types.d 45 KB

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  1. /*
  2. *
  3. * AUTO GENERATED! DO NOT EDIT!
  4. *
  5. */
  6. module bindbc.bgfx.types;
  7. public import core.stdc.stdarg : va_list;
  8. extern(C) @nogc nothrow:
  9. enum uint BGFX_API_VERSION = 102;
  10. alias bgfx_view_id_t = ushort;
  11. /// Memory release callback.
  12. /// Color RGB/alpha/depth write. When it's not specified write will be disabled.
  13. enum ulong BGFX_STATE_WRITE_R = 0x0000000000000001; /// Enable R write.
  14. enum ulong BGFX_STATE_WRITE_G = 0x0000000000000002; /// Enable G write.
  15. enum ulong BGFX_STATE_WRITE_B = 0x0000000000000004; /// Enable B write.
  16. enum ulong BGFX_STATE_WRITE_A = 0x0000000000000008; /// Enable alpha write.
  17. enum ulong BGFX_STATE_WRITE_Z = 0x0000004000000000; /// Enable depth write.
  18. enum ulong BGFX_STATE_WRITE_RGB = 0x0000000000000007; /// Enable RGB write.
  19. enum ulong BGFX_STATE_WRITE_MASK = 0x000000400000000f; /// Write all channels mask.
  20. /// Depth test state. When `BGFX_STATE_DEPTH_` is not specified depth test will be disabled.
  21. enum ulong BGFX_STATE_DEPTH_TEST_LESS = 0x0000000000000010; /// Enable depth test, less.
  22. enum ulong BGFX_STATE_DEPTH_TEST_LEQUAL = 0x0000000000000020; /// Enable depth test, less or equal.
  23. enum ulong BGFX_STATE_DEPTH_TEST_EQUAL = 0x0000000000000030; /// Enable depth test, equal.
  24. enum ulong BGFX_STATE_DEPTH_TEST_GEQUAL = 0x0000000000000040; /// Enable depth test, greater or equal.
  25. enum ulong BGFX_STATE_DEPTH_TEST_GREATER = 0x0000000000000050; /// Enable depth test, greater.
  26. enum ulong BGFX_STATE_DEPTH_TEST_NOTEQUAL = 0x0000000000000060; /// Enable depth test, not equal.
  27. enum ulong BGFX_STATE_DEPTH_TEST_NEVER = 0x0000000000000070; /// Enable depth test, never.
  28. enum ulong BGFX_STATE_DEPTH_TEST_ALWAYS = 0x0000000000000080; /// Enable depth test, always.
  29. enum ulong BGFX_STATE_DEPTH_TEST_SHIFT = 4; /// Depth test state bit shift
  30. enum ulong BGFX_STATE_DEPTH_TEST_MASK = 0x00000000000000f0; /// Depth test state bit mask
  31. /**
  32. * Use BGFX_STATE_BLEND_FUNC(_src, _dst) or BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)
  33. * helper macros.
  34. */
  35. enum ulong BGFX_STATE_BLEND_ZERO = 0x0000000000001000; /// 0, 0, 0, 0
  36. enum ulong BGFX_STATE_BLEND_ONE = 0x0000000000002000; /// 1, 1, 1, 1
  37. enum ulong BGFX_STATE_BLEND_SRC_COLOR = 0x0000000000003000; /// Rs, Gs, Bs, As
  38. enum ulong BGFX_STATE_BLEND_INV_SRC_COLOR = 0x0000000000004000; /// 1-Rs, 1-Gs, 1-Bs, 1-As
  39. enum ulong BGFX_STATE_BLEND_SRC_ALPHA = 0x0000000000005000; /// As, As, As, As
  40. enum ulong BGFX_STATE_BLEND_INV_SRC_ALPHA = 0x0000000000006000; /// 1-As, 1-As, 1-As, 1-As
  41. enum ulong BGFX_STATE_BLEND_DST_ALPHA = 0x0000000000007000; /// Ad, Ad, Ad, Ad
  42. enum ulong BGFX_STATE_BLEND_INV_DST_ALPHA = 0x0000000000008000; /// 1-Ad, 1-Ad, 1-Ad ,1-Ad
  43. enum ulong BGFX_STATE_BLEND_DST_COLOR = 0x0000000000009000; /// Rd, Gd, Bd, Ad
  44. enum ulong BGFX_STATE_BLEND_INV_DST_COLOR = 0x000000000000a000; /// 1-Rd, 1-Gd, 1-Bd, 1-Ad
  45. enum ulong BGFX_STATE_BLEND_SRC_ALPHA_SAT = 0x000000000000b000; /// f, f, f, 1; f = min(As, 1-Ad)
  46. enum ulong BGFX_STATE_BLEND_FACTOR = 0x000000000000c000; /// Blend factor
  47. enum ulong BGFX_STATE_BLEND_INV_FACTOR = 0x000000000000d000; /// 1-Blend factor
  48. enum ulong BGFX_STATE_BLEND_SHIFT = 12; /// Blend state bit shift
  49. enum ulong BGFX_STATE_BLEND_MASK = 0x000000000ffff000; /// Blend state bit mask
  50. /**
  51. * Use BGFX_STATE_BLEND_EQUATION(_equation) or BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)
  52. * helper macros.
  53. */
  54. enum ulong BGFX_STATE_BLEND_EQUATION_ADD = 0x0000000000000000; /// Blend add: src + dst.
  55. enum ulong BGFX_STATE_BLEND_EQUATION_SUB = 0x0000000010000000; /// Blend subtract: src - dst.
  56. enum ulong BGFX_STATE_BLEND_EQUATION_REVSUB = 0x0000000020000000; /// Blend reverse subtract: dst - src.
  57. enum ulong BGFX_STATE_BLEND_EQUATION_MIN = 0x0000000030000000; /// Blend min: min(src, dst).
  58. enum ulong BGFX_STATE_BLEND_EQUATION_MAX = 0x0000000040000000; /// Blend max: max(src, dst).
  59. enum ulong BGFX_STATE_BLEND_EQUATION_SHIFT = 28; /// Blend equation bit shift
  60. enum ulong BGFX_STATE_BLEND_EQUATION_MASK = 0x00000003f0000000; /// Blend equation bit mask
  61. /// Cull state. When `BGFX_STATE_CULL_*` is not specified culling will be disabled.
  62. enum ulong BGFX_STATE_CULL_CW = 0x0000001000000000; /// Cull clockwise triangles.
  63. enum ulong BGFX_STATE_CULL_CCW = 0x0000002000000000; /// Cull counter-clockwise triangles.
  64. enum ulong BGFX_STATE_CULL_SHIFT = 36; /// Culling mode bit shift
  65. enum ulong BGFX_STATE_CULL_MASK = 0x0000003000000000; /// Culling mode bit mask
  66. /// Alpha reference value.
  67. enum ulong BGFX_STATE_ALPHA_REF_SHIFT = 40; /// Alpha reference bit shift
  68. enum ulong BGFX_STATE_ALPHA_REF_MASK = 0x0000ff0000000000; /// Alpha reference bit mask
  69. ulong BGFX_STATE_ALPHA_REF (ulong v) { return (v << BGFX_STATE_ALPHA_REF_SHIFT) & BGFX_STATE_ALPHA_REF_MASK; }
  70. enum ulong BGFX_STATE_PT_TRISTRIP = 0x0001000000000000; /// Tristrip.
  71. enum ulong BGFX_STATE_PT_LINES = 0x0002000000000000; /// Lines.
  72. enum ulong BGFX_STATE_PT_LINESTRIP = 0x0003000000000000; /// Line strip.
  73. enum ulong BGFX_STATE_PT_POINTS = 0x0004000000000000; /// Points.
  74. enum ulong BGFX_STATE_PT_SHIFT = 48; /// Primitive type bit shift
  75. enum ulong BGFX_STATE_PT_MASK = 0x0007000000000000; /// Primitive type bit mask
  76. /// Point size value.
  77. enum ulong BGFX_STATE_POINT_SIZE_SHIFT = 52; /// Point size bit shift
  78. enum ulong BGFX_STATE_POINT_SIZE_MASK = 0x00f0000000000000; /// Point size bit mask
  79. ulong BGFX_STATE_POINT_SIZE (ulong v) { return (v << BGFX_STATE_POINT_SIZE_SHIFT) & BGFX_STATE_POINT_SIZE_MASK; }
  80. /**
  81. * Enable MSAA write when writing into MSAA frame buffer.
  82. * This flag is ignored when not writing into MSAA frame buffer.
  83. */
  84. enum ulong BGFX_STATE_MSAA = 0x0100000000000000; /// Enable MSAA rasterization.
  85. enum ulong BGFX_STATE_LINEAA = 0x0200000000000000; /// Enable line AA rasterization.
  86. enum ulong BGFX_STATE_CONSERVATIVE_RASTER = 0x0400000000000000; /// Enable conservative rasterization.
  87. enum ulong BGFX_STATE_NONE = 0x0000000000000000; /// No state.
  88. enum ulong BGFX_STATE_FRONT_CCW = 0x0000008000000000; /// Front counter-clockwise (default is clockwise).
  89. enum ulong BGFX_STATE_BLEND_INDEPENDENT = 0x0000000400000000; /// Enable blend independent.
  90. enum ulong BGFX_STATE_BLEND_ALPHA_TO_COVERAGE = 0x0000000800000000; /// Enable alpha to coverage.
  91. /**
  92. * Default state is write to RGB, alpha, and depth with depth test less enabled, with clockwise
  93. * culling and MSAA (when writing into MSAA frame buffer, otherwise this flag is ignored).
  94. */
  95. enum ulong BGFX_STATE_DEFAULT = BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_WRITE_Z | BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_CULL_CW | BGFX_STATE_MSAA;
  96. enum ulong BGFX_STATE_MASK = 0xffffffffffffffff; /// State bit mask
  97. /// Do not use!
  98. enum ulong BGFX_STATE_RESERVED_SHIFT = 61;
  99. enum ulong BGFX_STATE_RESERVED_MASK = 0xe000000000000000;
  100. /// Set stencil ref value.
  101. enum uint BGFX_STENCIL_FUNC_REF_SHIFT = 0;
  102. enum uint BGFX_STENCIL_FUNC_REF_MASK = 0x000000ff;
  103. uint BGFX_STENCIL_FUNC_REF (uint v) { return (v << BGFX_STENCIL_FUNC_REF_SHIFT) & BGFX_STENCIL_FUNC_REF_MASK; }
  104. /// Set stencil rmask value.
  105. enum uint BGFX_STENCIL_FUNC_RMASK_SHIFT = 8;
  106. enum uint BGFX_STENCIL_FUNC_RMASK_MASK = 0x0000ff00;
  107. uint BGFX_STENCIL_FUNC_RMASK (uint v) { return (v << BGFX_STENCIL_FUNC_RMASK_SHIFT) & BGFX_STENCIL_FUNC_RMASK_MASK; }
  108. enum uint BGFX_STENCIL_NONE = 0x00000000;
  109. enum uint BGFX_STENCIL_MASK = 0xffffffff;
  110. enum uint BGFX_STENCIL_DEFAULT = 0x00000000;
  111. enum uint BGFX_STENCIL_TEST_LESS = 0x00010000; /// Enable stencil test, less.
  112. enum uint BGFX_STENCIL_TEST_LEQUAL = 0x00020000; /// Enable stencil test, less or equal.
  113. enum uint BGFX_STENCIL_TEST_EQUAL = 0x00030000; /// Enable stencil test, equal.
  114. enum uint BGFX_STENCIL_TEST_GEQUAL = 0x00040000; /// Enable stencil test, greater or equal.
  115. enum uint BGFX_STENCIL_TEST_GREATER = 0x00050000; /// Enable stencil test, greater.
  116. enum uint BGFX_STENCIL_TEST_NOTEQUAL = 0x00060000; /// Enable stencil test, not equal.
  117. enum uint BGFX_STENCIL_TEST_NEVER = 0x00070000; /// Enable stencil test, never.
  118. enum uint BGFX_STENCIL_TEST_ALWAYS = 0x00080000; /// Enable stencil test, always.
  119. enum uint BGFX_STENCIL_TEST_SHIFT = 16; /// Stencil test bit shift
  120. enum uint BGFX_STENCIL_TEST_MASK = 0x000f0000; /// Stencil test bit mask
  121. enum uint BGFX_STENCIL_OP_FAIL_S_ZERO = 0x00000000; /// Zero.
  122. enum uint BGFX_STENCIL_OP_FAIL_S_KEEP = 0x00100000; /// Keep.
  123. enum uint BGFX_STENCIL_OP_FAIL_S_REPLACE = 0x00200000; /// Replace.
  124. enum uint BGFX_STENCIL_OP_FAIL_S_INCR = 0x00300000; /// Increment and wrap.
  125. enum uint BGFX_STENCIL_OP_FAIL_S_INCRSAT = 0x00400000; /// Increment and clamp.
  126. enum uint BGFX_STENCIL_OP_FAIL_S_DECR = 0x00500000; /// Decrement and wrap.
  127. enum uint BGFX_STENCIL_OP_FAIL_S_DECRSAT = 0x00600000; /// Decrement and clamp.
  128. enum uint BGFX_STENCIL_OP_FAIL_S_INVERT = 0x00700000; /// Invert.
  129. enum uint BGFX_STENCIL_OP_FAIL_S_SHIFT = 20; /// Stencil operation fail bit shift
  130. enum uint BGFX_STENCIL_OP_FAIL_S_MASK = 0x00f00000; /// Stencil operation fail bit mask
  131. enum uint BGFX_STENCIL_OP_FAIL_Z_ZERO = 0x00000000; /// Zero.
  132. enum uint BGFX_STENCIL_OP_FAIL_Z_KEEP = 0x01000000; /// Keep.
  133. enum uint BGFX_STENCIL_OP_FAIL_Z_REPLACE = 0x02000000; /// Replace.
  134. enum uint BGFX_STENCIL_OP_FAIL_Z_INCR = 0x03000000; /// Increment and wrap.
  135. enum uint BGFX_STENCIL_OP_FAIL_Z_INCRSAT = 0x04000000; /// Increment and clamp.
  136. enum uint BGFX_STENCIL_OP_FAIL_Z_DECR = 0x05000000; /// Decrement and wrap.
  137. enum uint BGFX_STENCIL_OP_FAIL_Z_DECRSAT = 0x06000000; /// Decrement and clamp.
  138. enum uint BGFX_STENCIL_OP_FAIL_Z_INVERT = 0x07000000; /// Invert.
  139. enum uint BGFX_STENCIL_OP_FAIL_Z_SHIFT = 24; /// Stencil operation depth fail bit shift
  140. enum uint BGFX_STENCIL_OP_FAIL_Z_MASK = 0x0f000000; /// Stencil operation depth fail bit mask
  141. enum uint BGFX_STENCIL_OP_PASS_Z_ZERO = 0x00000000; /// Zero.
  142. enum uint BGFX_STENCIL_OP_PASS_Z_KEEP = 0x10000000; /// Keep.
  143. enum uint BGFX_STENCIL_OP_PASS_Z_REPLACE = 0x20000000; /// Replace.
  144. enum uint BGFX_STENCIL_OP_PASS_Z_INCR = 0x30000000; /// Increment and wrap.
  145. enum uint BGFX_STENCIL_OP_PASS_Z_INCRSAT = 0x40000000; /// Increment and clamp.
  146. enum uint BGFX_STENCIL_OP_PASS_Z_DECR = 0x50000000; /// Decrement and wrap.
  147. enum uint BGFX_STENCIL_OP_PASS_Z_DECRSAT = 0x60000000; /// Decrement and clamp.
  148. enum uint BGFX_STENCIL_OP_PASS_Z_INVERT = 0x70000000; /// Invert.
  149. enum uint BGFX_STENCIL_OP_PASS_Z_SHIFT = 28; /// Stencil operation depth pass bit shift
  150. enum uint BGFX_STENCIL_OP_PASS_Z_MASK = 0xf0000000; /// Stencil operation depth pass bit mask
  151. enum ushort BGFX_CLEAR_NONE = 0x0000; /// No clear flags.
  152. enum ushort BGFX_CLEAR_COLOR = 0x0001; /// Clear color.
  153. enum ushort BGFX_CLEAR_DEPTH = 0x0002; /// Clear depth.
  154. enum ushort BGFX_CLEAR_STENCIL = 0x0004; /// Clear stencil.
  155. enum ushort BGFX_CLEAR_DISCARD_COLOR_0 = 0x0008; /// Discard frame buffer attachment 0.
  156. enum ushort BGFX_CLEAR_DISCARD_COLOR_1 = 0x0010; /// Discard frame buffer attachment 1.
  157. enum ushort BGFX_CLEAR_DISCARD_COLOR_2 = 0x0020; /// Discard frame buffer attachment 2.
  158. enum ushort BGFX_CLEAR_DISCARD_COLOR_3 = 0x0040; /// Discard frame buffer attachment 3.
  159. enum ushort BGFX_CLEAR_DISCARD_COLOR_4 = 0x0080; /// Discard frame buffer attachment 4.
  160. enum ushort BGFX_CLEAR_DISCARD_COLOR_5 = 0x0100; /// Discard frame buffer attachment 5.
  161. enum ushort BGFX_CLEAR_DISCARD_COLOR_6 = 0x0200; /// Discard frame buffer attachment 6.
  162. enum ushort BGFX_CLEAR_DISCARD_COLOR_7 = 0x0400; /// Discard frame buffer attachment 7.
  163. enum ushort BGFX_CLEAR_DISCARD_DEPTH = 0x0800; /// Discard frame buffer depth attachment.
  164. enum ushort BGFX_CLEAR_DISCARD_STENCIL = 0x1000; /// Discard frame buffer stencil attachment.
  165. enum ushort BGFX_CLEAR_DISCARD_COLOR_MASK = 0x07f8;
  166. enum ushort BGFX_CLEAR_DISCARD_MASK = 0x1ff8;
  167. enum uint BGFX_DEBUG_NONE = 0x00000000; /// No debug.
  168. enum uint BGFX_DEBUG_WIREFRAME = 0x00000001; /// Enable wireframe for all primitives.
  169. /**
  170. * Enable infinitely fast hardware test. No draw calls will be submitted to driver.
  171. * It's useful when profiling to quickly assess bottleneck between CPU and GPU.
  172. */
  173. enum uint BGFX_DEBUG_IFH = 0x00000002;
  174. enum uint BGFX_DEBUG_STATS = 0x00000004; /// Enable statistics display.
  175. enum uint BGFX_DEBUG_TEXT = 0x00000008; /// Enable debug text display.
  176. enum uint BGFX_DEBUG_PROFILER = 0x00000010; /// Enable profiler.
  177. enum ushort BGFX_BUFFER_COMPUTE_FORMAT_8X1 = 0x0001; /// 1 8-bit value
  178. enum ushort BGFX_BUFFER_COMPUTE_FORMAT_8X2 = 0x0002; /// 2 8-bit values
  179. enum ushort BGFX_BUFFER_COMPUTE_FORMAT_8X4 = 0x0003; /// 4 8-bit values
  180. enum ushort BGFX_BUFFER_COMPUTE_FORMAT_16X1 = 0x0004; /// 1 16-bit value
  181. enum ushort BGFX_BUFFER_COMPUTE_FORMAT_16X2 = 0x0005; /// 2 16-bit values
  182. enum ushort BGFX_BUFFER_COMPUTE_FORMAT_16X4 = 0x0006; /// 4 16-bit values
  183. enum ushort BGFX_BUFFER_COMPUTE_FORMAT_32X1 = 0x0007; /// 1 32-bit value
  184. enum ushort BGFX_BUFFER_COMPUTE_FORMAT_32X2 = 0x0008; /// 2 32-bit values
  185. enum ushort BGFX_BUFFER_COMPUTE_FORMAT_32X4 = 0x0009; /// 4 32-bit values
  186. enum ushort BGFX_BUFFER_COMPUTE_FORMAT_SHIFT = 0;
  187. enum ushort BGFX_BUFFER_COMPUTE_FORMAT_MASK = 0x000f;
  188. enum ushort BGFX_BUFFER_COMPUTE_TYPE_INT = 0x0010; /// Type `int`.
  189. enum ushort BGFX_BUFFER_COMPUTE_TYPE_UINT = 0x0020; /// Type `uint`.
  190. enum ushort BGFX_BUFFER_COMPUTE_TYPE_FLOAT = 0x0030; /// Type `float`.
  191. enum ushort BGFX_BUFFER_COMPUTE_TYPE_SHIFT = 4;
  192. enum ushort BGFX_BUFFER_COMPUTE_TYPE_MASK = 0x0030;
  193. enum ushort BGFX_BUFFER_NONE = 0x0000;
  194. enum ushort BGFX_BUFFER_COMPUTE_READ = 0x0100; /// Buffer will be read by shader.
  195. enum ushort BGFX_BUFFER_COMPUTE_WRITE = 0x0200; /// Buffer will be used for writing.
  196. enum ushort BGFX_BUFFER_DRAW_INDIRECT = 0x0400; /// Buffer will be used for storing draw indirect commands.
  197. enum ushort BGFX_BUFFER_ALLOW_RESIZE = 0x0800; /// Allow dynamic index/vertex buffer resize during update.
  198. enum ushort BGFX_BUFFER_INDEX32 = 0x1000; /// Index buffer contains 32-bit indices.
  199. enum ushort BGFX_BUFFER_COMPUTE_READ_WRITE = 0x0300;
  200. enum ulong BGFX_TEXTURE_NONE = 0x0000000000000000;
  201. enum ulong BGFX_TEXTURE_MSAA_SAMPLE = 0x0000000800000000; /// Texture will be used for MSAA sampling.
  202. enum ulong BGFX_TEXTURE_RT = 0x0000001000000000; /// Render target no MSAA.
  203. enum ulong BGFX_TEXTURE_COMPUTE_WRITE = 0x0000100000000000; /// Texture will be used for compute write.
  204. enum ulong BGFX_TEXTURE_SRGB = 0x0000200000000000; /// Sample texture as sRGB.
  205. enum ulong BGFX_TEXTURE_BLIT_DST = 0x0000400000000000; /// Texture will be used as blit destination.
  206. enum ulong BGFX_TEXTURE_READ_BACK = 0x0000800000000000; /// Texture will be used for read back from GPU.
  207. enum ulong BGFX_TEXTURE_RT_MSAA_X2 = 0x0000002000000000; /// Render target MSAAx2 mode.
  208. enum ulong BGFX_TEXTURE_RT_MSAA_X4 = 0x0000003000000000; /// Render target MSAAx4 mode.
  209. enum ulong BGFX_TEXTURE_RT_MSAA_X8 = 0x0000004000000000; /// Render target MSAAx8 mode.
  210. enum ulong BGFX_TEXTURE_RT_MSAA_X16 = 0x0000005000000000; /// Render target MSAAx16 mode.
  211. enum ulong BGFX_TEXTURE_RT_MSAA_SHIFT = 36;
  212. enum ulong BGFX_TEXTURE_RT_MSAA_MASK = 0x0000007000000000;
  213. enum ulong BGFX_TEXTURE_RT_WRITE_ONLY = 0x0000008000000000; /// Render target will be used for writing
  214. enum ulong BGFX_TEXTURE_RT_SHIFT = 36;
  215. enum ulong BGFX_TEXTURE_RT_MASK = 0x000000f000000000;
  216. /// Sampler flags.
  217. enum uint BGFX_SAMPLER_U_MIRROR = 0x00000001; /// Wrap U mode: Mirror
  218. enum uint BGFX_SAMPLER_U_CLAMP = 0x00000002; /// Wrap U mode: Clamp
  219. enum uint BGFX_SAMPLER_U_BORDER = 0x00000003; /// Wrap U mode: Border
  220. enum uint BGFX_SAMPLER_U_SHIFT = 0;
  221. enum uint BGFX_SAMPLER_U_MASK = 0x00000003;
  222. enum uint BGFX_SAMPLER_V_MIRROR = 0x00000004; /// Wrap V mode: Mirror
  223. enum uint BGFX_SAMPLER_V_CLAMP = 0x00000008; /// Wrap V mode: Clamp
  224. enum uint BGFX_SAMPLER_V_BORDER = 0x0000000c; /// Wrap V mode: Border
  225. enum uint BGFX_SAMPLER_V_SHIFT = 2;
  226. enum uint BGFX_SAMPLER_V_MASK = 0x0000000c;
  227. enum uint BGFX_SAMPLER_W_MIRROR = 0x00000010; /// Wrap W mode: Mirror
  228. enum uint BGFX_SAMPLER_W_CLAMP = 0x00000020; /// Wrap W mode: Clamp
  229. enum uint BGFX_SAMPLER_W_BORDER = 0x00000030; /// Wrap W mode: Border
  230. enum uint BGFX_SAMPLER_W_SHIFT = 4;
  231. enum uint BGFX_SAMPLER_W_MASK = 0x00000030;
  232. enum uint BGFX_SAMPLER_MIN_POINT = 0x00000040; /// Min sampling mode: Point
  233. enum uint BGFX_SAMPLER_MIN_ANISOTROPIC = 0x00000080; /// Min sampling mode: Anisotropic
  234. enum uint BGFX_SAMPLER_MIN_SHIFT = 6;
  235. enum uint BGFX_SAMPLER_MIN_MASK = 0x000000c0;
  236. enum uint BGFX_SAMPLER_MAG_POINT = 0x00000100; /// Mag sampling mode: Point
  237. enum uint BGFX_SAMPLER_MAG_ANISOTROPIC = 0x00000200; /// Mag sampling mode: Anisotropic
  238. enum uint BGFX_SAMPLER_MAG_SHIFT = 8;
  239. enum uint BGFX_SAMPLER_MAG_MASK = 0x00000300;
  240. enum uint BGFX_SAMPLER_MIP_POINT = 0x00000400; /// Mip sampling mode: Point
  241. enum uint BGFX_SAMPLER_MIP_SHIFT = 10;
  242. enum uint BGFX_SAMPLER_MIP_MASK = 0x00000400;
  243. enum uint BGFX_SAMPLER_COMPARE_LESS = 0x00010000; /// Compare when sampling depth texture: less.
  244. enum uint BGFX_SAMPLER_COMPARE_LEQUAL = 0x00020000; /// Compare when sampling depth texture: less or equal.
  245. enum uint BGFX_SAMPLER_COMPARE_EQUAL = 0x00030000; /// Compare when sampling depth texture: equal.
  246. enum uint BGFX_SAMPLER_COMPARE_GEQUAL = 0x00040000; /// Compare when sampling depth texture: greater or equal.
  247. enum uint BGFX_SAMPLER_COMPARE_GREATER = 0x00050000; /// Compare when sampling depth texture: greater.
  248. enum uint BGFX_SAMPLER_COMPARE_NOTEQUAL = 0x00060000; /// Compare when sampling depth texture: not equal.
  249. enum uint BGFX_SAMPLER_COMPARE_NEVER = 0x00070000; /// Compare when sampling depth texture: never.
  250. enum uint BGFX_SAMPLER_COMPARE_ALWAYS = 0x00080000; /// Compare when sampling depth texture: always.
  251. enum uint BGFX_SAMPLER_COMPARE_SHIFT = 16;
  252. enum uint BGFX_SAMPLER_COMPARE_MASK = 0x000f0000;
  253. enum uint BGFX_SAMPLER_BORDER_COLOR_SHIFT = 24;
  254. enum uint BGFX_SAMPLER_BORDER_COLOR_MASK = 0x0f000000;
  255. uint BGFX_SAMPLER_BORDER_COLOR (uint v) { return (v << BGFX_SAMPLER_BORDER_COLOR_SHIFT) & BGFX_SAMPLER_BORDER_COLOR_MASK; }
  256. enum uint BGFX_SAMPLER_RESERVED_SHIFT = 28;
  257. enum uint BGFX_SAMPLER_RESERVED_MASK = 0xf0000000;
  258. enum uint BGFX_SAMPLER_NONE = 0x00000000;
  259. enum uint BGFX_SAMPLER_SAMPLE_STENCIL = 0x00100000; /// Sample stencil instead of depth.
  260. enum uint BGFX_SAMPLER_POINT = BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_MIP_POINT;
  261. enum uint BGFX_SAMPLER_UVW_MIRROR = BGFX_SAMPLER_U_MIRROR | BGFX_SAMPLER_V_MIRROR | BGFX_SAMPLER_W_MIRROR;
  262. enum uint BGFX_SAMPLER_UVW_CLAMP = BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP | BGFX_SAMPLER_W_CLAMP;
  263. enum uint BGFX_SAMPLER_UVW_BORDER = BGFX_SAMPLER_U_BORDER | BGFX_SAMPLER_V_BORDER | BGFX_SAMPLER_W_BORDER;
  264. enum uint BGFX_SAMPLER_BITS_MASK = BGFX_SAMPLER_U_MASK | BGFX_SAMPLER_V_MASK | BGFX_SAMPLER_W_MASK | BGFX_SAMPLER_MIN_MASK | BGFX_SAMPLER_MAG_MASK | BGFX_SAMPLER_MIP_MASK | BGFX_SAMPLER_COMPARE_MASK;
  265. enum uint BGFX_RESET_MSAA_X2 = 0x00000010; /// Enable 2x MSAA.
  266. enum uint BGFX_RESET_MSAA_X4 = 0x00000020; /// Enable 4x MSAA.
  267. enum uint BGFX_RESET_MSAA_X8 = 0x00000030; /// Enable 8x MSAA.
  268. enum uint BGFX_RESET_MSAA_X16 = 0x00000040; /// Enable 16x MSAA.
  269. enum uint BGFX_RESET_MSAA_SHIFT = 4;
  270. enum uint BGFX_RESET_MSAA_MASK = 0x00000070;
  271. enum uint BGFX_RESET_NONE = 0x00000000; /// No reset flags.
  272. enum uint BGFX_RESET_FULLSCREEN = 0x00000001; /// Not supported yet.
  273. enum uint BGFX_RESET_VSYNC = 0x00000080; /// Enable V-Sync.
  274. enum uint BGFX_RESET_MAXANISOTROPY = 0x00000100; /// Turn on/off max anisotropy.
  275. enum uint BGFX_RESET_CAPTURE = 0x00000200; /// Begin screen capture.
  276. enum uint BGFX_RESET_FLUSH_AFTER_RENDER = 0x00002000; /// Flush rendering after submitting to GPU.
  277. /**
  278. * This flag specifies where flip occurs. Default behavior is that flip occurs
  279. * before rendering new frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
  280. */
  281. enum uint BGFX_RESET_FLIP_AFTER_RENDER = 0x00004000;
  282. enum uint BGFX_RESET_SRGB_BACKBUFFER = 0x00008000; /// Enable sRGB backbuffer.
  283. enum uint BGFX_RESET_HDR10 = 0x00010000; /// Enable HDR10 rendering.
  284. enum uint BGFX_RESET_HIDPI = 0x00020000; /// Enable HiDPI rendering.
  285. enum uint BGFX_RESET_DEPTH_CLAMP = 0x00040000; /// Enable depth clamp.
  286. enum uint BGFX_RESET_SUSPEND = 0x00080000; /// Suspend rendering.
  287. enum uint BGFX_RESET_FULLSCREEN_SHIFT = 0;
  288. enum uint BGFX_RESET_FULLSCREEN_MASK = 0x00000001;
  289. enum uint BGFX_RESET_RESERVED_SHIFT = 31; /// Internal bit shift
  290. enum uint BGFX_RESET_RESERVED_MASK = 0x80000000; /// Internal bit mask
  291. enum ulong BGFX_CAPS_ALPHA_TO_COVERAGE = 0x0000000000000001; /// Alpha to coverage is supported.
  292. enum ulong BGFX_CAPS_BLEND_INDEPENDENT = 0x0000000000000002; /// Blend independent is supported.
  293. enum ulong BGFX_CAPS_COMPUTE = 0x0000000000000004; /// Compute shaders are supported.
  294. enum ulong BGFX_CAPS_CONSERVATIVE_RASTER = 0x0000000000000008; /// Conservative rasterization is supported.
  295. enum ulong BGFX_CAPS_DRAW_INDIRECT = 0x0000000000000010; /// Draw indirect is supported.
  296. enum ulong BGFX_CAPS_FRAGMENT_DEPTH = 0x0000000000000020; /// Fragment depth is accessible in fragment shader.
  297. enum ulong BGFX_CAPS_FRAGMENT_ORDERING = 0x0000000000000040; /// Fragment ordering is available in fragment shader.
  298. enum ulong BGFX_CAPS_FRAMEBUFFER_RW = 0x0000000000000080; /// Read/Write frame buffer attachments are supported.
  299. enum ulong BGFX_CAPS_GRAPHICS_DEBUGGER = 0x0000000000000100; /// Graphics debugger is present.
  300. enum ulong BGFX_CAPS_RESERVED = 0x0000000000000200;
  301. enum ulong BGFX_CAPS_HDR10 = 0x0000000000000400; /// HDR10 rendering is supported.
  302. enum ulong BGFX_CAPS_HIDPI = 0x0000000000000800; /// HiDPI rendering is supported.
  303. enum ulong BGFX_CAPS_INDEX32 = 0x0000000000001000; /// 32-bit indices are supported.
  304. enum ulong BGFX_CAPS_INSTANCING = 0x0000000000002000; /// Instancing is supported.
  305. enum ulong BGFX_CAPS_OCCLUSION_QUERY = 0x0000000000004000; /// Occlusion query is supported.
  306. enum ulong BGFX_CAPS_RENDERER_MULTITHREADED = 0x0000000000008000; /// Renderer is on separate thread.
  307. enum ulong BGFX_CAPS_SWAP_CHAIN = 0x0000000000010000; /// Multiple windows are supported.
  308. enum ulong BGFX_CAPS_TEXTURE_2D_ARRAY = 0x0000000000020000; /// 2D texture array is supported.
  309. enum ulong BGFX_CAPS_TEXTURE_3D = 0x0000000000040000; /// 3D textures are supported.
  310. enum ulong BGFX_CAPS_TEXTURE_BLIT = 0x0000000000080000; /// Texture blit is supported.
  311. enum ulong BGFX_CAPS_TEXTURE_COMPARE_RESERVED = 0x0000000000100000; /// All texture compare modes are supported.
  312. enum ulong BGFX_CAPS_TEXTURE_COMPARE_LEQUAL = 0x0000000000200000; /// Texture compare less equal mode is supported.
  313. enum ulong BGFX_CAPS_TEXTURE_CUBE_ARRAY = 0x0000000000400000; /// Cubemap texture array is supported.
  314. enum ulong BGFX_CAPS_TEXTURE_DIRECT_ACCESS = 0x0000000000800000; /// CPU direct access to GPU texture memory.
  315. enum ulong BGFX_CAPS_TEXTURE_READ_BACK = 0x0000000001000000; /// Read-back texture is supported.
  316. enum ulong BGFX_CAPS_VERTEX_ATTRIB_HALF = 0x0000000002000000; /// Vertex attribute half-float is supported.
  317. enum ulong BGFX_CAPS_VERTEX_ATTRIB_UINT10 = 0x0000000004000000; /// Vertex attribute 10_10_10_2 is supported.
  318. enum ulong BGFX_CAPS_VERTEX_ID = 0x0000000008000000; /// Rendering with VertexID only is supported.
  319. enum ulong BGFX_CAPS_TEXTURE_COMPARE_ALL = 0x0000000000300000; /// All texture compare modes are supported.
  320. enum ushort BGFX_CAPS_FORMAT_TEXTURE_NONE = 0x0000; /// Texture format is not supported.
  321. enum ushort BGFX_CAPS_FORMAT_TEXTURE_2D = 0x0001; /// Texture format is supported.
  322. enum ushort BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB = 0x0002; /// Texture as sRGB format is supported.
  323. enum ushort BGFX_CAPS_FORMAT_TEXTURE_2D_EMULATED = 0x0004; /// Texture format is emulated.
  324. enum ushort BGFX_CAPS_FORMAT_TEXTURE_3D = 0x0008; /// Texture format is supported.
  325. enum ushort BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB = 0x0010; /// Texture as sRGB format is supported.
  326. enum ushort BGFX_CAPS_FORMAT_TEXTURE_3D_EMULATED = 0x0020; /// Texture format is emulated.
  327. enum ushort BGFX_CAPS_FORMAT_TEXTURE_CUBE = 0x0040; /// Texture format is supported.
  328. enum ushort BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB = 0x0080; /// Texture as sRGB format is supported.
  329. enum ushort BGFX_CAPS_FORMAT_TEXTURE_CUBE_EMULATED = 0x0100; /// Texture format is emulated.
  330. enum ushort BGFX_CAPS_FORMAT_TEXTURE_VERTEX = 0x0200; /// Texture format can be used from vertex shader.
  331. enum ushort BGFX_CAPS_FORMAT_TEXTURE_IMAGE = 0x0400; /// Texture format can be used as image from compute shader.
  332. enum ushort BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER = 0x0800; /// Texture format can be used as frame buffer.
  333. enum ushort BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA = 0x1000; /// Texture format can be used as MSAA frame buffer.
  334. enum ushort BGFX_CAPS_FORMAT_TEXTURE_MSAA = 0x2000; /// Texture can be sampled as MSAA.
  335. enum ushort BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN = 0x4000; /// Texture format supports auto-generated mips.
  336. enum ubyte BGFX_RESOLVE_NONE = 0x00; /// No resolve flags.
  337. enum ubyte BGFX_RESOLVE_AUTO_GEN_MIPS = 0x01; /// Auto-generate mip maps on resolve.
  338. enum ushort BGFX_PCI_ID_NONE = 0x0000; /// Autoselect adapter.
  339. enum ushort BGFX_PCI_ID_SOFTWARE_RASTERIZER = 0x0001; /// Software rasterizer.
  340. enum ushort BGFX_PCI_ID_AMD = 0x1002; /// AMD adapter.
  341. enum ushort BGFX_PCI_ID_INTEL = 0x8086; /// Intel adapter.
  342. enum ushort BGFX_PCI_ID_NVIDIA = 0x10de; /// nVidia adapter.
  343. enum ubyte BGFX_CUBE_MAP_POSITIVE_X = 0x00; /// Cubemap +x.
  344. enum ubyte BGFX_CUBE_MAP_NEGATIVE_X = 0x01; /// Cubemap -x.
  345. enum ubyte BGFX_CUBE_MAP_POSITIVE_Y = 0x02; /// Cubemap +y.
  346. enum ubyte BGFX_CUBE_MAP_NEGATIVE_Y = 0x03; /// Cubemap -y.
  347. enum ubyte BGFX_CUBE_MAP_POSITIVE_Z = 0x04; /// Cubemap +z.
  348. enum ubyte BGFX_CUBE_MAP_NEGATIVE_Z = 0x05; /// Cubemap -z.
  349. /// Fatal error enum.
  350. enum bgfx_fatal_t
  351. {
  352. BGFX_FATAL_DEBUGCHECK,
  353. BGFX_FATAL_INVALIDSHADER,
  354. BGFX_FATAL_UNABLETOINITIALIZE,
  355. BGFX_FATAL_UNABLETOCREATETEXTURE,
  356. BGFX_FATAL_DEVICELOST,
  357. BGFX_FATAL_COUNT
  358. }
  359. /// Renderer backend type enum.
  360. enum bgfx_renderer_type_t
  361. {
  362. BGFX_RENDERER_TYPE_NOOP, /// No rendering.
  363. BGFX_RENDERER_TYPE_DIRECT3D9, /// Direct3D 9.0
  364. BGFX_RENDERER_TYPE_DIRECT3D11, /// Direct3D 11.0
  365. BGFX_RENDERER_TYPE_DIRECT3D12, /// Direct3D 12.0
  366. BGFX_RENDERER_TYPE_GNM, /// GNM
  367. BGFX_RENDERER_TYPE_METAL, /// Metal
  368. BGFX_RENDERER_TYPE_NVN, /// NVN
  369. BGFX_RENDERER_TYPE_OPENGLES, /// OpenGL ES 2.0+
  370. BGFX_RENDERER_TYPE_OPENGL, /// OpenGL 2.1+
  371. BGFX_RENDERER_TYPE_VULKAN, /// Vulkan
  372. BGFX_RENDERER_TYPE_COUNT
  373. }
  374. /// Access mode enum.
  375. enum bgfx_access_t
  376. {
  377. BGFX_ACCESS_READ, /// Read.
  378. BGFX_ACCESS_WRITE, /// Write.
  379. BGFX_ACCESS_READWRITE, /// Read and write.
  380. BGFX_ACCESS_COUNT
  381. }
  382. /// Vertex attribute enum.
  383. enum bgfx_attrib_t
  384. {
  385. BGFX_ATTRIB_POSITION, /// a_position
  386. BGFX_ATTRIB_NORMAL, /// a_normal
  387. BGFX_ATTRIB_TANGENT, /// a_tangent
  388. BGFX_ATTRIB_BITANGENT, /// a_bitangent
  389. BGFX_ATTRIB_COLOR0, /// a_color0
  390. BGFX_ATTRIB_COLOR1, /// a_color1
  391. BGFX_ATTRIB_COLOR2, /// a_color2
  392. BGFX_ATTRIB_COLOR3, /// a_color3
  393. BGFX_ATTRIB_INDICES, /// a_indices
  394. BGFX_ATTRIB_WEIGHT, /// a_weight
  395. BGFX_ATTRIB_TEXCOORD0, /// a_texcoord0
  396. BGFX_ATTRIB_TEXCOORD1, /// a_texcoord1
  397. BGFX_ATTRIB_TEXCOORD2, /// a_texcoord2
  398. BGFX_ATTRIB_TEXCOORD3, /// a_texcoord3
  399. BGFX_ATTRIB_TEXCOORD4, /// a_texcoord4
  400. BGFX_ATTRIB_TEXCOORD5, /// a_texcoord5
  401. BGFX_ATTRIB_TEXCOORD6, /// a_texcoord6
  402. BGFX_ATTRIB_TEXCOORD7, /// a_texcoord7
  403. BGFX_ATTRIB_COUNT
  404. }
  405. /// Vertex attribute type enum.
  406. enum bgfx_attrib_type_t
  407. {
  408. BGFX_ATTRIB_TYPE_UINT8, /// Uint8
  409. BGFX_ATTRIB_TYPE_UINT10, /// Uint10, availability depends on: `BGFX_CAPS_VERTEX_ATTRIB_UINT10`.
  410. BGFX_ATTRIB_TYPE_INT16, /// Int16
  411. BGFX_ATTRIB_TYPE_HALF, /// Half, availability depends on: `BGFX_CAPS_VERTEX_ATTRIB_HALF`.
  412. BGFX_ATTRIB_TYPE_FLOAT, /// Float
  413. BGFX_ATTRIB_TYPE_COUNT
  414. }
  415. /**
  416. * Texture format enum.
  417. * Notation:
  418. * RGBA16S
  419. * ^ ^ ^
  420. * | | +-- [ ]Unorm
  421. * | | [F]loat
  422. * | | [S]norm
  423. * | | [I]nt
  424. * | | [U]int
  425. * | +---- Number of bits per component
  426. * +-------- Components
  427. * @attention Availability depends on Caps (see: formats).
  428. */
  429. enum bgfx_texture_format_t
  430. {
  431. BGFX_TEXTURE_FORMAT_BC1, /// DXT1 R5G6B5A1
  432. BGFX_TEXTURE_FORMAT_BC2, /// DXT3 R5G6B5A4
  433. BGFX_TEXTURE_FORMAT_BC3, /// DXT5 R5G6B5A8
  434. BGFX_TEXTURE_FORMAT_BC4, /// LATC1/ATI1 R8
  435. BGFX_TEXTURE_FORMAT_BC5, /// LATC2/ATI2 RG8
  436. BGFX_TEXTURE_FORMAT_BC6H, /// BC6H RGB16F
  437. BGFX_TEXTURE_FORMAT_BC7, /// BC7 RGB 4-7 bits per color channel, 0-8 bits alpha
  438. BGFX_TEXTURE_FORMAT_ETC1, /// ETC1 RGB8
  439. BGFX_TEXTURE_FORMAT_ETC2, /// ETC2 RGB8
  440. BGFX_TEXTURE_FORMAT_ETC2A, /// ETC2 RGBA8
  441. BGFX_TEXTURE_FORMAT_ETC2A1, /// ETC2 RGB8A1
  442. BGFX_TEXTURE_FORMAT_PTC12, /// PVRTC1 RGB 2BPP
  443. BGFX_TEXTURE_FORMAT_PTC14, /// PVRTC1 RGB 4BPP
  444. BGFX_TEXTURE_FORMAT_PTC12A, /// PVRTC1 RGBA 2BPP
  445. BGFX_TEXTURE_FORMAT_PTC14A, /// PVRTC1 RGBA 4BPP
  446. BGFX_TEXTURE_FORMAT_PTC22, /// PVRTC2 RGBA 2BPP
  447. BGFX_TEXTURE_FORMAT_PTC24, /// PVRTC2 RGBA 4BPP
  448. BGFX_TEXTURE_FORMAT_ATC, /// ATC RGB 4BPP
  449. BGFX_TEXTURE_FORMAT_ATCE, /// ATCE RGBA 8 BPP explicit alpha
  450. BGFX_TEXTURE_FORMAT_ATCI, /// ATCI RGBA 8 BPP interpolated alpha
  451. BGFX_TEXTURE_FORMAT_ASTC4X4, /// ASTC 4x4 8.0 BPP
  452. BGFX_TEXTURE_FORMAT_ASTC5X5, /// ASTC 5x5 5.12 BPP
  453. BGFX_TEXTURE_FORMAT_ASTC6X6, /// ASTC 6x6 3.56 BPP
  454. BGFX_TEXTURE_FORMAT_ASTC8X5, /// ASTC 8x5 3.20 BPP
  455. BGFX_TEXTURE_FORMAT_ASTC8X6, /// ASTC 8x6 2.67 BPP
  456. BGFX_TEXTURE_FORMAT_ASTC10X5, /// ASTC 10x5 2.56 BPP
  457. BGFX_TEXTURE_FORMAT_UNKNOWN, /// Compressed formats above.
  458. BGFX_TEXTURE_FORMAT_R1,
  459. BGFX_TEXTURE_FORMAT_A8,
  460. BGFX_TEXTURE_FORMAT_R8,
  461. BGFX_TEXTURE_FORMAT_R8I,
  462. BGFX_TEXTURE_FORMAT_R8U,
  463. BGFX_TEXTURE_FORMAT_R8S,
  464. BGFX_TEXTURE_FORMAT_R16,
  465. BGFX_TEXTURE_FORMAT_R16I,
  466. BGFX_TEXTURE_FORMAT_R16U,
  467. BGFX_TEXTURE_FORMAT_R16F,
  468. BGFX_TEXTURE_FORMAT_R16S,
  469. BGFX_TEXTURE_FORMAT_R32I,
  470. BGFX_TEXTURE_FORMAT_R32U,
  471. BGFX_TEXTURE_FORMAT_R32F,
  472. BGFX_TEXTURE_FORMAT_RG8,
  473. BGFX_TEXTURE_FORMAT_RG8I,
  474. BGFX_TEXTURE_FORMAT_RG8U,
  475. BGFX_TEXTURE_FORMAT_RG8S,
  476. BGFX_TEXTURE_FORMAT_RG16,
  477. BGFX_TEXTURE_FORMAT_RG16I,
  478. BGFX_TEXTURE_FORMAT_RG16U,
  479. BGFX_TEXTURE_FORMAT_RG16F,
  480. BGFX_TEXTURE_FORMAT_RG16S,
  481. BGFX_TEXTURE_FORMAT_RG32I,
  482. BGFX_TEXTURE_FORMAT_RG32U,
  483. BGFX_TEXTURE_FORMAT_RG32F,
  484. BGFX_TEXTURE_FORMAT_RGB8,
  485. BGFX_TEXTURE_FORMAT_RGB8I,
  486. BGFX_TEXTURE_FORMAT_RGB8U,
  487. BGFX_TEXTURE_FORMAT_RGB8S,
  488. BGFX_TEXTURE_FORMAT_RGB9E5F,
  489. BGFX_TEXTURE_FORMAT_BGRA8,
  490. BGFX_TEXTURE_FORMAT_RGBA8,
  491. BGFX_TEXTURE_FORMAT_RGBA8I,
  492. BGFX_TEXTURE_FORMAT_RGBA8U,
  493. BGFX_TEXTURE_FORMAT_RGBA8S,
  494. BGFX_TEXTURE_FORMAT_RGBA16,
  495. BGFX_TEXTURE_FORMAT_RGBA16I,
  496. BGFX_TEXTURE_FORMAT_RGBA16U,
  497. BGFX_TEXTURE_FORMAT_RGBA16F,
  498. BGFX_TEXTURE_FORMAT_RGBA16S,
  499. BGFX_TEXTURE_FORMAT_RGBA32I,
  500. BGFX_TEXTURE_FORMAT_RGBA32U,
  501. BGFX_TEXTURE_FORMAT_RGBA32F,
  502. BGFX_TEXTURE_FORMAT_R5G6B5,
  503. BGFX_TEXTURE_FORMAT_RGBA4,
  504. BGFX_TEXTURE_FORMAT_RGB5A1,
  505. BGFX_TEXTURE_FORMAT_RGB10A2,
  506. BGFX_TEXTURE_FORMAT_RG11B10F,
  507. BGFX_TEXTURE_FORMAT_UNKNOWNDEPTH, /// Depth formats below.
  508. BGFX_TEXTURE_FORMAT_D16,
  509. BGFX_TEXTURE_FORMAT_D24,
  510. BGFX_TEXTURE_FORMAT_D24S8,
  511. BGFX_TEXTURE_FORMAT_D32,
  512. BGFX_TEXTURE_FORMAT_D16F,
  513. BGFX_TEXTURE_FORMAT_D24F,
  514. BGFX_TEXTURE_FORMAT_D32F,
  515. BGFX_TEXTURE_FORMAT_D0S8,
  516. BGFX_TEXTURE_FORMAT_COUNT
  517. }
  518. /// Uniform type enum.
  519. enum bgfx_uniform_type_t
  520. {
  521. BGFX_UNIFORM_TYPE_SAMPLER, /// Sampler.
  522. BGFX_UNIFORM_TYPE_END, /// Reserved, do not use.
  523. BGFX_UNIFORM_TYPE_VEC4, /// 4 floats vector.
  524. BGFX_UNIFORM_TYPE_MAT3, /// 3x3 matrix.
  525. BGFX_UNIFORM_TYPE_MAT4, /// 4x4 matrix.
  526. BGFX_UNIFORM_TYPE_COUNT
  527. }
  528. /// Backbuffer ratio enum.
  529. enum bgfx_backbuffer_ratio_t
  530. {
  531. BGFX_BACKBUFFER_RATIO_EQUAL, /// Equal to backbuffer.
  532. BGFX_BACKBUFFER_RATIO_HALF, /// One half size of backbuffer.
  533. BGFX_BACKBUFFER_RATIO_QUARTER, /// One quarter size of backbuffer.
  534. BGFX_BACKBUFFER_RATIO_EIGHTH, /// One eighth size of backbuffer.
  535. BGFX_BACKBUFFER_RATIO_SIXTEENTH, /// One sixteenth size of backbuffer.
  536. BGFX_BACKBUFFER_RATIO_DOUBLE, /// Double size of backbuffer.
  537. BGFX_BACKBUFFER_RATIO_COUNT
  538. }
  539. /// Occlusion query result.
  540. enum bgfx_occlusion_query_result_t
  541. {
  542. BGFX_OCCLUSION_QUERY_RESULT_INVISIBLE, /// Query failed test.
  543. BGFX_OCCLUSION_QUERY_RESULT_VISIBLE, /// Query passed test.
  544. BGFX_OCCLUSION_QUERY_RESULT_NORESULT, /// Query result is not available yet.
  545. BGFX_OCCLUSION_QUERY_RESULT_COUNT
  546. }
  547. /// Primitive topology.
  548. enum bgfx_topology_t
  549. {
  550. BGFX_TOPOLOGY_TRILIST, /// Triangle list.
  551. BGFX_TOPOLOGY_TRISTRIP, /// Triangle strip.
  552. BGFX_TOPOLOGY_LINELIST, /// Line list.
  553. BGFX_TOPOLOGY_LINESTRIP, /// Line strip.
  554. BGFX_TOPOLOGY_POINTLIST, /// Point list.
  555. BGFX_TOPOLOGY_COUNT
  556. }
  557. /// Topology conversion function.
  558. enum bgfx_topology_convert_t
  559. {
  560. BGFX_TOPOLOGY_CONVERT_TRILISTFLIPWINDING, /// Flip winding order of triangle list.
  561. BGFX_TOPOLOGY_CONVERT_TRISTRIPFLIPWINDING, /// Flip winding order of trinagle strip.
  562. BGFX_TOPOLOGY_CONVERT_TRILISTTOLINELIST, /// Convert triangle list to line list.
  563. BGFX_TOPOLOGY_CONVERT_TRISTRIPTOTRILIST, /// Convert triangle strip to triangle list.
  564. BGFX_TOPOLOGY_CONVERT_LINESTRIPTOLINELIST, /// Convert line strip to line list.
  565. BGFX_TOPOLOGY_CONVERT_COUNT
  566. }
  567. /// Topology sort order.
  568. enum bgfx_topology_sort_t
  569. {
  570. BGFX_TOPOLOGY_SORT_DIRECTIONFRONTTOBACKMIN,
  571. BGFX_TOPOLOGY_SORT_DIRECTIONFRONTTOBACKAVG,
  572. BGFX_TOPOLOGY_SORT_DIRECTIONFRONTTOBACKMAX,
  573. BGFX_TOPOLOGY_SORT_DIRECTIONBACKTOFRONTMIN,
  574. BGFX_TOPOLOGY_SORT_DIRECTIONBACKTOFRONTAVG,
  575. BGFX_TOPOLOGY_SORT_DIRECTIONBACKTOFRONTMAX,
  576. BGFX_TOPOLOGY_SORT_DISTANCEFRONTTOBACKMIN,
  577. BGFX_TOPOLOGY_SORT_DISTANCEFRONTTOBACKAVG,
  578. BGFX_TOPOLOGY_SORT_DISTANCEFRONTTOBACKMAX,
  579. BGFX_TOPOLOGY_SORT_DISTANCEBACKTOFRONTMIN,
  580. BGFX_TOPOLOGY_SORT_DISTANCEBACKTOFRONTAVG,
  581. BGFX_TOPOLOGY_SORT_DISTANCEBACKTOFRONTMAX,
  582. BGFX_TOPOLOGY_SORT_COUNT
  583. }
  584. /// View mode sets draw call sort order.
  585. enum bgfx_view_mode_t
  586. {
  587. BGFX_VIEW_MODE_DEFAULT, /// Default sort order.
  588. BGFX_VIEW_MODE_SEQUENTIAL, /// Sort in the same order in which submit calls were called.
  589. BGFX_VIEW_MODE_DEPTHASCENDING, /// Sort draw call depth in ascending order.
  590. BGFX_VIEW_MODE_DEPTHDESCENDING, /// Sort draw call depth in descending order.
  591. BGFX_VIEW_MODE_COUNT
  592. }
  593. /// Render frame enum.
  594. enum bgfx_render_frame_t
  595. {
  596. BGFX_RENDER_FRAME_NOCONTEXT, /// Renderer context is not created yet.
  597. BGFX_RENDER_FRAME_RENDER, /// Renderer context is created and rendering.
  598. BGFX_RENDER_FRAME_TIMEOUT, /// Renderer context wait for main thread signal timed out without rendering.
  599. BGFX_RENDER_FRAME_EXITING, /// Renderer context is getting destroyed.
  600. BGFX_RENDER_FRAME_COUNT
  601. }
  602. /// GPU info.
  603. struct bgfx_caps_gpu_t
  604. {
  605. ushort vendorId; /// Vendor PCI id. See `BGFX_PCI_ID_*`.
  606. ushort deviceId; /// Device id.
  607. }
  608. /// Renderer capabilities limits.
  609. struct bgfx_caps_limits_t
  610. {
  611. uint maxDrawCalls; /// Maximum number of draw calls.
  612. uint maxBlits; /// Maximum number of blit calls.
  613. uint maxTextureSize; /// Maximum texture size.
  614. uint maxTextureLayers; /// Maximum texture layers.
  615. uint maxViews; /// Maximum number of views.
  616. uint maxFrameBuffers; /// Maximum number of frame buffer handles.
  617. uint maxFBAttachments; /// Maximum number of frame buffer attachments.
  618. uint maxPrograms; /// Maximum number of program handles.
  619. uint maxShaders; /// Maximum number of shader handles.
  620. uint maxTextures; /// Maximum number of texture handles.
  621. uint maxTextureSamplers; /// Maximum number of texture samplers.
  622. uint maxComputeBindings; /// Maximum number of compute bindings.
  623. uint maxVertexLayouts; /// Maximum number of vertex format layouts.
  624. uint maxVertexStreams; /// Maximum number of vertex streams.
  625. uint maxIndexBuffers; /// Maximum number of index buffer handles.
  626. uint maxVertexBuffers; /// Maximum number of vertex buffer handles.
  627. uint maxDynamicIndexBuffers; /// Maximum number of dynamic index buffer handles.
  628. uint maxDynamicVertexBuffers; /// Maximum number of dynamic vertex buffer handles.
  629. uint maxUniforms; /// Maximum number of uniform handles.
  630. uint maxOcclusionQueries; /// Maximum number of occlusion query handles.
  631. uint maxEncoders; /// Maximum number of encoder threads.
  632. uint transientVbSize; /// Maximum transient vertex buffer size.
  633. uint transientIbSize; /// Maximum transient index buffer size.
  634. }
  635. /// Renderer capabilities.
  636. struct bgfx_caps_t
  637. {
  638. bgfx_renderer_type_t rendererType; /// Renderer backend type. See: `bgfx::RendererType`
  639. /**
  640. * Supported functionality.
  641. * @attention See BGFX_CAPS_* flags at https://bkaradzic.github.io/bgfx/bgfx.html#available-caps
  642. */
  643. ulong supported;
  644. ushort vendorId; /// Selected GPU vendor PCI id.
  645. ushort deviceId; /// Selected GPU device id.
  646. bool homogeneousDepth; /// True when NDC depth is in [-1, 1] range, otherwise its [0, 1].
  647. bool originBottomLeft; /// True when NDC origin is at bottom left.
  648. byte numGPUs; /// Number of enumerated GPUs.
  649. bgfx_caps_gpu_t[4] gpu; /// Enumerated GPUs.
  650. bgfx_caps_limits_t limits;
  651. /**
  652. * Supported texture format capabilities flags:
  653. * - `BGFX_CAPS_FORMAT_TEXTURE_NONE` - Texture format is not supported.
  654. * - `BGFX_CAPS_FORMAT_TEXTURE_2D` - Texture format is supported.
  655. * - `BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB` - Texture as sRGB format is supported.
  656. * - `BGFX_CAPS_FORMAT_TEXTURE_2D_EMULATED` - Texture format is emulated.
  657. * - `BGFX_CAPS_FORMAT_TEXTURE_3D` - Texture format is supported.
  658. * - `BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB` - Texture as sRGB format is supported.
  659. * - `BGFX_CAPS_FORMAT_TEXTURE_3D_EMULATED` - Texture format is emulated.
  660. * - `BGFX_CAPS_FORMAT_TEXTURE_CUBE` - Texture format is supported.
  661. * - `BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB` - Texture as sRGB format is supported.
  662. * - `BGFX_CAPS_FORMAT_TEXTURE_CUBE_EMULATED` - Texture format is emulated.
  663. * - `BGFX_CAPS_FORMAT_TEXTURE_VERTEX` - Texture format can be used from vertex shader.
  664. * - `BGFX_CAPS_FORMAT_TEXTURE_IMAGE` - Texture format can be used as image from compute
  665. * shader.
  666. * - `BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER` - Texture format can be used as frame
  667. * buffer.
  668. * - `BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA` - Texture format can be used as MSAA
  669. * frame buffer.
  670. * - `BGFX_CAPS_FORMAT_TEXTURE_MSAA` - Texture can be sampled as MSAA.
  671. * - `BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN` - Texture format supports auto-generated
  672. * mips.
  673. */
  674. ushort[bgfx_texture_format_t.BGFX_TEXTURE_FORMAT_COUNT] formats;
  675. }
  676. /// Internal data.
  677. struct bgfx_internal_data_t
  678. {
  679. const(bgfx_caps_t)* caps; /// Renderer capabilities.
  680. void* context; /// GL context, or D3D device.
  681. }
  682. /// Platform data.
  683. struct bgfx_platform_data_t
  684. {
  685. void* ndt; /// Native display type.
  686. void* nwh; /// Native window handle.
  687. void* context; /// GL context, or D3D device.
  688. void* backBuffer; /// GL backbuffer, or D3D render target view.
  689. void* backBufferDS; /// Backbuffer depth/stencil.
  690. }
  691. /// Backbuffer resolution and reset parameters.
  692. struct bgfx_resolution_t
  693. {
  694. bgfx_texture_format_t format; /// Backbuffer format.
  695. uint width; /// Backbuffer width.
  696. uint height; /// Backbuffer height.
  697. uint reset; /// Reset parameters.
  698. byte numBackBuffers; /// Number of back buffers.
  699. byte maxFrameLatency; /// Maximum frame latency.
  700. }
  701. struct bgfx_init_limits_t
  702. {
  703. ushort maxEncoders; /// Maximum number of encoder threads.
  704. uint transientVbSize; /// Maximum transient vertex buffer size.
  705. uint transientIbSize; /// Maximum transient index buffer size.
  706. }
  707. /// Initialization parameters used by `bgfx::init`.
  708. struct bgfx_init_t
  709. {
  710. /**
  711. * Select rendering backend. When set to RendererType::Count
  712. * a default rendering backend will be selected appropriate to the platform.
  713. * See: `bgfx::RendererType`
  714. */
  715. bgfx_renderer_type_t type;
  716. /**
  717. * Vendor PCI id. If set to `BGFX_PCI_ID_NONE` it will select the first
  718. * device.
  719. * - `BGFX_PCI_ID_NONE` - Autoselect adapter.
  720. * - `BGFX_PCI_ID_SOFTWARE_RASTERIZER` - Software rasterizer.
  721. * - `BGFX_PCI_ID_AMD` - AMD adapter.
  722. * - `BGFX_PCI_ID_INTEL` - Intel adapter.
  723. * - `BGFX_PCI_ID_NVIDIA` - nVidia adapter.
  724. */
  725. ushort vendorId;
  726. /**
  727. * Device id. If set to 0 it will select first device, or device with
  728. * matching id.
  729. */
  730. ushort deviceId;
  731. bool debug_; /// Enable device for debuging.
  732. bool profile; /// Enable device for profiling.
  733. bgfx_platform_data_t platformData; /// Platform data.
  734. bgfx_resolution_t resolution; /// Backbuffer resolution and reset parameters. See: `bgfx::Resolution`.
  735. bgfx_init_limits_t limits;
  736. /**
  737. * Provide application specific callback interface.
  738. * See: `bgfx::CallbackI`
  739. */
  740. void* callback;
  741. /**
  742. * Custom allocator. When a custom allocator is not
  743. * specified, bgfx uses the CRT allocator. Bgfx assumes
  744. * custom allocator is thread safe.
  745. */
  746. void* allocator;
  747. }
  748. /**
  749. * Memory must be obtained by calling `bgfx::alloc`, `bgfx::copy`, or `bgfx::makeRef`.
  750. * @attention It is illegal to create this structure on stack and pass it to any bgfx API.
  751. */
  752. struct bgfx_memory_t
  753. {
  754. byte* data; /// Pointer to data.
  755. uint size; /// Data size.
  756. }
  757. /// Transient index buffer.
  758. struct bgfx_transient_index_buffer_t
  759. {
  760. byte* data; /// Pointer to data.
  761. uint size; /// Data size.
  762. uint startIndex; /// First index.
  763. bgfx_index_buffer_handle_t handle; /// Index buffer handle.
  764. }
  765. /// Transient vertex buffer.
  766. struct bgfx_transient_vertex_buffer_t
  767. {
  768. byte* data; /// Pointer to data.
  769. uint size; /// Data size.
  770. uint startVertex; /// First vertex.
  771. ushort stride; /// Vertex stride.
  772. bgfx_vertex_buffer_handle_t handle; /// Vertex buffer handle.
  773. bgfx_vertex_layout_handle_t layoutHandle; /// Vertex layout handle.
  774. }
  775. /// Instance data buffer info.
  776. struct bgfx_instance_data_buffer_t
  777. {
  778. byte* data; /// Pointer to data.
  779. uint size; /// Data size.
  780. uint offset; /// Offset in vertex buffer.
  781. uint num; /// Number of instances.
  782. ushort stride; /// Vertex buffer stride.
  783. bgfx_vertex_buffer_handle_t handle; /// Vertex buffer object handle.
  784. }
  785. /// Texture info.
  786. struct bgfx_texture_info_t
  787. {
  788. bgfx_texture_format_t format; /// Texture format.
  789. uint storageSize; /// Total amount of bytes required to store texture.
  790. ushort width; /// Texture width.
  791. ushort height; /// Texture height.
  792. ushort depth; /// Texture depth.
  793. ushort numLayers; /// Number of layers in texture array.
  794. byte numMips; /// Number of MIP maps.
  795. byte bitsPerPixel; /// Format bits per pixel.
  796. bool cubeMap; /// Texture is cubemap.
  797. }
  798. /// Uniform info.
  799. struct bgfx_uniform_info_t
  800. {
  801. char[256] name; /// Uniform name.
  802. bgfx_uniform_type_t type; /// Uniform type.
  803. ushort num; /// Number of elements in array.
  804. }
  805. /// Frame buffer texture attachment info.
  806. struct bgfx_attachment_t
  807. {
  808. bgfx_access_t access; /// Attachement access. See `Access::Enum`.
  809. bgfx_texture_handle_t handle; /// Render target texture handle.
  810. ushort mip; /// Mip level.
  811. ushort layer; /// Cubemap side or depth layer/slice.
  812. byte resolve; /// Resolve flags. See: `BGFX_RESOLVE_*`
  813. }
  814. /// Transform data.
  815. struct bgfx_transform_t
  816. {
  817. float* data; /// Pointer to first 4x4 matrix.
  818. ushort num; /// Number of matrices.
  819. }
  820. /// View stats.
  821. struct bgfx_view_stats_t
  822. {
  823. char[256] name; /// View name.
  824. bgfx_view_id_t view; /// View id.
  825. long cpuTimeBegin; /// CPU (submit) begin time.
  826. long cpuTimeEnd; /// CPU (submit) end time.
  827. long gpuTimeBegin; /// GPU begin time.
  828. long gpuTimeEnd; /// GPU end time.
  829. }
  830. /// Encoder stats.
  831. struct bgfx_encoder_stats_t
  832. {
  833. long cpuTimeBegin; /// Encoder thread CPU submit begin time.
  834. long cpuTimeEnd; /// Encoder thread CPU submit end time.
  835. }
  836. /**
  837. * Renderer statistics data.
  838. * @remarks All time values are high-resolution timestamps, while
  839. * time frequencies define timestamps-per-second for that hardware.
  840. */
  841. struct bgfx_stats_t
  842. {
  843. long cpuTimeFrame; /// CPU time between two `bgfx::frame` calls.
  844. long cpuTimeBegin; /// Render thread CPU submit begin time.
  845. long cpuTimeEnd; /// Render thread CPU submit end time.
  846. long cpuTimerFreq; /// CPU timer frequency. Timestamps-per-second
  847. long gpuTimeBegin; /// GPU frame begin time.
  848. long gpuTimeEnd; /// GPU frame end time.
  849. long gpuTimerFreq; /// GPU timer frequency.
  850. long waitRender; /// Time spent waiting for render backend thread to finish issuing draw commands to underlying graphics API.
  851. long waitSubmit; /// Time spent waiting for submit thread to advance to next frame.
  852. uint numDraw; /// Number of draw calls submitted.
  853. uint numCompute; /// Number of compute calls submitted.
  854. uint numBlit; /// Number of blit calls submitted.
  855. uint maxGpuLatency; /// GPU driver latency.
  856. ushort numDynamicIndexBuffers; /// Number of used dynamic index buffers.
  857. ushort numDynamicVertexBuffers; /// Number of used dynamic vertex buffers.
  858. ushort numFrameBuffers; /// Number of used frame buffers.
  859. ushort numIndexBuffers; /// Number of used index buffers.
  860. ushort numOcclusionQueries; /// Number of used occlusion queries.
  861. ushort numPrograms; /// Number of used programs.
  862. ushort numShaders; /// Number of used shaders.
  863. ushort numTextures; /// Number of used textures.
  864. ushort numUniforms; /// Number of used uniforms.
  865. ushort numVertexBuffers; /// Number of used vertex buffers.
  866. ushort numVertexLayouts; /// Number of used vertex layouts.
  867. long textureMemoryUsed; /// Estimate of texture memory used.
  868. long rtMemoryUsed; /// Estimate of render target memory used.
  869. int transientVbUsed; /// Amount of transient vertex buffer used.
  870. int transientIbUsed; /// Amount of transient index buffer used.
  871. uint[bgfx_topology_t.BGFX_TOPOLOGY_COUNT] numPrims; /// Number of primitives rendered.
  872. long gpuMemoryMax; /// Maximum available GPU memory for application.
  873. long gpuMemoryUsed; /// Amount of GPU memory used by the application.
  874. ushort width; /// Backbuffer width in pixels.
  875. ushort height; /// Backbuffer height in pixels.
  876. ushort textWidth; /// Debug text width in characters.
  877. ushort textHeight; /// Debug text height in characters.
  878. ushort numViews; /// Number of view stats.
  879. bgfx_view_stats_t* viewStats; /// Array of View stats.
  880. byte numEncoders; /// Number of encoders used during frame.
  881. bgfx_encoder_stats_t* encoderStats; /// Array of encoder stats.
  882. }
  883. /// Vertex layout.
  884. struct bgfx_vertex_layout_t
  885. {
  886. uint hash; /// Hash.
  887. ushort stride; /// Stride.
  888. ushort[bgfx_attrib_t.BGFX_ATTRIB_COUNT] offset; /// Attribute offsets.
  889. ushort[bgfx_attrib_t.BGFX_ATTRIB_COUNT] attributes; /// Used attributes.
  890. }
  891. /**
  892. * Encoders are used for submitting draw calls from multiple threads. Only one encoder
  893. * per thread should be used. Use `bgfx::begin()` to obtain an encoder for a thread.
  894. */
  895. struct bgfx_encoder_t
  896. {
  897. }
  898. struct bgfx_dynamic_index_buffer_handle_t { ushort idx; }
  899. struct bgfx_dynamic_vertex_buffer_handle_t { ushort idx; }
  900. struct bgfx_frame_buffer_handle_t { ushort idx; }
  901. struct bgfx_index_buffer_handle_t { ushort idx; }
  902. struct bgfx_indirect_buffer_handle_t { ushort idx; }
  903. struct bgfx_occlusion_query_handle_t { ushort idx; }
  904. struct bgfx_program_handle_t { ushort idx; }
  905. struct bgfx_shader_handle_t { ushort idx; }
  906. struct bgfx_texture_handle_t { ushort idx; }
  907. struct bgfx_uniform_handle_t { ushort idx; }
  908. struct bgfx_vertex_buffer_handle_t { ushort idx; }
  909. struct bgfx_vertex_layout_handle_t { ushort idx; }