enum
  233. {
  234. DebugCheck,
  235. MinimumRequiredSpecs,
  236. InvalidShader,
  237. UnableToInitialize,
  238. UnableToCreateRenderTarget,
  239. UnableToCreateTexture,
  240. };
  241. };
  242. struct RendererType
  243. {
  244. enum Enum
  245. {
  246. Null,
  247. Direct3D9,
  248. Direct3D11,
  249. OpenGLES2,
  250. OpenGLES3,
  251. OpenGL,
  252. Count
  253. };
  254. };
  255. struct Attrib
  256. {
  257. enum Enum // corresponds to vertex shader attribute:
  258. {
  259. Position, // a_position
  260. Normal, // a_normal
  261. Tangent, // a_tangent
  262. Color0, // a_color0
  263. Color1, // a_color1
  264. Indices, // a_indices
  265. Weight, // a_weight
  266. TexCoord0, // a_texcoord0
  267. TexCoord1, // a_texcoord1
  268. TexCoord2, // a_texcoord2
  269. TexCoord3, // a_texcoord3
  270. TexCoord4, // a_texcoord4
  271. TexCoord5, // a_texcoord5
  272. TexCoord6, // a_texcoord6
  273. TexCoord7, // a_texcoord7
  274. Count
  275. };
  276. };
  277. struct AttribType
  278. {
  279. enum Enum
  280. {
  281. Uint8,
  282. Int16,
  283. Half, // Availability depends on: BGFX_CAPS_VERTEX_ATTRIB_HALF.
  284. Float,
  285. Count
  286. };
  287. };
  288. struct TextureFormat
  289. {
  290. // Availability depends on BGFX_CAPS_TEXTURE_FORMAT_*.
  291. enum Enum
  292. {
  293. BC1, // DXT1
  294. BC2, // DXT3
  295. BC3, // DXT5
  296. BC4, // LATC1/ATI1
  297. BC5, // LATC2/ATI2
  298. ETC1, // ETC1 RGB8
  299. ETC2, // ETC2 RGB8
  300. ETC2A, // ETC2 RGBA8
  301. ETC2A1, // ETC2 RGB8A1
  302. PTC12, // PVRTC1 RGB 2BPP
  303. PTC14, // PVRTC1 RGB 4BPP
  304. PTC14A, // PVRTC1 RGBA 4BPP
  305. PTC12A, // PVRTC1 RGBA 2BPP
  306. PTC22, // PVRTC2 RGBA 2BPP
  307. PTC24, // PVRTC2 RGBA 4BPP
  308. Unknown,
  309. L8,
  310. BGRA8,
  311. RGBA16,
  312. RGBA16F,
  313. R5G6B5,
  314. RGBA4,
  315. RGB5A1,
  316. RGB10A2,
  317. Count
  318. };
  319. };
  320. struct UniformType
  321. {
  322. enum Enum
  323. {
  324. Uniform1i,
  325. Uniform1f,
  326. End,
  327. Uniform1iv,
  328. Uniform1fv,
  329. Uniform2fv,
  330. Uniform3fv,
  331. Uniform4fv,
  332. Uniform3x3fv,
  333. Uniform4x4fv,
  334. Count
  335. };
  336. };
  337. static const uint16_t invalidHandle = UINT16_MAX;
  338. BGFX_HANDLE(DynamicIndexBufferHandle);
  339. BGFX_HANDLE(DynamicVertexBufferHandle);
  340. BGFX_HANDLE(FragmentShaderHandle);
  341. BGFX_HANDLE(IndexBufferHandle);
  342. BGFX_HANDLE(ProgramHandle);
  343. BGFX_HANDLE(RenderTargetHandle);
  344. BGFX_HANDLE(TextureHandle);
  345. BGFX_HANDLE(UniformHandle);
  346. BGFX_HANDLE(VertexBufferHandle);
  347. BGFX_HANDLE(VertexDeclHandle);
  348. BGFX_HANDLE(VertexShaderHandle);
  349. /// Callback interface to implement application specific behavior.
  350. /// Cached items are currently used only for OpenGL binary shaders.
  351. ///
  352. /// NOTE:
  353. /// 'fatal' callback can be called from any thread. Other callbacks
  354. /// are called from the render thread.
  355. ///
  356. struct CallbackI
  357. {
  358. virtual ~CallbackI() = 0;
  359. /// If fatal code code is not Fatal::DebugCheck this callback is
  360. /// called on unrecoverable error. It's not safe to continue, inform
  361. /// user and terminate application from this call.
  362. virtual void fatal(Fatal::Enum _code, const char* _str) = 0;
  363. /// Return size of for cached item. Return 0 if no cached item was
  364. /// found.
  365. virtual uint32_t cacheReadSize(uint64_t _id) = 0;
  366. /// Read cached item.
  367. virtual bool cacheRead(uint64_t _id, void* _data, uint32_t _size) = 0;
  368. /// Write cached item.
  369. virtual void cacheWrite(uint64_t _id, const void* _data, uint32_t _size) = 0;
  370. /// Screenshot captured. Screenshot format is always 4-byte BGRA.
  371. virtual void screenShot(const char* _filePath, uint32_t _width, uint32_t _height, uint32_t _pitch, const void* _data, uint32_t _size, bool _yflip) = 0;
  372. /// Called when capture begins.
  373. virtual void captureBegin(uint32_t _width, uint32_t _height, uint32_t _pitch, bgfx::TextureFormat::Enum _format, bool _yflip) = 0;
  374. /// Called when capture ends.
  375. virtual void captureEnd() = 0;
  376. /// Captured frame.
  377. virtual void captureFrame(const void* _data, uint32_t _size) = 0;
  378. };
  379. inline CallbackI::~CallbackI()
  380. {
  381. }
  382. struct Memory
  383. {
  384. uint8_t* data;
  385. uint32_t size;
  386. };
  387. /// Renderer capabilities.
  388. struct Caps
  389. {
  390. /// Renderer backend type.
  391. RendererType::Enum rendererType;
  392. /// Supported functionality, it includes emulated functionality.
  393. /// Checking supported and not emulated will give functionality
  394. /// natively supported by renderer.
  395. uint64_t supported;
  396. /// Emulated functionality. For example some texture compression
  397. /// modes are not natively supported by all renderers. The library
  398. /// internally decompresses texture into supported format.
  399. uint64_t emulated;
  400. uint16_t maxTextureSize; ///< Maximum texture size.
  401. uint16_t maxDrawCalls; ///< Maximum draw calls.
  402. };
  403. struct TransientIndexBuffer
  404. {
  405. uint8_t* data;
  406. uint32_t size;
  407. IndexBufferHandle handle;
  408. uint32_t startIndex;
  409. };
  410. struct TransientVertexBuffer
  411. {
  412. uint8_t* data;
  413. uint32_t size;
  414. uint32_t startVertex;
  415. uint16_t stride;
  416. VertexBufferHandle handle;
  417. VertexDeclHandle decl;
  418. };
  419. struct InstanceDataBuffer
  420. {
  421. uint8_t* data;
  422. uint32_t size;
  423. uint32_t offset;
  424. uint16_t stride;
  425. uint16_t num;
  426. VertexBufferHandle handle;
  427. };
  428. struct TextureInfo
  429. {
  430. TextureFormat::Enum format;
  431. uint32_t storageSize;
  432. uint16_t width;
  433. uint16_t height;
  434. uint16_t depth;
  435. uint8_t numMips;
  436. uint8_t bitsPerPixel;
  437. };
  438. /// Vertex declaration.
  439. struct VertexDecl
  440. {
  441. /// Start VertexDecl.
  442. void begin(RendererType::Enum _renderer = RendererType::Null);
  443. /// End VertexDecl.
  444. void end();
  445. /// Add attribute to VertexDecl.
  446. ///
  447. /// @param _attrib Attribute semantics.
  448. /// @param _num Number of elements 1, 2, 3 or 4.
  449. /// @param _type Element type.
  450. /// @param _normalized When using fixed point AttribType (f.e. Uint8)
  451. /// value will be normalized for vertex shader usage. When normalized
  452. /// is set to true, AttribType::Uint8 value in range 0-255 will be
  453. /// in range 0.0-1.0 in vertex shader.
  454. /// @param _asInt Packaging rule for vertexPack, vertexUnpack, and
  455. /// vertexConvert for AttribType::Uint8 and AttribType::Int16.
  456. /// Unpacking code must be implemented inside vertex shader.
  457. ///
  458. /// NOTE:
  459. /// Must be called between begin/end.
  460. ///
  461. void add(Attrib::Enum _attrib, uint8_t _num, AttribType::Enum _type, bool _normalized = false, bool _asInt = false);
  462. /// Skip _num bytes in vertex stream.
  463. void skip(uint8_t _num);
  464. /// Decode attribute.
  465. void decode(Attrib::Enum _attrib, uint8_t& _num, AttribType::Enum& _type, bool& _normalized, bool& _asInt) const;
  466. /// Returns true if VertexDecl contains attribute.
  467. bool has(Attrib::Enum _attrib) const { return 0xff != m_attributes[_attrib]; }
  468. /// Returns relative attribute offset from the vertex.
  469. uint16_t getOffset(Attrib::Enum _attrib) const { return m_offset[_attrib]; }
  470. /// Returns vertex stride.
  471. uint16_t getStride() const { return m_stride; }
  472. /// Returns size of vertex buffer for number of vertices.
  473. uint32_t getSize(uint32_t _num) const { return _num*m_stride; }
  474. uint32_t m_hash;
  475. uint16_t m_stride;
  476. uint16_t m_offset[Attrib::Count];
  477. uint8_t m_attributes[Attrib::Count];
  478. };
  479. /// Pack vec4 into vertex stream format.
  480. void vertexPack(const float _input[4], bool _inputNormalized, Attrib::Enum _attr, const VertexDecl& _decl, void* _data, uint32_t _index = 0);
  481. /// Unpack vec4 from vertex stream format.
  482. void vertexUnpack(float _output[4], Attrib::Enum _attr, const VertexDecl& _decl, const void* _data, uint32_t _index = 0);
  483. /// Converts vertex stream data from one vertex stream format to another.
  484. ///
  485. /// @param _destDecl Destination vertex stream declaration.
  486. /// @param _destData Destination vertex stream.
  487. /// @param _srcDecl Source vertex stream declaration.
  488. /// @param _srcData Source vertex stream data.
  489. /// @param _num Number of vertices to convert from source to destination.
  490. ///
  491. void vertexConvert(const VertexDecl& _destDecl, void* _destData, const VertexDecl& _srcDecl, const void* _srcData, uint32_t _num = 1);
  492. /// Weld vertices.
  493. ///
  494. /// @param _output Welded vertices remapping table. The size of buffer
  495. /// must be the same as number of vertices.
  496. /// @param _decl Vertex stream declaration.
  497. /// @param _data Vertex stream.
  498. /// @param _num Number of vertices in vertex stream.
  499. /// @param _epsilon Error tolerance for vertex position comparison.
  500. /// @returns Number of unique vertices after vertex welding.
  501. ///
  502. uint16_t weldVertices(uint16_t* _output, const VertexDecl& _decl, const void* _data, uint16_t _num, float _epsilon = 0.001f);
  503. /// Swizzle RGBA8 image to BGRA8.
  504. ///
  505. /// @param _width Width of input image (pixels).
  506. /// @param _height Height of input image (pixels).
  507. /// @param _pitch Pitch of input image (bytes).
  508. /// @param _src Source image.
  509. /// @param _dst Destination image. Must be the same size as input image.
  510. /// _dst might be pointer to the same memory as _src.
  511. ///
  512. void imageSwizzleBgra8(uint32_t _width, uint32_t _height, uint32_t _pitch, const void* _src, void* _dst);
  513. /// Downsample RGBA8 image with 2x2 pixel average filter.
  514. ///
  515. /// @param _width Width of input image (pixels).
  516. /// @param _height Height of input image (pixels).
  517. /// @param _pitch Pitch of input image (bytes).
  518. /// @param _src Source image.
  519. /// @param _dst Destination image. Must be at least quarter size of
  520. /// input image. _dst might be pointer to the same memory as _src.
  521. ///
  522. void imageRgba8Downsample2x2(uint32_t _width, uint32_t _height, uint32_t _pitch, const void* _src, void* _dst);
  523. /// Returns renderer backend API type.
  524. RendererType::Enum getRendererType();
  525. /// Initialize bgfx library.
  526. ///
  527. /// @param _callback Provide application specific callback interface.
  528. /// See: CallbackI
  529. ///
  530. /// @param _reallocator Custom allocator. When custom allocator is not
  531. /// specified, library uses default CRT allocator. The library assumes
  532. /// custom allocator is thread safe.
  533. ///
  534. void init(CallbackI* _callback = NULL, bx::ReallocatorI* _reallocator = NULL);
  535. /// Shutdown bgfx library.
  536. void shutdown();
  537. /// Reset graphic settings.
  538. void reset(uint32_t _width, uint32_t _height, uint32_t _flags = BGFX_RESET_NONE);
  539. /// Advance to next frame. When using multithreaded renderer, this call
  540. /// just swaps internal buffers, kicks render thread, and returns. In
  541. /// singlethreaded renderer this call does frame rendering.
  542. ///
  543. /// @returns Current frame number. This might be used in conjunction with
  544. /// double/multi buffering data outside the library and passing it to
  545. /// library via makeRef calls.
  546. ///
  547. uint32_t frame();
  548. /// Returns renderer capabilities.
  549. const Caps* getCaps();
  550. /// Allocate buffer to pass to bgfx calls. Data will be freed inside bgfx.
  551. const Memory* alloc(uint32_t _size);
  552. /// Make reference to data to pass to bgfx. Unlike bgfx::alloc this call
  553. /// doesn't allocate memory for data. It just copies pointer to data.
  554. /// You must make sure data is available for at least 2 bgfx::frame calls.
  555. const Memory* makeRef(const void* _data, uint32_t _size);
  556. /// Set debug flags.
  557. ///
  558. /// @param _debug Available flags:
  559. ///
  560. /// BGFX_DEBUG_IFH - Infinitely fast hardware. When this flag is set
  561. /// all rendering calls will be skipped. It's useful when profiling
  562. /// to quickly assess bottleneck between CPU and GPU.
  563. ///
  564. /// BGFX_DEBUG_STATS - Display internal statistics.
  565. ///
  566. /// BGFX_DEBUG_TEXT - Display debug text.
  567. ///
  568. /// BGFX_DEBUG_WIREFRAME - Wireframe rendering. All rendering
  569. /// primitives will be rendered as lines.
  570. ///
  571. void setDebug(uint32_t _debug);
  572. /// Clear internal debug text buffer.
  573. void dbgTextClear(uint8_t _attr = 0, bool _small = false);
  574. /// Print into internal debug text buffer.
  575. void dbgTextPrintf(uint16_t _x, uint16_t _y, uint8_t _attr, const char* _format, ...);
  576. /// Create static index buffer.
  577. IndexBufferHandle createIndexBuffer(const Memory* _mem);
  578. /// Destroy static index buffer.
  579. void destroyIndexBuffer(IndexBufferHandle _handle);
  580. /// Create static vertex buffer.
  581. ///
  582. /// @param _mem Vertex buffer data.
  583. /// @param _decl Vertex declaration.
  584. /// @returns Static vertex buffer handle.
  585. ///
  586. VertexBufferHandle createVertexBuffer(const Memory* _mem, const VertexDecl& _decl);
  587. /// Destroy static vertex buffer.
  588. ///
  589. /// @param _handle Static vertex buffer handle.
  590. ///
  591. void destroyVertexBuffer(VertexBufferHandle _handle);
  592. /// Create empty dynamic index buffer.
  593. ///
  594. /// @param _num Number of indices.
  595. ///
  596. DynamicIndexBufferHandle createDynamicIndexBuffer(uint32_t _num);
  597. /// Create dynamic index buffer and initialized it.
  598. ///
  599. /// @param _mem Index buffer data.
  600. ///
  601. DynamicIndexBufferHandle createDynamicIndexBuffer(const Memory* _mem);
  602. /// Update dynamic index buffer.
  603. ///
  604. /// @param _handle Dynamic index buffer handle.
  605. /// @param _mem Index buffer data.
  606. ///
  607. void updateDynamicIndexBuffer(DynamicIndexBufferHandle _handle, const Memory* _mem);
  608. /// Destroy dynamic index buffer.
  609. ///
  610. /// @param _handle Dynamic index buffer handle.
  611. ///
  612. void destroyDynamicIndexBuffer(DynamicIndexBufferHandle _handle);
  613. /// Create empty dynamic vertex buffer.
  614. ///
  615. /// @param _num Number of vertices.
  616. /// @param _decl Vertex declaration.
  617. ///
  618. DynamicVertexBufferHandle createDynamicVertexBuffer(uint16_t _num, const VertexDecl& _decl);
  619. /// Create dynamic vertex buffer and initialize it.
  620. ///
  621. /// @param _mem Vertex buffer data.
  622. /// @param _decl Vertex declaration.
  623. ///
  624. DynamicVertexBufferHandle createDynamicVertexBuffer(const Memory* _mem, const VertexDecl& _decl);
  625. /// Update dynamic vertex buffer.
  626. void updateDynamicVertexBuffer(DynamicVertexBufferHandle _handle, const Memory* _mem);
  627. /// Destroy dynamic vertex buffer.
  628. void destroyDynamicVertexBuffer(DynamicVertexBufferHandle _handle);
  629. /// Returns true if internal transient index buffer has enough space.
  630. ///
  631. /// @param _num Number of indices.
  632. ///
  633. bool checkAvailTransientIndexBuffer(uint32_t _num);
  634. /// Returns true if internal transient vertex buffer has enough space.
  635. ///
  636. /// @param _num Number of vertices.
  637. /// @param _decl Vertex declaration.
  638. ///
  639. bool checkAvailTransientVertexBuffer(uint32_t _num, const VertexDecl& _decl);
  640. /// Returns true if internal instance data buffer has enough space.
  641. ///
  642. /// @param _num Number of instances.
  643. /// @param _stride Stride per instance.
  644. ///
  645. bool checkAvailInstanceDataBuffer(uint32_t _num, uint16_t _stride);
  646. /// Returns true if both internal transient index and vertex buffer have
  647. /// enough space.
  648. ///
  649. /// @param _numVertices Number of vertices.
  650. /// @param _decl Vertex declaration.
  651. /// @param _numIndices Number of indices.
  652. ///
  653. bool checkAvailTransientBuffers(uint32_t _numVertices, const VertexDecl& _decl, uint32_t _numIndices);
  654. /// Allocate transient index buffer.
  655. ///
  656. /// @param[out] _tib TransientIndexBuffer structure is filled and is valid
  657. /// for the duration of frame, and it can be reused for multiple draw
  658. /// calls.
  659. /// @param _num Number of indices to allocate.
  660. ///
  661. /// NOTE:
  662. /// You must call setIndexBuffer after alloc in order to avoid memory
  663. /// leak.
  664. ///
  665. void allocTransientIndexBuffer(TransientIndexBuffer* _tib, uint32_t _num);
  666. /// Allocate transient vertex buffer.
  667. ///
  668. /// @param[out] _tvb TransientVertexBuffer structure is filled and is valid
  669. /// for the duration of frame, and it can be reused for multiple draw
  670. /// calls.
  671. /// @param _num Number of vertices to allocate.
  672. /// @param _decl Vertex declaration.
  673. ///
  674. /// NOTE:
  675. /// You must call setVertexBuffer after alloc in order to avoid memory
  676. /// leak.
  677. ///
  678. void allocTransientVertexBuffer(TransientVertexBuffer* _tvb, uint32_t _num, const VertexDecl& _decl);
  679. /// Allocate instance data buffer.
  680. ///
  681. /// NOTE:
  682. /// You must call setInstanceDataBuffer after alloc in order to avoid
  683. /// memory leak.
  684. ///
  685. const InstanceDataBuffer* allocInstanceDataBuffer(uint32_t _num, uint16_t _stride);
  686. /// Create vertex shader from memory buffer.
  687. VertexShaderHandle createVertexShader(const Memory* _mem);
  688. /// Destroy vertex shader. Once program is created with vertex shader
  689. /// it is safe to destroy vertex shader.
  690. void destroyVertexShader(VertexShaderHandle _handle);
  691. /// Create fragment shader from memory buffer.
  692. FragmentShaderHandle createFragmentShader(const Memory* _mem);
  693. /// Destroy fragment shader. Once program is created with fragment shader
  694. /// it is safe to destroy fragment shader.
  695. void destroyFragmentShader(FragmentShaderHandle _handle);
  696. /// Create program with vertex and fragment shaders.
  697. ///
  698. /// @param _vsh Vertex shader.
  699. /// @param _fsh Fragment shader.
  700. /// @returns Program handle if vertex shader output and fragment shader
  701. /// input are matching, otherwise returns invalid program handle.
  702. ///
  703. ProgramHandle createProgram(VertexShaderHandle _vsh, FragmentShaderHandle _fsh);
  704. /// Destroy program.
  705. void destroyProgram(ProgramHandle _handle);
  706. /// Calculate amount of memory required for texture.
  707. void calcTextureSize(TextureInfo& _info, uint16_t _width, uint16_t _height, uint16_t _depth, uint8_t _numMips, TextureFormat::Enum _format);
  708. /// Create texture from memory buffer.
  709. ///
  710. /// @param _mem DDS, KTX or PVR texture data.
  711. /// @param _flags Default texture sampling mode is linear, and wrap mode
  712. /// is repeat.
  713. ///
  714. /// BGFX_TEXTURE_[U/V/W]_[MIRROR/CLAMP] - Mirror or clamp to edge wrap
  715. /// mode.
  716. ///
  717. /// BGFX_TEXTURE_[MIN/MAG/MIP]_[POINT/ANISOTROPIC] - Point or anisotropic
  718. /// sampling.
  719. ///
  720. /// @param _info Returns parsed DDS texture information.
  721. /// @returns Texture handle.
  722. ///
  723. TextureHandle createTexture(const Memory* _mem, uint32_t _flags = BGFX_TEXTURE_NONE, TextureInfo* _info = NULL);
  724. /// Create 2D texture.
  725. ///
  726. /// @param _width
  727. /// @param _height
  728. /// @param _numMips
  729. /// @param _format
  730. /// @param _flags
  731. /// @param _mem
  732. ///
  733. TextureHandle createTexture2D(uint16_t _width, uint16_t _height, uint8_t _numMips, TextureFormat::Enum _format, uint32_t _flags = BGFX_TEXTURE_NONE, const Memory* _mem = NULL);
  734. /// Create 3D texture.
  735. ///
  736. /// @param _width
  737. /// @param _height
  738. /// @param _depth
  739. /// @param _numMips
  740. /// @param _format
  741. /// @param _flags
  742. /// @param _mem
  743. ///
  744. TextureHandle createTexture3D(uint16_t _width, uint16_t _height, uint16_t _depth, uint8_t _numMips, TextureFormat::Enum _format, uint32_t _flags = BGFX_TEXTURE_NONE, const Memory* _mem = NULL);
  745. /// Create Cube texture.
  746. ///
  747. /// @param _size
  748. /// @param _numMips
  749. /// @param _format
  750. /// @param _flags
  751. /// @param _mem
  752. ///
  753. TextureHandle createTextureCube(uint16_t _size, uint8_t _numMips, TextureFormat::Enum _format, uint32_t _flags = BGFX_TEXTURE_NONE, const Memory* _mem = NULL);
  754. /// Update 2D texture.
  755. ///
  756. /// @param _handle
  757. /// @param _mip
  758. /// @param _x
  759. /// @param _y
  760. /// @param _width
  761. /// @param _height
  762. /// @param _mem
  763. /// @param _pitch Pitch of input image (bytes). When _pitch is set to
  764. /// UINT16_MAX, it will be calculated internally based on _width.
  765. ///
  766. void updateTexture2D(TextureHandle _handle, uint8_t _mip, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height, const Memory* _mem, uint16_t _pitch = UINT16_MAX);
  767. /// Update 3D texture.
  768. ///
  769. /// @param _handle
  770. /// @param _mip
  771. /// @param _x
  772. /// @param _y
  773. /// @param _z
  774. /// @param _width
  775. /// @param _height
  776. /// @param _depth
  777. /// @param _mem
  778. ///
  779. void updateTexture3D(TextureHandle _handle, uint8_t _mip, uint16_t _x, uint16_t _y, uint16_t _z, uint16_t _width, uint16_t _height, uint16_t _depth, const Memory* _mem);
  780. /// Update Cube texture.
  781. ///
  782. /// @param _handle
  783. /// @param _side Cubemap side, where 0 is +X, 1 is -X, 2 is +Y, 3 is
  784. /// -Y, 4 is +Z, and 5 is -Z.
  785. ///
  786. /// +----------+
  787. /// |-z 2|
  788. /// | ^ +y |
  789. /// | | |
  790. /// | +---->+x |
  791. /// +----------+----------+----------+----------+
  792. /// |+y 1|+y 4|+y 0|+y 5|
  793. /// | ^ -x | ^ +z | ^ +x | ^ -z |
  794. /// | | | | | | | | |
  795. /// | +---->+z | +---->+x | +---->-z | +---->-x |
  796. /// +----------+----------+----------+----------+
  797. /// |+z 3|
  798. /// | ^ -y |
  799. /// | | |
  800. /// | +---->+x |
  801. /// +----------+
  802. ///
  803. /// @param _mip
  804. /// @param _x
  805. /// @param _y
  806. /// @param _width
  807. /// @param _height
  808. /// @param _mem
  809. /// @param _pitch Pitch of input image (bytes). When _pitch is set to
  810. /// UINT16_MAX, it will be calculated internally based on _width.
  811. ///
  812. void updateTextureCube(TextureHandle _handle, uint8_t _side, uint8_t _mip, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height, const Memory* _mem, uint16_t _pitch = UINT16_MAX);
  813. /// Destroy texture.
  814. void destroyTexture(TextureHandle _handle);
  815. /// Create render target.
  816. RenderTargetHandle createRenderTarget(uint16_t _width, uint16_t _height, uint32_t _flags = BGFX_RENDER_TARGET_COLOR_RGBA8, uint32_t _textureFlags = BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP);
  817. /// Destroy render target.
  818. void destroyRenderTarget(RenderTargetHandle _handle);
  819. /// Create shader uniform parameter.
  820. ///
  821. /// @param _name Uniform name in shader.
  822. /// @param _type Type of uniform (See: UniformType).
  823. /// @param _num Number of elements in array.
  824. ///
  825. /// Predefined uniforms:
  826. ///
  827. /// u_viewRect vec4(x, y, width, height) - view rectangle for current
  828. /// view.
  829. ///
  830. /// u_viewTexel vec4(1.0/width, 1.0/height, undef, undef) - inverse
  831. /// width and height
  832. ///
  833. /// u_view mat4 - view matrix
  834. ///
  835. /// u_viewProj mat4 - concatenated view projection matrix
  836. ///
  837. /// u_model mat4[BGFX_CONFIG_MAX_BONES] - array of model matrices.
  838. ///
  839. /// u_modelView mat4 - concatenated model view matrix, only first
  840. /// model matrix from array is used.
  841. ///
  842. /// u_modelViewProj mat4 - concatenated model view projection matrix.
  843. ///
  844. /// u_alphaRef float - alpha reference value for alpha test.
  845. ///
  846. UniformHandle createUniform(const char* _name, UniformType::Enum _type, uint16_t _num = 1);
  847. /// Destroy shader uniform parameter.
  848. void destroyUniform(UniformHandle _handle);
  849. /// Set view name.
  850. ///
  851. /// @param _id View id.
  852. /// @param _name View name.
  853. ///
  854. /// NOTE:
  855. /// This is debug only feature.
  856. ///
  857. void setViewName(uint8_t _id, const char* _name);
  858. /// Set view rectangle. Draw primitive outside view will be clipped.
  859. ///
  860. /// @param _id View id.
  861. /// @param _x Position x from the left corner of the window.
  862. /// @param _y Position y from the top corner of the window.
  863. /// @param _width Width of view port region.
  864. /// @param _height Height of view port region.
  865. ///
  866. void setViewRect(uint8_t _id, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height);
  867. /// Set view rectangle for multiple views.
  868. ///
  869. /// @param _viewMask Bit mask representing affected views.
  870. /// @param _x Position x from the left corner of the window.
  871. /// @param _y Position y from the top corner of the window.
  872. /// @param _width Width of view port region.
  873. /// @param _height Height of view port region.
  874. ///
  875. void setViewRectMask(uint32_t _viewMask, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height);
  876. /// Set view scissor. Draw primitive outside view will be clipped. When
  877. /// _x, _y, _width and _height are set to 0, scissor will be disabled.
  878. ///
  879. /// @param _x Position x from the left corner of the window.
  880. /// @param _y Position y from the top corner of the window.
  881. /// @param _width Width of scissor region.
  882. /// @param _height Height of scissor region.
  883. ///
  884. void setViewScissor(uint8_t _id, uint16_t _x = 0, uint16_t _y = 0, uint16_t _width = 0, uint16_t _height = 0);
  885. /// Set view scissor for multiple views. When _x, _y, _width and _height
  886. /// are set to 0, scissor will be disabled.
  887. ///
  888. /// @param _id View id.
  889. /// @param _viewMask Bit mask representing affected views.
  890. /// @param _x Position x from the left corner of the window.
  891. /// @param _y Position y from the top corner of the window.
  892. /// @param _width Width of scissor region.
  893. /// @param _height Height of scissor region.
  894. ///
  895. void setViewScissorMask(uint32_t _viewMask, uint16_t _x = 0, uint16_t _y = 0, uint16_t _width = 0, uint16_t _height = 0);
  896. /// Set view clear flags.
  897. ///
  898. /// @param _id View id.
  899. /// @param _flags Clear flags. Use BGFX_CLEAR_NONE to remove any clear
  900. /// operation. See: BGFX_CLEAR_*.
  901. /// @param _rgba Color clear value.
  902. /// @param _depth Depth clear value.
  903. /// @param _stencil Stencil clear value.
  904. ///
  905. void setViewClear(uint8_t _id, uint8_t _flags, uint32_t _rgba = 0x000000ff, float _depth = 1.0f, uint8_t _stencil = 0);
  906. /// Set view clear flags for multiple views.
  907. void setViewClearMask(uint32_t _viewMask, uint8_t _flags, uint32_t _rgba = 0x000000ff, float _depth = 1.0f, uint8_t _stencil = 0);
  908. /// Set view into sequential mode. Draw calls will be sorted in the same
  909. /// order in which submit calls were called.
  910. void setViewSeq(uint8_t _id, bool _enabled);
  911. /// Set multiple views into sequential mode.
  912. void setViewSeqMask(uint32_t _viewMask, bool _enabled);
  913. /// Set view render target.
  914. ///
  915. /// @param _id View id.
  916. /// @param _handle Render target handle. Passing BGFX_INVALID_HANDLE as
  917. /// render target handle will draw primitives from this view into
  918. /// default backbuffer.
  919. ///
  920. void setViewRenderTarget(uint8_t _id, RenderTargetHandle _handle);
  921. /// Set view render target for multiple views.
  922. ///
  923. /// @param _viewMask View mask.
  924. /// @param _handle Render target handle. Passing BGFX_INVALID_HANDLE as
  925. /// render target handle will draw primitives from this view into
  926. /// default backbuffer.
  927. ///
  928. void setViewRenderTargetMask(uint32_t _viewMask, RenderTargetHandle _handle);
  929. /// Set view view and projection matrices, all draw primitives in this
  930. /// view will use these matrices.
  931. void setViewTransform(uint8_t _id, const void* _view, const void* _proj, uint8_t _other = 0xff);
  932. /// Set view view and projection matrices for multiple views.
  933. void setViewTransformMask(uint32_t _viewMask, const void* _view, const void* _proj, uint8_t _other = 0xff);
  934. /// Sets debug marker.
  935. void setMarker(const char* _marker);
  936. /// Set render states for draw primitive.
  937. ///
  938. /// @param _state State flags. Default state for primitive type is
  939. /// triangles. See: BGFX_STATE_DEFAULT.
  940. ///
  941. /// BGFX_STATE_ALPHA_WRITE - Enable alpha write.
  942. /// BGFX_STATE_DEPTH_WRITE - Enable depth write.
  943. /// BGFX_STATE_DEPTH_TEST_* - Depth test function.
  944. /// BGFX_STATE_BLEND_* - See NOTE 1: BGFX_STATE_BLEND_FUNC.
  945. /// BGFX_STATE_BLEND_EQUATION_* - See NOTE 2.
  946. /// BGFX_STATE_CULL_* - Backface culling mode.
  947. /// BGFX_STATE_RGB_WRITE - Enable RGB write.
  948. /// BGFX_STATE_MSAA - Enable MSAA.
  949. /// BGFX_STATE_PT_[LINES/POINTS] - Primitive type.
  950. ///
  951. /// @param _rgba Sets blend factor used by BGFX_STATE_BLEND_FACTOR and
  952. /// BGFX_STATE_BLEND_INV_FACTOR blend modes.
  953. ///
  954. /// NOTE:
  955. /// 1. Use BGFX_STATE_ALPHA_REF, BGFX_STATE_POINT_SIZE and
  956. /// BGFX_STATE_BLEND_FUNC macros to setup more complex states.
  957. /// 2. BGFX_STATE_BLEND_EQUATION_ADD is set when no other blend
  958. /// equation is specified.
  959. ///
  960. void setState(uint64_t _state, uint32_t _rgba = UINT32_MAX);
  961. /// Set stencil test state.
  962. ///
  963. /// @param _fstencil Front stencil state.
  964. /// @param _bstencil Back stencil state. If back is set to BGFX_STENCIL_NONE
  965. /// _fstencil is applied to both front and back facing primitives.
  966. ///
  967. void setStencil(uint32_t _fstencil, uint32_t _bstencil = BGFX_STENCIL_NONE);
  968. /// Set scissor for draw primitive. For scissor for all primitives in
  969. /// view see setViewScissor.
  970. ///
  971. /// @param _x Position x from the left corner of the window.
  972. /// @param _y Position y from the top corner of the window.
  973. /// @param _width Width of scissor region.
  974. /// @param _height Height of scissor region.
  975. /// @returns Scissor cache index.
  976. ///
  977. uint16_t setScissor(uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height);
  978. /// Set scissor from cache for draw primitive.
  979. ///
  980. /// @param _cache Index in scissor cache. Passing UINT16_MAX unset primitive
  981. /// scissor and primitive will use view scissor instead.
  982. ///
  983. void setScissor(uint16_t _cache = UINT16_MAX);
  984. /// Set model matrix for draw primitive. If it is not called model will
  985. /// be rendered with identity model matrix.
  986. ///
  987. /// @param _mtx Pointer to first matrix in array.
  988. /// @param _num Number of matrices in array.
  989. /// @returns index into matrix cache in case the same model matrix has
  990. /// to be used for other draw primitive call.
  991. ///
  992. uint32_t setTransform(const void* _mtx, uint16_t _num = 1);
  993. /// Set model matrix from matrix cache for draw primitive.
  994. ///
  995. /// @param _cache Index in matrix cache.
  996. /// @param _num Number of matrices from cache.
  997. ///
  998. void setTransform(uint32_t _cache, uint16_t _num = 1);
  999. /// Set shader uniform parameter for draw primitive.
  1000. void setUniform(UniformHandle _handle, const void* _value, uint16_t _num = 1);
  1001. /// Set index buffer for draw primitive.
  1002. void setIndexBuffer(IndexBufferHandle _handle, uint32_t _firstIndex = 0, uint32_t _numIndices = UINT32_MAX);
  1003. /// Set index buffer for draw primitive.
  1004. void setIndexBuffer(DynamicIndexBufferHandle _handle, uint32_t _firstIndex = 0, uint32_t _numIndices = UINT32_MAX);
  1005. /// Set index buffer for draw primitive.
  1006. void setIndexBuffer(const TransientIndexBuffer* _tib, uint32_t _numIndices = UINT32_MAX);
  1007. /// Set vertex buffer for draw primitive.
  1008. void setVertexBuffer(VertexBufferHandle _handle, uint32_t _numVertices = UINT32_MAX);
  1009. /// Set vertex buffer for draw primitive.
  1010. void setVertexBuffer(DynamicVertexBufferHandle _handle, uint32_t _numVertices = UINT32_MAX);
  1011. /// Set vertex buffer for draw primitive.
  1012. void setVertexBuffer(const TransientVertexBuffer* _tvb, uint32_t _numVertices = UINT32_MAX);
  1013. /// Set instance data buffer for draw primitive.
  1014. void setInstanceDataBuffer(const InstanceDataBuffer* _idb, uint16_t _num = UINT16_MAX);
  1015. /// Set program for draw primitive.
  1016. void setProgram(ProgramHandle _handle);
  1017. /// Set texture stage for draw primitive.
  1018. ///
  1019. /// @param _stage Texture unit.
  1020. /// @param _sampler Program sampler.
  1021. /// @param _handle Texture handle.
  1022. /// @param _flags Texture sampling mode. Default value UINT32_MAX uses
  1023. /// texture sampling settings from the texture.
  1024. ///
  1025. /// BGFX_TEXTURE_[U/V/W]_[MIRROR/CLAMP] - Mirror or clamp to edge wrap
  1026. /// mode.
  1027. ///
  1028. /// BGFX_TEXTURE_[MIN/MAG/MIP]_[POINT/ANISOTROPIC] - Point or anisotropic
  1029. /// sampling.
  1030. ///
  1031. /// @param _flags Texture sampler filtering flags. UINT32_MAX use the
  1032. /// sampler filtering mode set by texture.
  1033. ///
  1034. void setTexture(uint8_t _stage, UniformHandle _sampler, TextureHandle _handle, uint32_t _flags = UINT32_MAX);
  1035. /// Set texture stage for draw primitive.
  1036. ///
  1037. /// @param _stage Texture unit.
  1038. /// @param _sampler Program sampler.
  1039. /// @param _handle Render target handle.
  1040. /// @param _flags Texture sampling mode. Default value UINT32_MAX uses
  1041. /// texture sampling settings from the texture.
  1042. ///
  1043. /// BGFX_TEXTURE_[U/V/W]_[MIRROR/CLAMP] - Mirror or clamp to edge wrap
  1044. /// mode.
  1045. ///
  1046. /// BGFX_TEXTURE_[MIN/MAG/MIP]_[POINT/ANISOTROPIC] - Point or anisotropic
  1047. /// sampling.
  1048. ///
  1049. void setTexture(uint8_t _stage, UniformHandle _sampler, RenderTargetHandle _handle, bool _depth = false, uint32_t _flags = UINT32_MAX);
  1050. /// Submit primitive for rendering into single view.
  1051. ///
  1052. /// @param _id View id.
  1053. /// @param _depth Depth for sorting.
  1054. /// @returns Number of draw calls.
  1055. ///
  1056. uint32_t submit(uint8_t _id, int32_t _depth = 0);
  1057. /// Submit primitive for rendering into multiple views.
  1058. ///
  1059. /// @param _viewMask Mask to which views to submit draw primitive calls.
  1060. /// @param _depth Depth for sorting.
  1061. /// @returns Number of draw calls.
  1062. ///
  1063. uint32_t submitMask(uint32_t _viewMask, int32_t _depth = 0);
  1064. /// Discard all previously set state for draw call.
  1065. void discard();
  1066. /// Request screen shot.
  1067. ///
  1068. /// @param _filePath Will be passed to CallbackI::screenShot callback.
  1069. ///
  1070. /// NOTE:
  1071. /// CallbackI::screenShot must be implemented.
  1072. ///
  1073. void saveScreenShot(const char* _filePath);
  1074. } // namespace bgfx
  1075. #endif // BGFX_H_HEADER_GUARD