bgfx.h 46 KB

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  1. /*
  2. * Copyright 2011-2014 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(0x00000004)
  148. #define BGFX_TEXTURE_V_CLAMP UINT32_C(0x00000008)
  149. #define BGFX_TEXTURE_V_SHIFT 2
  150. #define BGFX_TEXTURE_V_MASK UINT32_C(0x0000000c)
  151. #define BGFX_TEXTURE_W_MIRROR UINT32_C(0x00000010)
  152. #define BGFX_TEXTURE_W_CLAMP UINT32_C(0x00000020)
  153. #define BGFX_TEXTURE_W_SHIFT 4
  154. #define BGFX_TEXTURE_W_MASK UINT32_C(0x00000030)
  155. #define BGFX_TEXTURE_MIN_POINT UINT32_C(0x00000040)
  156. #define BGFX_TEXTURE_MIN_ANISOTROPIC UINT32_C(0x00000080)
  157. #define BGFX_TEXTURE_MIN_SHIFT 6
  158. #define BGFX_TEXTURE_MIN_MASK UINT32_C(0x000000c0)
  159. #define BGFX_TEXTURE_MAG_POINT UINT32_C(0x00000100)
  160. #define BGFX_TEXTURE_MAG_ANISOTROPIC UINT32_C(0x00000200)
  161. #define BGFX_TEXTURE_MAG_SHIFT 8
  162. #define BGFX_TEXTURE_MAG_MASK UINT32_C(0x00000300)
  163. #define BGFX_TEXTURE_MIP_POINT UINT32_C(0x00000400)
  164. #define BGFX_TEXTURE_MIP_SHIFT 10
  165. #define BGFX_TEXTURE_MIP_MASK UINT32_C(0x00000400)
  166. #define BGFX_TEXTURE_RT UINT32_C(0x00001000)
  167. #define BGFX_TEXTURE_RT_MSAA_X2 UINT32_C(0x00002000)
  168. #define BGFX_TEXTURE_RT_MSAA_X4 UINT32_C(0x00003000)
  169. #define BGFX_TEXTURE_RT_MSAA_X8 UINT32_C(0x00004000)
  170. #define BGFX_TEXTURE_RT_MSAA_X16 UINT32_C(0x00005000)
  171. #define BGFX_TEXTURE_RT_MSAA_SHIFT 12
  172. #define BGFX_TEXTURE_RT_MSAA_MASK UINT32_C(0x00007000)
  173. #define BGFX_TEXTURE_RT_BUFFER_ONLY UINT32_C(0x00008000)
  174. #define BGFX_TEXTURE_RT_MASK UINT32_C(0x0000f000)
  175. #define BGFX_TEXTURE_RESERVED_SHIFT 24
  176. #define BGFX_TEXTURE_RESERVED_MASK UINT32_C(0xff000000)
  177. ///
  178. #define BGFX_RESET_NONE UINT32_C(0x00000000)
  179. #define BGFX_RESET_FULLSCREEN UINT32_C(0x00000001)
  180. #define BGFX_RESET_FULLSCREEN_SHIFT 0
  181. #define BGFX_RESET_FULLSCREEN_MASK UINT32_C(0x00000001)
  182. #define BGFX_RESET_MSAA_X2 UINT32_C(0x00000010)
  183. #define BGFX_RESET_MSAA_X4 UINT32_C(0x00000020)
  184. #define BGFX_RESET_MSAA_X8 UINT32_C(0x00000030)
  185. #define BGFX_RESET_MSAA_X16 UINT32_C(0x00000040)
  186. #define BGFX_RESET_MSAA_SHIFT 4
  187. #define BGFX_RESET_MSAA_MASK UINT32_C(0x00000070)
  188. #define BGFX_RESET_VSYNC UINT32_C(0x00000080)
  189. #define BGFX_RESET_CAPTURE UINT32_C(0x00000100)
  190. ///
  191. #define BGFX_CAPS_TEXTURE_FORMAT_BC1 UINT64_C(0x0000000000000001)
  192. #define BGFX_CAPS_TEXTURE_FORMAT_BC2 UINT64_C(0x0000000000000002)
  193. #define BGFX_CAPS_TEXTURE_FORMAT_BC3 UINT64_C(0x0000000000000004)
  194. #define BGFX_CAPS_TEXTURE_FORMAT_BC4 UINT64_C(0x0000000000000008)
  195. #define BGFX_CAPS_TEXTURE_FORMAT_BC5 UINT64_C(0x0000000000000010)
  196. #define BGFX_CAPS_TEXTURE_FORMAT_ETC1 UINT64_C(0x0000000000000020)
  197. #define BGFX_CAPS_TEXTURE_FORMAT_ETC2 UINT64_C(0x0000000000000040)
  198. #define BGFX_CAPS_TEXTURE_FORMAT_ETC2A UINT64_C(0x0000000000000080)
  199. #define BGFX_CAPS_TEXTURE_FORMAT_ETC2A1 UINT64_C(0x0000000000000100)
  200. #define BGFX_CAPS_TEXTURE_FORMAT_PTC12 UINT64_C(0x0000000000000200)
  201. #define BGFX_CAPS_TEXTURE_FORMAT_PTC14 UINT64_C(0x0000000000000400)
  202. #define BGFX_CAPS_TEXTURE_FORMAT_PTC14A UINT64_C(0x0000000000000800)
  203. #define BGFX_CAPS_TEXTURE_FORMAT_PTC12A UINT64_C(0x0000000000001000)
  204. #define BGFX_CAPS_TEXTURE_FORMAT_PTC22 UINT64_C(0x0000000000002000)
  205. #define BGFX_CAPS_TEXTURE_FORMAT_PTC24 UINT64_C(0x0000000000004000)
  206. #define BGFX_CAPS_TEXTURE_FORMAT_D16 UINT64_C(0x0000000000008000)
  207. #define BGFX_CAPS_TEXTURE_FORMAT_D24 UINT64_C(0x0000000000010000)
  208. #define BGFX_CAPS_TEXTURE_FORMAT_D24S8 UINT64_C(0x0000000000020000)
  209. #define BGFX_CAPS_TEXTURE_FORMAT_D32 UINT64_C(0x0000000000040000)
  210. #define BGFX_CAPS_TEXTURE_FORMAT_D16F UINT64_C(0x0000000000080000)
  211. #define BGFX_CAPS_TEXTURE_FORMAT_D24F UINT64_C(0x0000000000100000)
  212. #define BGFX_CAPS_TEXTURE_FORMAT_D32F UINT64_C(0x0000000000200000)
  213. #define BGFX_CAPS_TEXTURE_FORMAT_D0S8 UINT64_C(0x0000000000400000)
  214. #define BGFX_CAPS_TEXTURE_3D UINT64_C(0x0000000001000000)
  215. #define BGFX_CAPS_VERTEX_ATTRIB_HALF UINT64_C(0x0000000004000000)
  216. #define BGFX_CAPS_INSTANCING UINT64_C(0x0000000008000000)
  217. #define BGFX_CAPS_RENDERER_MULTITHREADED UINT64_C(0x0000000010000000)
  218. #define BGFX_CAPS_FRAGMENT_DEPTH UINT64_C(0x0000000020000000)
  219. #define BGFX_CAPS_TEXTURE_DEPTH_MASK (0 \
  220. | BGFX_CAPS_TEXTURE_FORMAT_D16 \
  221. | BGFX_CAPS_TEXTURE_FORMAT_D24 \
  222. | BGFX_CAPS_TEXTURE_FORMAT_D24S8 \
  223. | BGFX_CAPS_TEXTURE_FORMAT_D32 \
  224. | BGFX_CAPS_TEXTURE_FORMAT_D16F \
  225. | BGFX_CAPS_TEXTURE_FORMAT_D24F \
  226. | BGFX_CAPS_TEXTURE_FORMAT_D32F \
  227. | BGFX_CAPS_TEXTURE_FORMAT_D0S8 \
  228. )
  229. ///
  230. #define BGFX_HANDLE(_name) \
  231. struct _name { uint16_t idx; }; \
  232. inline bool isValid(_name _handle) { return bgfx::invalidHandle != _handle.idx; }
  233. #define BGFX_INVALID_HANDLE { bgfx::invalidHandle }
  234. namespace bx { struct ReallocatorI; }
  235. /// BGFX
  236. namespace bgfx
  237. {
  238. struct Fatal
  239. {
  240. enum Enum
  241. {
  242. DebugCheck,
  243. MinimumRequiredSpecs,
  244. InvalidShader,
  245. UnableToInitialize,
  246. UnableToCreateTexture,
  247. };
  248. };
  249. struct RendererType
  250. {
  251. enum Enum
  252. {
  253. Null,
  254. Direct3D9,
  255. Direct3D11,
  256. OpenGLES2,
  257. OpenGLES3,
  258. OpenGL,
  259. Count
  260. };
  261. };
  262. struct Attrib
  263. {
  264. enum Enum // corresponds to vertex shader attribute:
  265. {
  266. Position, // a_position
  267. Normal, // a_normal
  268. Tangent, // a_tangent
  269. Color0, // a_color0
  270. Color1, // a_color1
  271. Indices, // a_indices
  272. Weight, // a_weight
  273. TexCoord0, // a_texcoord0
  274. TexCoord1, // a_texcoord1
  275. TexCoord2, // a_texcoord2
  276. TexCoord3, // a_texcoord3
  277. TexCoord4, // a_texcoord4
  278. TexCoord5, // a_texcoord5
  279. TexCoord6, // a_texcoord6
  280. TexCoord7, // a_texcoord7
  281. Count
  282. };
  283. };
  284. struct AttribType
  285. {
  286. enum Enum
  287. {
  288. Uint8,
  289. Int16,
  290. Half, // Availability depends on: BGFX_CAPS_VERTEX_ATTRIB_HALF.
  291. Float,
  292. Count
  293. };
  294. };
  295. struct TextureFormat
  296. {
  297. // Availability depends on BGFX_CAPS_TEXTURE_FORMAT_*.
  298. enum Enum
  299. {
  300. BC1, // DXT1
  301. BC2, // DXT3
  302. BC3, // DXT5
  303. BC4, // LATC1/ATI1
  304. BC5, // LATC2/ATI2
  305. ETC1, // ETC1 RGB8
  306. ETC2, // ETC2 RGB8
  307. ETC2A, // ETC2 RGBA8
  308. ETC2A1, // ETC2 RGB8A1
  309. PTC12, // PVRTC1 RGB 2BPP
  310. PTC14, // PVRTC1 RGB 4BPP
  311. PTC12A, // PVRTC1 RGBA 2BPP
  312. PTC14A, // PVRTC1 RGBA 4BPP
  313. PTC22, // PVRTC2 RGBA 2BPP
  314. PTC24, // PVRTC2 RGBA 4BPP
  315. Unknown, // compressed formats above
  316. L8,
  317. BGRA8,
  318. RGBA16,
  319. RGBA16F,
  320. R5G6B5,
  321. RGBA4,
  322. RGB5A1,
  323. RGB10A2,
  324. UnknownDepth, // depth formats below
  325. D16,
  326. D24,
  327. D24S8,
  328. D32,
  329. D16F,
  330. D24F,
  331. D32F,
  332. D0S8,
  333. Count
  334. };
  335. };
  336. struct UniformType
  337. {
  338. enum Enum
  339. {
  340. Uniform1i,
  341. Uniform1f,
  342. End,
  343. Uniform1iv,
  344. Uniform1fv,
  345. Uniform2fv,
  346. Uniform3fv,
  347. Uniform4fv,
  348. Uniform3x3fv,
  349. Uniform4x4fv,
  350. Count
  351. };
  352. };
  353. static const uint16_t invalidHandle = UINT16_MAX;
  354. BGFX_HANDLE(DynamicIndexBufferHandle);
  355. BGFX_HANDLE(DynamicVertexBufferHandle);
  356. BGFX_HANDLE(FragmentShaderHandle);
  357. BGFX_HANDLE(IndexBufferHandle);
  358. BGFX_HANDLE(ProgramHandle);
  359. BGFX_HANDLE(FrameBufferHandle);
  360. BGFX_HANDLE(TextureHandle);
  361. BGFX_HANDLE(UniformHandle);
  362. BGFX_HANDLE(VertexBufferHandle);
  363. BGFX_HANDLE(VertexDeclHandle);
  364. BGFX_HANDLE(VertexShaderHandle);
  365. /// Callback interface to implement application specific behavior.
  366. /// Cached items are currently used only for OpenGL binary shaders.
  367. ///
  368. /// NOTE:
  369. /// 'fatal' callback can be called from any thread. Other callbacks
  370. /// are called from the render thread.
  371. ///
  372. struct CallbackI
  373. {
  374. virtual ~CallbackI() = 0;
  375. /// If fatal code code is not Fatal::DebugCheck this callback is
  376. /// called on unrecoverable error. It's not safe to continue, inform
  377. /// user and terminate application from this call.
  378. virtual void fatal(Fatal::Enum _code, const char* _str) = 0;
  379. /// Return size of for cached item. Return 0 if no cached item was
  380. /// found.
  381. virtual uint32_t cacheReadSize(uint64_t _id) = 0;
  382. /// Read cached item.
  383. virtual bool cacheRead(uint64_t _id, void* _data, uint32_t _size) = 0;
  384. /// Write cached item.
  385. virtual void cacheWrite(uint64_t _id, const void* _data, uint32_t _size) = 0;
  386. /// Screenshot captured. Screenshot format is always 4-byte BGRA.
  387. virtual void screenShot(const char* _filePath, uint32_t _width, uint32_t _height, uint32_t _pitch, const void* _data, uint32_t _size, bool _yflip) = 0;
  388. /// Called when capture begins.
  389. virtual void captureBegin(uint32_t _width, uint32_t _height, uint32_t _pitch, bgfx::TextureFormat::Enum _format, bool _yflip) = 0;
  390. /// Called when capture ends.
  391. virtual void captureEnd() = 0;
  392. /// Captured frame.
  393. virtual void captureFrame(const void* _data, uint32_t _size) = 0;
  394. };
  395. inline CallbackI::~CallbackI()
  396. {
  397. }
  398. struct Memory
  399. {
  400. uint8_t* data;
  401. uint32_t size;
  402. };
  403. /// Renderer capabilities.
  404. struct Caps
  405. {
  406. /// Renderer backend type.
  407. RendererType::Enum rendererType;
  408. /// Supported functionality, it includes emulated functionality.
  409. /// Checking supported and not emulated will give functionality
  410. /// natively supported by renderer.
  411. uint64_t supported;
  412. /// Emulated functionality. For example some texture compression
  413. /// modes are not natively supported by all renderers. The library
  414. /// internally decompresses texture into supported format.
  415. uint64_t emulated;
  416. uint16_t maxTextureSize; ///< Maximum texture size.
  417. uint16_t maxDrawCalls; ///< Maximum draw calls.
  418. uint8_t maxFBAttachments; ///< Maximum frame buffer attachments.
  419. };
  420. struct TransientIndexBuffer
  421. {
  422. uint8_t* data;
  423. uint32_t size;
  424. IndexBufferHandle handle;
  425. uint32_t startIndex;
  426. };
  427. struct TransientVertexBuffer
  428. {
  429. uint8_t* data;
  430. uint32_t size;
  431. uint32_t startVertex;
  432. uint16_t stride;
  433. VertexBufferHandle handle;
  434. VertexDeclHandle decl;
  435. };
  436. struct InstanceDataBuffer
  437. {
  438. uint8_t* data;
  439. uint32_t size;
  440. uint32_t offset;
  441. uint16_t stride;
  442. uint16_t num;
  443. VertexBufferHandle handle;
  444. };
  445. struct TextureInfo
  446. {
  447. TextureFormat::Enum format;
  448. uint32_t storageSize;
  449. uint16_t width;
  450. uint16_t height;
  451. uint16_t depth;
  452. uint8_t numMips;
  453. uint8_t bitsPerPixel;
  454. };
  455. /// Vertex declaration.
  456. struct VertexDecl
  457. {
  458. /// Start VertexDecl.
  459. void begin(RendererType::Enum _renderer = RendererType::Null);
  460. /// End VertexDecl.
  461. void end();
  462. /// Add attribute to VertexDecl.
  463. ///
  464. /// @param _attrib Attribute semantics.
  465. /// @param _num Number of elements 1, 2, 3 or 4.
  466. /// @param _type Element type.
  467. /// @param _normalized When using fixed point AttribType (f.e. Uint8)
  468. /// value will be normalized for vertex shader usage. When normalized
  469. /// is set to true, AttribType::Uint8 value in range 0-255 will be
  470. /// in range 0.0-1.0 in vertex shader.
  471. /// @param _asInt Packaging rule for vertexPack, vertexUnpack, and
  472. /// vertexConvert for AttribType::Uint8 and AttribType::Int16.
  473. /// Unpacking code must be implemented inside vertex shader.
  474. ///
  475. /// NOTE:
  476. /// Must be called between begin/end.
  477. ///
  478. void add(Attrib::Enum _attrib, uint8_t _num, AttribType::Enum _type, bool _normalized = false, bool _asInt = false);
  479. /// Skip _num bytes in vertex stream.
  480. void skip(uint8_t _num);
  481. /// Decode attribute.
  482. void decode(Attrib::Enum _attrib, uint8_t& _num, AttribType::Enum& _type, bool& _normalized, bool& _asInt) const;
  483. /// Returns true if VertexDecl contains attribute.
  484. bool has(Attrib::Enum _attrib) const { return 0xff != m_attributes[_attrib]; }
  485. /// Returns relative attribute offset from the vertex.
  486. uint16_t getOffset(Attrib::Enum _attrib) const { return m_offset[_attrib]; }
  487. /// Returns vertex stride.
  488. uint16_t getStride() const { return m_stride; }
  489. /// Returns size of vertex buffer for number of vertices.
  490. uint32_t getSize(uint32_t _num) const { return _num*m_stride; }
  491. uint32_t m_hash;
  492. uint16_t m_stride;
  493. uint16_t m_offset[Attrib::Count];
  494. uint8_t m_attributes[Attrib::Count];
  495. };
  496. /// Pack vec4 into vertex stream format.
  497. void vertexPack(const float _input[4], bool _inputNormalized, Attrib::Enum _attr, const VertexDecl& _decl, void* _data, uint32_t _index = 0);
  498. /// Unpack vec4 from vertex stream format.
  499. void vertexUnpack(float _output[4], Attrib::Enum _attr, const VertexDecl& _decl, const void* _data, uint32_t _index = 0);
  500. /// Converts vertex stream data from one vertex stream format to another.
  501. ///
  502. /// @param _destDecl Destination vertex stream declaration.
  503. /// @param _destData Destination vertex stream.
  504. /// @param _srcDecl Source vertex stream declaration.
  505. /// @param _srcData Source vertex stream data.
  506. /// @param _num Number of vertices to convert from source to destination.
  507. ///
  508. void vertexConvert(const VertexDecl& _destDecl, void* _destData, const VertexDecl& _srcDecl, const void* _srcData, uint32_t _num = 1);
  509. /// Weld vertices.
  510. ///
  511. /// @param _output Welded vertices remapping table. The size of buffer
  512. /// must be the same as number of vertices.
  513. /// @param _decl Vertex stream declaration.
  514. /// @param _data Vertex stream.
  515. /// @param _num Number of vertices in vertex stream.
  516. /// @param _epsilon Error tolerance for vertex position comparison.
  517. /// @returns Number of unique vertices after vertex welding.
  518. ///
  519. uint16_t weldVertices(uint16_t* _output, const VertexDecl& _decl, const void* _data, uint16_t _num, float _epsilon = 0.001f);
  520. /// Swizzle RGBA8 image to BGRA8.
  521. ///
  522. /// @param _width Width of input image (pixels).
  523. /// @param _height Height of input image (pixels).
  524. /// @param _pitch Pitch of input image (bytes).
  525. /// @param _src Source image.
  526. /// @param _dst Destination image. Must be the same size as input image.
  527. /// _dst might be pointer to the same memory as _src.
  528. ///
  529. void imageSwizzleBgra8(uint32_t _width, uint32_t _height, uint32_t _pitch, const void* _src, void* _dst);
  530. /// Downsample RGBA8 image with 2x2 pixel average filter.
  531. ///
  532. /// @param _width Width of input image (pixels).
  533. /// @param _height Height of input image (pixels).
  534. /// @param _pitch Pitch of input image (bytes).
  535. /// @param _src Source image.
  536. /// @param _dst Destination image. Must be at least quarter size of
  537. /// input image. _dst might be pointer to the same memory as _src.
  538. ///
  539. void imageRgba8Downsample2x2(uint32_t _width, uint32_t _height, uint32_t _pitch, const void* _src, void* _dst);
  540. /// Returns renderer backend API type.
  541. RendererType::Enum getRendererType();
  542. /// Initialize bgfx library.
  543. ///
  544. /// @param _callback Provide application specific callback interface.
  545. /// See: CallbackI
  546. ///
  547. /// @param _reallocator Custom allocator. When custom allocator is not
  548. /// specified, library uses default CRT allocator. The library assumes
  549. /// custom allocator is thread safe.
  550. ///
  551. void init(CallbackI* _callback = NULL, bx::ReallocatorI* _reallocator = NULL);
  552. /// Shutdown bgfx library.
  553. void shutdown();
  554. /// Reset graphic settings.
  555. void reset(uint32_t _width, uint32_t _height, uint32_t _flags = BGFX_RESET_NONE);
  556. /// Advance to next frame. When using multithreaded renderer, this call
  557. /// just swaps internal buffers, kicks render thread, and returns. In
  558. /// singlethreaded renderer this call does frame rendering.
  559. ///
  560. /// @returns Current frame number. This might be used in conjunction with
  561. /// double/multi buffering data outside the library and passing it to
  562. /// library via makeRef calls.
  563. ///
  564. uint32_t frame();
  565. /// Returns renderer capabilities.
  566. const Caps* getCaps();
  567. /// Allocate buffer to pass to bgfx calls. Data will be freed inside bgfx.
  568. const Memory* alloc(uint32_t _size);
  569. /// Make reference to data to pass to bgfx. Unlike bgfx::alloc this call
  570. /// doesn't allocate memory for data. It just copies pointer to data.
  571. /// You must make sure data is available for at least 2 bgfx::frame calls.
  572. const Memory* makeRef(const void* _data, uint32_t _size);
  573. /// Set debug flags.
  574. ///
  575. /// @param _debug Available flags:
  576. ///
  577. /// BGFX_DEBUG_IFH - Infinitely fast hardware. When this flag is set
  578. /// all rendering calls will be skipped. It's useful when profiling
  579. /// to quickly assess bottleneck between CPU and GPU.
  580. ///
  581. /// BGFX_DEBUG_STATS - Display internal statistics.
  582. ///
  583. /// BGFX_DEBUG_TEXT - Display debug text.
  584. ///
  585. /// BGFX_DEBUG_WIREFRAME - Wireframe rendering. All rendering
  586. /// primitives will be rendered as lines.
  587. ///
  588. void setDebug(uint32_t _debug);
  589. /// Clear internal debug text buffer.
  590. void dbgTextClear(uint8_t _attr = 0, bool _small = false);
  591. /// Print into internal debug text buffer.
  592. void dbgTextPrintf(uint16_t _x, uint16_t _y, uint8_t _attr, const char* _format, ...);
  593. /// Create static index buffer.
  594. IndexBufferHandle createIndexBuffer(const Memory* _mem);
  595. /// Destroy static index buffer.
  596. void destroyIndexBuffer(IndexBufferHandle _handle);
  597. /// Create static vertex buffer.
  598. ///
  599. /// @param _mem Vertex buffer data.
  600. /// @param _decl Vertex declaration.
  601. /// @returns Static vertex buffer handle.
  602. ///
  603. VertexBufferHandle createVertexBuffer(const Memory* _mem, const VertexDecl& _decl);
  604. /// Destroy static vertex buffer.
  605. ///
  606. /// @param _handle Static vertex buffer handle.
  607. ///
  608. void destroyVertexBuffer(VertexBufferHandle _handle);
  609. /// Create empty dynamic index buffer.
  610. ///
  611. /// @param _num Number of indices.
  612. ///
  613. DynamicIndexBufferHandle createDynamicIndexBuffer(uint32_t _num);
  614. /// Create dynamic index buffer and initialized it.
  615. ///
  616. /// @param _mem Index buffer data.
  617. ///
  618. DynamicIndexBufferHandle createDynamicIndexBuffer(const Memory* _mem);
  619. /// Update dynamic index buffer.
  620. ///
  621. /// @param _handle Dynamic index buffer handle.
  622. /// @param _mem Index buffer data.
  623. ///
  624. void updateDynamicIndexBuffer(DynamicIndexBufferHandle _handle, const Memory* _mem);
  625. /// Destroy dynamic index buffer.
  626. ///
  627. /// @param _handle Dynamic index buffer handle.
  628. ///
  629. void destroyDynamicIndexBuffer(DynamicIndexBufferHandle _handle);
  630. /// Create empty dynamic vertex buffer.
  631. ///
  632. /// @param _num Number of vertices.
  633. /// @param _decl Vertex declaration.
  634. ///
  635. DynamicVertexBufferHandle createDynamicVertexBuffer(uint16_t _num, const VertexDecl& _decl);
  636. /// Create dynamic vertex buffer and initialize it.
  637. ///
  638. /// @param _mem Vertex buffer data.
  639. /// @param _decl Vertex declaration.
  640. ///
  641. DynamicVertexBufferHandle createDynamicVertexBuffer(const Memory* _mem, const VertexDecl& _decl);
  642. /// Update dynamic vertex buffer.
  643. void updateDynamicVertexBuffer(DynamicVertexBufferHandle _handle, const Memory* _mem);
  644. /// Destroy dynamic vertex buffer.
  645. void destroyDynamicVertexBuffer(DynamicVertexBufferHandle _handle);
  646. /// Returns true if internal transient index buffer has enough space.
  647. ///
  648. /// @param _num Number of indices.
  649. ///
  650. bool checkAvailTransientIndexBuffer(uint32_t _num);
  651. /// Returns true if internal transient vertex buffer has enough space.
  652. ///
  653. /// @param _num Number of vertices.
  654. /// @param _decl Vertex declaration.
  655. ///
  656. bool checkAvailTransientVertexBuffer(uint32_t _num, const VertexDecl& _decl);
  657. /// Returns true if internal instance data buffer has enough space.
  658. ///
  659. /// @param _num Number of instances.
  660. /// @param _stride Stride per instance.
  661. ///
  662. bool checkAvailInstanceDataBuffer(uint32_t _num, uint16_t _stride);
  663. /// Returns true if both internal transient index and vertex buffer have
  664. /// enough space.
  665. ///
  666. /// @param _numVertices Number of vertices.
  667. /// @param _decl Vertex declaration.
  668. /// @param _numIndices Number of indices.
  669. ///
  670. bool checkAvailTransientBuffers(uint32_t _numVertices, const VertexDecl& _decl, uint32_t _numIndices);
  671. /// Allocate transient index buffer.
  672. ///
  673. /// @param[out] _tib TransientIndexBuffer structure is filled and is valid
  674. /// for the duration of frame, and it can be reused for multiple draw
  675. /// calls.
  676. /// @param _num Number of indices to allocate.
  677. ///
  678. /// NOTE:
  679. /// You must call setIndexBuffer after alloc in order to avoid memory
  680. /// leak.
  681. ///
  682. void allocTransientIndexBuffer(TransientIndexBuffer* _tib, uint32_t _num);
  683. /// Allocate transient vertex buffer.
  684. ///
  685. /// @param[out] _tvb TransientVertexBuffer structure is filled and is valid
  686. /// for the duration of frame, and it can be reused for multiple draw
  687. /// calls.
  688. /// @param _num Number of vertices to allocate.
  689. /// @param _decl Vertex declaration.
  690. ///
  691. /// NOTE:
  692. /// You must call setVertexBuffer after alloc in order to avoid memory
  693. /// leak.
  694. ///
  695. void allocTransientVertexBuffer(TransientVertexBuffer* _tvb, uint32_t _num, const VertexDecl& _decl);
  696. /// Allocate instance data buffer.
  697. ///
  698. /// NOTE:
  699. /// You must call setInstanceDataBuffer after alloc in order to avoid
  700. /// memory leak.
  701. ///
  702. const InstanceDataBuffer* allocInstanceDataBuffer(uint32_t _num, uint16_t _stride);
  703. /// Create vertex shader from memory buffer.
  704. VertexShaderHandle createVertexShader(const Memory* _mem);
  705. /// Destroy vertex shader. Once program is created with vertex shader
  706. /// it is safe to destroy vertex shader.
  707. void destroyVertexShader(VertexShaderHandle _handle);
  708. /// Create fragment shader from memory buffer.
  709. FragmentShaderHandle createFragmentShader(const Memory* _mem);
  710. /// Destroy fragment shader. Once program is created with fragment shader
  711. /// it is safe to destroy fragment shader.
  712. void destroyFragmentShader(FragmentShaderHandle _handle);
  713. /// Create program with vertex and fragment shaders.
  714. ///
  715. /// @param _vsh Vertex shader.
  716. /// @param _fsh Fragment shader.
  717. /// @param _destroyShaders If true, shaders will be destroyed when
  718. /// program is destroyed.
  719. /// @returns Program handle if vertex shader output and fragment shader
  720. /// input are matching, otherwise returns invalid program handle.
  721. ///
  722. ProgramHandle createProgram(VertexShaderHandle _vsh, FragmentShaderHandle _fsh, bool _destroyShaders = false);
  723. /// Destroy program.
  724. void destroyProgram(ProgramHandle _handle);
  725. /// Calculate amount of memory required for texture.
  726. void calcTextureSize(TextureInfo& _info, uint16_t _width, uint16_t _height, uint16_t _depth, uint8_t _numMips, TextureFormat::Enum _format);
  727. /// Create texture from memory buffer.
  728. ///
  729. /// @param _mem DDS, KTX or PVR texture data.
  730. /// @param _flags Default texture sampling mode is linear, and wrap mode
  731. /// is repeat.
  732. ///
  733. /// BGFX_TEXTURE_[U/V/W]_[MIRROR/CLAMP] - Mirror or clamp to edge wrap
  734. /// mode.
  735. ///
  736. /// BGFX_TEXTURE_[MIN/MAG/MIP]_[POINT/ANISOTROPIC] - Point or anisotropic
  737. /// sampling.
  738. ///
  739. /// @param _skip Skip top level mips when parsing texture.
  740. /// @param _info Returns parsed DDS texture information.
  741. /// @returns Texture handle.
  742. ///
  743. TextureHandle createTexture(const Memory* _mem, uint32_t _flags = BGFX_TEXTURE_NONE, uint8_t _skip = 0, TextureInfo* _info = NULL);
  744. /// Create 2D texture.
  745. ///
  746. /// @param _width
  747. /// @param _height
  748. /// @param _numMips
  749. /// @param _format
  750. /// @param _flags
  751. /// @param _mem
  752. ///
  753. TextureHandle createTexture2D(uint16_t _width, uint16_t _height, uint8_t _numMips, TextureFormat::Enum _format, uint32_t _flags = BGFX_TEXTURE_NONE, const Memory* _mem = NULL);
  754. /// Create 3D texture.
  755. ///
  756. /// @param _width
  757. /// @param _height
  758. /// @param _depth
  759. /// @param _numMips
  760. /// @param _format
  761. /// @param _flags
  762. /// @param _mem
  763. ///
  764. 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);
  765. /// Create Cube texture.
  766. ///
  767. /// @param _size
  768. /// @param _numMips
  769. /// @param _format
  770. /// @param _flags
  771. /// @param _mem
  772. ///
  773. TextureHandle createTextureCube(uint16_t _size, uint8_t _numMips, TextureFormat::Enum _format, uint32_t _flags = BGFX_TEXTURE_NONE, const Memory* _mem = NULL);
  774. /// Update 2D texture.
  775. ///
  776. /// @param _handle
  777. /// @param _mip
  778. /// @param _x
  779. /// @param _y
  780. /// @param _width
  781. /// @param _height
  782. /// @param _mem
  783. /// @param _pitch Pitch of input image (bytes). When _pitch is set to
  784. /// UINT16_MAX, it will be calculated internally based on _width.
  785. ///
  786. 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);
  787. /// Update 3D texture.
  788. ///
  789. /// @param _handle
  790. /// @param _mip
  791. /// @param _x
  792. /// @param _y
  793. /// @param _z
  794. /// @param _width
  795. /// @param _height
  796. /// @param _depth
  797. /// @param _mem
  798. ///
  799. 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);
  800. /// Update Cube texture.
  801. ///
  802. /// @param _handle
  803. /// @param _side Cubemap side, where 0 is +X, 1 is -X, 2 is +Y, 3 is
  804. /// -Y, 4 is +Z, and 5 is -Z.
  805. ///
  806. /// +----------+
  807. /// |-z 2|
  808. /// | ^ +y |
  809. /// | | |
  810. /// | +---->+x |
  811. /// +----------+----------+----------+----------+
  812. /// |+y 1|+y 4|+y 0|+y 5|
  813. /// | ^ -x | ^ +z | ^ +x | ^ -z |
  814. /// | | | | | | | | |
  815. /// | +---->+z | +---->+x | +---->-z | +---->-x |
  816. /// +----------+----------+----------+----------+
  817. /// |+z 3|
  818. /// | ^ -y |
  819. /// | | |
  820. /// | +---->+x |
  821. /// +----------+
  822. ///
  823. /// @param _mip
  824. /// @param _x
  825. /// @param _y
  826. /// @param _width
  827. /// @param _height
  828. /// @param _mem
  829. /// @param _pitch Pitch of input image (bytes). When _pitch is set to
  830. /// UINT16_MAX, it will be calculated internally based on _width.
  831. ///
  832. 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);
  833. /// Destroy texture.
  834. void destroyTexture(TextureHandle _handle);
  835. /// Create frame buffer (simple).
  836. ///
  837. /// @param _width Texture width.
  838. /// @param _height Texture height.
  839. /// @param _format Texture format.
  840. /// @param _textureFlags Texture flags.
  841. ///
  842. FrameBufferHandle createFrameBuffer(uint16_t _width, uint16_t _height, TextureFormat::Enum _format, uint32_t _textureFlags = BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP);
  843. /// Create frame buffer.
  844. ///
  845. /// @param _num Number of texture attachments.
  846. /// @param _handles Texture attachments.
  847. /// @param _destroyTextures If true, textures will be destroyed when
  848. /// frame buffer is destroyed.
  849. ///
  850. FrameBufferHandle createFrameBuffer(uint8_t _num, TextureHandle* _handles, bool _destroyTextures = false);
  851. /// Destroy frame buffer.
  852. void destroyFrameBuffer(FrameBufferHandle _handle);
  853. /// Create shader uniform parameter.
  854. ///
  855. /// @param _name Uniform name in shader.
  856. /// @param _type Type of uniform (See: UniformType).
  857. /// @param _num Number of elements in array.
  858. ///
  859. /// Predefined uniforms:
  860. ///
  861. /// u_viewRect vec4(x, y, width, height) - view rectangle for current
  862. /// view.
  863. ///
  864. /// u_viewTexel vec4(1.0/width, 1.0/height, undef, undef) - inverse
  865. /// width and height
  866. ///
  867. /// u_view mat4 - view matrix
  868. ///
  869. /// u_viewProj mat4 - concatenated view projection matrix
  870. ///
  871. /// u_model mat4[BGFX_CONFIG_MAX_BONES] - array of model matrices.
  872. ///
  873. /// u_modelView mat4 - concatenated model view matrix, only first
  874. /// model matrix from array is used.
  875. ///
  876. /// u_modelViewProj mat4 - concatenated model view projection matrix.
  877. ///
  878. /// u_alphaRef float - alpha reference value for alpha test.
  879. ///
  880. UniformHandle createUniform(const char* _name, UniformType::Enum _type, uint16_t _num = 1);
  881. /// Destroy shader uniform parameter.
  882. void destroyUniform(UniformHandle _handle);
  883. /// Set view name.
  884. ///
  885. /// @param _id View id.
  886. /// @param _name View name.
  887. ///
  888. /// NOTE:
  889. /// This is debug only feature.
  890. ///
  891. void setViewName(uint8_t _id, const char* _name);
  892. /// Set view rectangle. Draw primitive outside view will be clipped.
  893. ///
  894. /// @param _id View id.
  895. /// @param _x Position x from the left corner of the window.
  896. /// @param _y Position y from the top corner of the window.
  897. /// @param _width Width of view port region.
  898. /// @param _height Height of view port region.
  899. ///
  900. void setViewRect(uint8_t _id, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height);
  901. /// Set view rectangle for multiple views.
  902. ///
  903. /// @param _viewMask Bit mask representing affected views.
  904. /// @param _x Position x from the left corner of the window.
  905. /// @param _y Position y from the top corner of the window.
  906. /// @param _width Width of view port region.
  907. /// @param _height Height of view port region.
  908. ///
  909. void setViewRectMask(uint32_t _viewMask, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height);
  910. /// Set view scissor. Draw primitive outside view will be clipped. When
  911. /// _x, _y, _width and _height are set to 0, scissor will be disabled.
  912. ///
  913. /// @param _x Position x from the left corner of the window.
  914. /// @param _y Position y from the top corner of the window.
  915. /// @param _width Width of scissor region.
  916. /// @param _height Height of scissor region.
  917. ///
  918. void setViewScissor(uint8_t _id, uint16_t _x = 0, uint16_t _y = 0, uint16_t _width = 0, uint16_t _height = 0);
  919. /// Set view scissor for multiple views. When _x, _y, _width and _height
  920. /// are set to 0, scissor will be disabled.
  921. ///
  922. /// @param _id View id.
  923. /// @param _viewMask Bit mask representing affected views.
  924. /// @param _x Position x from the left corner of the window.
  925. /// @param _y Position y from the top corner of the window.
  926. /// @param _width Width of scissor region.
  927. /// @param _height Height of scissor region.
  928. ///
  929. void setViewScissorMask(uint32_t _viewMask, uint16_t _x = 0, uint16_t _y = 0, uint16_t _width = 0, uint16_t _height = 0);
  930. /// Set view clear flags.
  931. ///
  932. /// @param _id View id.
  933. /// @param _flags Clear flags. Use BGFX_CLEAR_NONE to remove any clear
  934. /// operation. See: BGFX_CLEAR_*.
  935. /// @param _rgba Color clear value.
  936. /// @param _depth Depth clear value.
  937. /// @param _stencil Stencil clear value.
  938. ///
  939. void setViewClear(uint8_t _id, uint8_t _flags, uint32_t _rgba = 0x000000ff, float _depth = 1.0f, uint8_t _stencil = 0);
  940. /// Set view clear flags for multiple views.
  941. void setViewClearMask(uint32_t _viewMask, uint8_t _flags, uint32_t _rgba = 0x000000ff, float _depth = 1.0f, uint8_t _stencil = 0);
  942. /// Set view into sequential mode. Draw calls will be sorted in the same
  943. /// order in which submit calls were called.
  944. void setViewSeq(uint8_t _id, bool _enabled);
  945. /// Set multiple views into sequential mode.
  946. void setViewSeqMask(uint32_t _viewMask, bool _enabled);
  947. /// Set view frame buffer.
  948. ///
  949. /// @param _id View id.
  950. /// @param _handle Frame buffer handle. Passing BGFX_INVALID_HANDLE as
  951. /// frame buffer handle will draw primitives from this view into
  952. /// default back buffer.
  953. ///
  954. void setViewFrameBuffer(uint8_t _id, FrameBufferHandle _handle);
  955. /// Set view frame buffer for multiple views.
  956. ///
  957. /// @param _viewMask View mask.
  958. /// @param _handle Frame buffer handle. Passing BGFX_INVALID_HANDLE as
  959. /// frame buffer handle will draw primitives from this view into
  960. /// default back buffer.
  961. ///
  962. void setViewFrameBufferMask(uint32_t _viewMask, FrameBufferHandle _handle);
  963. /// Set view view and projection matrices, all draw primitives in this
  964. /// view will use these matrices.
  965. void setViewTransform(uint8_t _id, const void* _view, const void* _proj, uint8_t _other = 0xff);
  966. /// Set view view and projection matrices for multiple views.
  967. void setViewTransformMask(uint32_t _viewMask, const void* _view, const void* _proj, uint8_t _other = 0xff);
  968. /// Sets debug marker.
  969. void setMarker(const char* _marker);
  970. /// Set render states for draw primitive.
  971. ///
  972. /// @param _state State flags. Default state for primitive type is
  973. /// triangles. See: BGFX_STATE_DEFAULT.
  974. ///
  975. /// BGFX_STATE_ALPHA_WRITE - Enable alpha write.
  976. /// BGFX_STATE_DEPTH_WRITE - Enable depth write.
  977. /// BGFX_STATE_DEPTH_TEST_* - Depth test function.
  978. /// BGFX_STATE_BLEND_* - See NOTE 1: BGFX_STATE_BLEND_FUNC.
  979. /// BGFX_STATE_BLEND_EQUATION_* - See NOTE 2.
  980. /// BGFX_STATE_CULL_* - Backface culling mode.
  981. /// BGFX_STATE_RGB_WRITE - Enable RGB write.
  982. /// BGFX_STATE_MSAA - Enable MSAA.
  983. /// BGFX_STATE_PT_[LINES/POINTS] - Primitive type.
  984. ///
  985. /// @param _rgba Sets blend factor used by BGFX_STATE_BLEND_FACTOR and
  986. /// BGFX_STATE_BLEND_INV_FACTOR blend modes.
  987. ///
  988. /// NOTE:
  989. /// 1. Use BGFX_STATE_ALPHA_REF, BGFX_STATE_POINT_SIZE and
  990. /// BGFX_STATE_BLEND_FUNC macros to setup more complex states.
  991. /// 2. BGFX_STATE_BLEND_EQUATION_ADD is set when no other blend
  992. /// equation is specified.
  993. ///
  994. void setState(uint64_t _state, uint32_t _rgba = UINT32_MAX);
  995. /// Set stencil test state.
  996. ///
  997. /// @param _fstencil Front stencil state.
  998. /// @param _bstencil Back stencil state. If back is set to BGFX_STENCIL_NONE
  999. /// _fstencil is applied to both front and back facing primitives.
  1000. ///
  1001. void setStencil(uint32_t _fstencil, uint32_t _bstencil = BGFX_STENCIL_NONE);
  1002. /// Set scissor for draw primitive. For scissor for all primitives in
  1003. /// view see setViewScissor.
  1004. ///
  1005. /// @param _x Position x from the left corner of the window.
  1006. /// @param _y Position y from the top corner of the window.
  1007. /// @param _width Width of scissor region.
  1008. /// @param _height Height of scissor region.
  1009. /// @returns Scissor cache index.
  1010. ///
  1011. uint16_t setScissor(uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height);
  1012. /// Set scissor from cache for draw primitive.
  1013. ///
  1014. /// @param _cache Index in scissor cache. Passing UINT16_MAX unset primitive
  1015. /// scissor and primitive will use view scissor instead.
  1016. ///
  1017. void setScissor(uint16_t _cache = UINT16_MAX);
  1018. /// Set model matrix for draw primitive. If it is not called model will
  1019. /// be rendered with identity model matrix.
  1020. ///
  1021. /// @param _mtx Pointer to first matrix in array.
  1022. /// @param _num Number of matrices in array.
  1023. /// @returns index into matrix cache in case the same model matrix has
  1024. /// to be used for other draw primitive call.
  1025. ///
  1026. uint32_t setTransform(const void* _mtx, uint16_t _num = 1);
  1027. /// Set model matrix from matrix cache for draw primitive.
  1028. ///
  1029. /// @param _cache Index in matrix cache.
  1030. /// @param _num Number of matrices from cache.
  1031. ///
  1032. void setTransform(uint32_t _cache, uint16_t _num = 1);
  1033. /// Set shader uniform parameter for draw primitive.
  1034. void setUniform(UniformHandle _handle, const void* _value, uint16_t _num = 1);
  1035. /// Set index buffer for draw primitive.
  1036. void setIndexBuffer(IndexBufferHandle _handle, uint32_t _firstIndex = 0, uint32_t _numIndices = UINT32_MAX);
  1037. /// Set index buffer for draw primitive.
  1038. void setIndexBuffer(DynamicIndexBufferHandle _handle, uint32_t _firstIndex = 0, uint32_t _numIndices = UINT32_MAX);
  1039. /// Set index buffer for draw primitive.
  1040. void setIndexBuffer(const TransientIndexBuffer* _tib, uint32_t _numIndices = UINT32_MAX);
  1041. /// Set vertex buffer for draw primitive.
  1042. void setVertexBuffer(VertexBufferHandle _handle, uint32_t _numVertices = UINT32_MAX);
  1043. /// Set vertex buffer for draw primitive.
  1044. void setVertexBuffer(DynamicVertexBufferHandle _handle, uint32_t _numVertices = UINT32_MAX);
  1045. /// Set vertex buffer for draw primitive.
  1046. void setVertexBuffer(const TransientVertexBuffer* _tvb, uint32_t _numVertices = UINT32_MAX);
  1047. /// Set instance data buffer for draw primitive.
  1048. void setInstanceDataBuffer(const InstanceDataBuffer* _idb, uint16_t _num = UINT16_MAX);
  1049. /// Set program for draw primitive.
  1050. void setProgram(ProgramHandle _handle);
  1051. /// Set texture stage for draw primitive.
  1052. ///
  1053. /// @param _stage Texture unit.
  1054. /// @param _sampler Program sampler.
  1055. /// @param _handle Texture handle.
  1056. /// @param _flags Texture sampling mode. Default value UINT32_MAX uses
  1057. /// texture sampling settings from the texture.
  1058. ///
  1059. /// BGFX_TEXTURE_[U/V/W]_[MIRROR/CLAMP] - Mirror or clamp to edge wrap
  1060. /// mode.
  1061. ///
  1062. /// BGFX_TEXTURE_[MIN/MAG/MIP]_[POINT/ANISOTROPIC] - Point or anisotropic
  1063. /// sampling.
  1064. ///
  1065. /// @param _flags Texture sampler filtering flags. UINT32_MAX use the
  1066. /// sampler filtering mode set by texture.
  1067. ///
  1068. void setTexture(uint8_t _stage, UniformHandle _sampler, TextureHandle _handle, uint32_t _flags = UINT32_MAX);
  1069. /// Set texture stage for draw primitive.
  1070. ///
  1071. /// @param _stage Texture unit.
  1072. /// @param _sampler Program sampler.
  1073. /// @param _handle Frame buffer handle.
  1074. /// @param _attachment Attachment index.
  1075. /// @param _flags Texture sampling mode. Default value UINT32_MAX uses
  1076. /// texture sampling settings from the texture.
  1077. ///
  1078. /// BGFX_TEXTURE_[U/V/W]_[MIRROR/CLAMP] - Mirror or clamp to edge wrap
  1079. /// mode.
  1080. ///
  1081. /// BGFX_TEXTURE_[MIN/MAG/MIP]_[POINT/ANISOTROPIC] - Point or anisotropic
  1082. /// sampling.
  1083. ///
  1084. void setTexture(uint8_t _stage, UniformHandle _sampler, FrameBufferHandle _handle, uint8_t _attachment = 0, uint32_t _flags = UINT32_MAX);
  1085. /// Submit primitive for rendering into single view.
  1086. ///
  1087. /// @param _id View id.
  1088. /// @param _depth Depth for sorting.
  1089. /// @returns Number of draw calls.
  1090. ///
  1091. uint32_t submit(uint8_t _id, int32_t _depth = 0);
  1092. /// Submit primitive for rendering into multiple views.
  1093. ///
  1094. /// @param _viewMask Mask to which views to submit draw primitive calls.
  1095. /// @param _depth Depth for sorting.
  1096. /// @returns Number of draw calls.
  1097. ///
  1098. uint32_t submitMask(uint32_t _viewMask, int32_t _depth = 0);
  1099. /// Discard all previously set state for draw call.
  1100. void discard();
  1101. /// Request screen shot.
  1102. ///
  1103. /// @param _filePath Will be passed to CallbackI::screenShot callback.
  1104. ///
  1105. /// NOTE:
  1106. /// CallbackI::screenShot must be implemented.
  1107. ///
  1108. void saveScreenShot(const char* _filePath);
  1109. } // namespace bgfx
  1110. #endif // BGFX_H_HEADER_GUARD