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- -- vim: syntax=lua
- -- bgfx interface
- version(99)
- typedef "bool"
- typedef "char"
- typedef "float"
- typedef "int8_t"
- typedef "int32_t"
- typedef "int64_t"
- typedef "uint8_t"
- typedef "uint16_t"
- typedef "uint32_t"
- typedef "uint64_t"
- typedef "uintptr_t"
- typedef "va_list"
- typedef "void"
- typedef "ViewId"
- typedef "CallbackI" { cname = "callback_interface" }
- typedef "bx::AllocatorI" { cname = "allocator_interface" }
- --- Memory release callback.
- funcptr.ReleaseFn
- "void"
- .ptr "void*" --- Pointer to allocated data.
- .userData "void*" --- User defined data if needed.
- --- Color RGB/alpha/depth write. When it's not specified write will be disabled.
- flag.StateWrite { bits = 64 , base = 1 }
- .R --- Enable R write.
- .G --- Enable G write.
- .B --- Enable B write.
- .A --- Enable alpha write.
- .Z ( 39 ) --- Enable depth write.
- .Rgb { "R", "G", "B" } --- Enable RGB write.
- .Mask { "Rgb", "A", "Z" } --- Write all channels mask.
- --- Depth test state. When `BGFX_STATE_DEPTH_` is not specified depth test will be disabled.
- flag.StateDepthTest { bits = 64, shift = 4, range = 4, base = 1 , desc = "Depth test state" }
- .Less --- Enable depth test, less.
- .Lequal --- Enable depth test, less or equal.
- .Equal --- Enable depth test, equal.
- .Gequal --- Enable depth test, greater or equal.
- .Greater --- Enable depth test, greater.
- .Notequal --- Enable depth test, not equal.
- .Never --- Enable depth test, never.
- .Always --- Enable depth test, always.
- ()
- --- Use BGFX_STATE_BLEND_FUNC(_src, _dst) or BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)
- --- helper macros.
- flag.StateBlend { bits = 64, shift = 12, range = 16, base = 1, desc = "Blend state" }
- .Zero --- 0, 0, 0, 0
- .One --- 1, 1, 1, 1
- .SrcColor --- Rs, Gs, Bs, As
- .InvSrcColor --- 1-Rs, 1-Gs, 1-Bs, 1-As
- .SrcAlpha --- As, As, As, As
- .InvSrcAlpha --- 1-As, 1-As, 1-As, 1-As
- .DstAlpha --- Ad, Ad, Ad, Ad
- .InvDstAlpha --- 1-Ad, 1-Ad, 1-Ad ,1-Ad
- .DstColor --- Rd, Gd, Bd, Ad
- .InvDstColor --- 1-Rd, 1-Gd, 1-Bd, 1-Ad
- .SrcAlphaSat --- f, f, f, 1; f = min(As, 1-Ad)
- .Factor --- Blend factor
- .InvFactor --- 1-Blend factor
- ()
- --- Use BGFX_STATE_BLEND_EQUATION(_equation) or BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)
- --- helper macros.
- flag.StateBlendEquation { bits = 64, shift = 28, range = 6, base = 0, desc = "Blend equation" }
- .Add --- Blend add: src + dst.
- .Sub --- Blend subtract: src - dst.
- .Revsub --- Blend reverse subtract: dst - src.
- .Min --- Blend min: min(src, dst).
- .Max --- Blend max: max(src, dst).
- ()
- --- Cull state. When `BGFX_STATE_CULL_*` is not specified culling will be disabled.
- flag.StateCull { bits = 64, shift = 36, range = 2, base = 1, desc = "Culling mode" }
- .Cw --- Cull clockwise triangles.
- .Ccw --- Cull counter-clockwise triangles.
- ()
- --- Alpha reference value.
- flag.StateAlphaRef { bits = 64, shift = 40, range = 8, desc = "Alpha reference", "helper" }
- flag.StatePt { bits = 64, shift = 48, range = 3, base = 1, desc = "Primitive type" }
- .Tristrip --- Tristrip.
- .Lines --- Lines.
- .Linestrip --- Line strip.
- .Points --- Points.
- ()
- --- Point size value.
- flag.StatePointSize { bits = 64, shift = 52, range = 4, desc = "Point size", "helper" }
- --- Enable MSAA write when writing into MSAA frame buffer.
- --- This flag is ignored when not writing into MSAA frame buffer.
- flag.State { bits = 64 , range = 64 , desc = "State" }
- .Msaa (57) --- Enable MSAA rasterization.
- .Lineaa (58) --- Enable line AA rasterization.
- .ConservativeRaster (59) --- Enable conservative rasterization.
- .None (0) --- No state.
- .BlendIndependent(35) --- Enable blend independent.
- .BlendAlphaToCoverage (36) --- Enable alpha to coverage.
- .Default { "WriteRgb", "WriteA", "WriteZ", "DepthTestLess", "CullCw", "Msaa" }
- --- Default state is write to RGB, alpha, and depth with depth test less enabled, with clockwise
- --- culling and MSAA (when writing into MSAA frame buffer, otherwise this flag is ignored).
- --- Do not use!
- flag.StateReserved { bits = 64, shift = 61, range = 3 }
- --- Set stencil ref value.
- flag.StencilFuncRef { bits = 32, shift = 0, range = 8, "helper" }
- --- Set stencil rmask value.
- flag.StencilFuncRmask { bits = 32, shift = 8, range = 8, "helper" }
- flag.Stencil { bits = 32, const }
- .None (0x00000000)
- .Mask (0xffffffff)
- .Default (0x00000000)
- flag.StencilTest { bits = 32, shift = 16, range = 4 , base = 1, desc = "Stencil test" }
- .Less --- Enable stencil test, less.
- .Lequal --- Enable stencil test, less or equal.
- .Equal --- Enable stencil test, equal.
- .Gequal --- Enable stencil test, greater or equal.
- .Greater --- Enable stencil test, greater.
- .Notequal --- Enable stencil test, not equal.
- .Never --- Enable stencil test, never.
- .Always --- Enable stencil test, always.
- ()
- flag.StencilOpFailS { bits = 32, shift = 20, range = 4, base = 0, desc = "Stencil operation fail" }
- .Zero --- Zero.
- .Keep --- Keep.
- .Replace --- Replace.
- .Incr --- Increment and wrap.
- .Incrsat --- Increment and clamp.
- .Decr --- Decrement and wrap.
- .Decrsat --- Decrement and clamp.
- .Invert --- Invert.
- ()
- flag.StencilOpFailZ { bits = 32, shift = 24, range = 4, base = 0, desc = "Stencil operation depth fail" }
- .Zero --- Zero.
- .Keep --- Keep.
- .Replace --- Replace.
- .Incr --- Increment and wrap.
- .Incrsat --- Increment and clamp.
- .Decr --- Decrement and wrap.
- .Decrsat --- Decrement and clamp.
- .Invert --- Invert.
- ()
- flag.StencilOpPassZ { bits = 32, shift = 28, range = 4 , base = 0, desc = "Stencil operation depth pass" }
- .Zero --- Zero.
- .Keep --- Keep.
- .Replace --- Replace.
- .Incr --- Increment and wrap.
- .Incrsat --- Increment and clamp.
- .Decr --- Decrement and wrap.
- .Decrsat --- Decrement and clamp.
- .Invert --- Invert.
- ()
- flag.Clear { bits = 16 }
- .None --- No clear flags.
- .Color --- Clear color.
- .Depth --- Clear depth.
- .Stencil --- Clear stencil.
- .DiscardColor_0 --- Discard frame buffer attachment 0.
- .DiscardColor_1 --- Discard frame buffer attachment 1.
- .DiscardColor_2 --- Discard frame buffer attachment 2.
- .DiscardColor_3 --- Discard frame buffer attachment 3.
- .DiscardColor_4 --- Discard frame buffer attachment 4.
- .DiscardColor_5 --- Discard frame buffer attachment 5.
- .DiscardColor_6 --- Discard frame buffer attachment 6.
- .DiscardColor_7 --- Discard frame buffer attachment 7.
- .DiscardDepth --- Discard frame buffer depth attachment.
- .DiscardStencil --- Discard frame buffer stencil attachment.
- .DiscardColorMask {
- "DiscardColor_0",
- "DiscardColor_1",
- "DiscardColor_2",
- "DiscardColor_3",
- "DiscardColor_4",
- "DiscardColor_5",
- "DiscardColor_6",
- "DiscardColor_7"
- }
- .DiscardMask {
- "DiscardColorMask",
- "DiscardDepth",
- "DiscardStencil"
- }
- flag.Debug { bits = 32 }
- .None --- No debug.
- .Wireframe --- Enable wireframe for all primitives.
- .Ifh --- Enable infinitely fast hardware test. No draw calls will be submitted to driver.
- --- It's useful when profiling to quickly assess bottleneck between CPU and GPU.
- .Stats --- Enable statistics display.
- .Text --- Enable debug text display.
- .Profiler --- Enable profiler.
- ()
- flag.BufferComputeFormat { bits = 16, shift = 0, range = 4, base = 1 }
- ._8x1 --- 1 8-bit value
- ._8x2 --- 2 8-bit values
- ._8x4 --- 4 8-bit values
- ._16x1 --- 1 16-bit value
- ._16x2 --- 2 16-bit values
- ._16x4 --- 4 16-bit values
- ._32x1 --- 1 32-bit value
- ._32x2 --- 2 32-bit values
- ._32x4 --- 4 32-bit values
- ()
- flag.BufferComputeType { bits = 16, shift = 4, range = 2, base = 1 }
- .Int --- Type `int`.
- .Uint --- Type `uint`.
- .Float --- Type `float`.
- ()
- flag.Buffer { bits = 16, base = 8 }
- .None(0)
- .ComputeRead --- Buffer will be read by shader.
- .ComputeWrite --- Buffer will be used for writing.
- .DrawIndirect --- Buffer will be used for storing draw indirect commands.
- .AllowResize --- Allow dynamic index/vertex buffer resize during update.
- .Index32 --- Index buffer contains 32-bit indices.
- .ComputeReadWrite { "ComputeRead" , "ComputeWrite" }
- ()
- flag.Texture { bits = 64 }
- .None (0)
- .MsaaSample (36) --- Texture will be used for MSAA sampling.
- .Rt (37) --- Render target no MSAA.
- .ComputeWrite (45) --- Texture will be used for compute write.
- .Srgb (46) --- Sample texture as sRGB.
- .BlitDst (47) --- Texture will be used as blit destination.
- .ReadBack (48) --- Texture will be used for read back from GPU.
- ()
- flag.TextureRtMsaa { bits = 64, shift = 36, range = 3 , base = 2 }
- .X2 --- Render target MSAAx2 mode.
- .X4 --- Render target MSAAx4 mode.
- .X8 --- Render target MSAAx8 mode.
- .X16 --- Render target MSAAx16 mode.
- ()
- flag.TextureRt { bits = 64, shift = 36, range = 4 }
- .WriteOnly (9) --- Render target will be used for writing
- --- Sampler flags.
- flag.SamplerU { bits = 32, shift = 0, range = 2, base = 1 }
- .Mirror --- Wrap U mode: Mirror
- .Clamp --- Wrap U mode: Clamp
- .Border --- Wrap U mode: Border
- ()
- flag.SamplerV { bits = 32, shift = 2, range = 2, base = 1 }
- .Mirror --- Wrap V mode: Mirror
- .Clamp --- Wrap V mode: Clamp
- .Border --- Wrap V mode: Border
- ()
- flag.SamplerW { bits = 32, shift = 4, range = 2, base = 1 }
- .Mirror --- Wrap W mode: Mirror
- .Clamp --- Wrap W mode: Clamp
- .Border --- Wrap W mode: Border
- ()
- flag.SamplerMin { bits = 32, shift = 6, range = 2, base = 1 }
- .Point --- Min sampling mode: Point
- .Anisotropic --- Min sampling mode: Anisotropic
- ()
- flag.SamplerMag { bits = 32, shift = 8, range = 2, base = 1 }
- .Point --- Mag sampling mode: Point
- .Anisotropic --- Mag sampling mode: Anisotropic
- ()
- flag.SamplerMip { bits = 32, shift = 10, range = 1, base = 1 }
- .Point --- Mip sampling mode: Point
- ()
- flag.SamplerCompare { bits = 32 , shift = 16, range = 4, base = 1 }
- .Less --- Compare when sampling depth texture: less.
- .Lequal --- Compare when sampling depth texture: less or equal.
- .Equal --- Compare when sampling depth texture: equal.
- .Gequal --- Compare when sampling depth texture: greater or equal.
- .Greater --- Compare when sampling depth texture: greater.
- .Notequal --- Compare when sampling depth texture: not equal.
- .Never --- Compare when sampling depth texture: never.
- .Always --- Compare when sampling depth texture: always.
- ()
- flag.SamplerBorderColor { bits = 32, shift = 24, range = 4, "helper" }
- flag.SamplerReserved { bits = 32, shift = 28, range = 4 }
- flag.Sampler { bits = 32 }
- .None
- .SampleStencil (21) --- Sample stencil instead of depth.
- .Point { "MinPoint", "MagPoint", "MipPoint" }
- .UvwMirror { "UMirror", "VMirror", "WMirror" }
- .UvwClamp { "UClamp", "VClamp", "WClamp" }
- .UvwBorder { "UBorder", "VBorder", "WBorder" }
- .BitsMask { "UMask", "VMask", "WMask", "MinMask", "MagMask", "MipMask", "CompareMask" }
- ()
- flag.ResetMsaa { bits = 32, shift = 4, range = 3, base = 1 }
- .X2 --- Enable 2x MSAA.
- .X4 --- Enable 4x MSAA.
- .X8 --- Enable 8x MSAA.
- .X16 --- Enable 16x MSAA.
- ()
- flag.Reset { bits = 32 }
- .None (0) --- No reset flags.
- .Fullscreen (1) --- Not supported yet.
- .Vsync (8) --- Enable V-Sync.
- .Maxanisotropy (9) --- Turn on/off max anisotropy.
- .Capture (10) --- Begin screen capture.
- .FlushAfterRender (14) --- Flush rendering after submitting to GPU.
- .FlipAfterRender (15) --- This flag specifies where flip occurs. Default behavior is that flip occurs
- --- before rendering new frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
- .SrgbBackbuffer (16) --- Enable sRGB backbuffer.
- .Hdr10 (17) --- Enable HDR10 rendering.
- .Hidpi (18) --- Enable HiDPI rendering.
- .DepthClamp (19) --- Enable depth clamp.
- .Suspend (20) --- Suspend rendering.
- ()
- flag.ResetFullscreen { bits = 32, shift = 0, range = 1, base = 1 }
- ()
- flag.ResetReserved { bits = 32, shift = 31, range = 1 , desc = "Internal" }
- flag.Caps { bits = 64, base = 1, name = "Caps" }
- .AlphaToCoverage --- Alpha to coverage is supported.
- .BlendIndependent --- Blend independent is supported.
- .Compute --- Compute shaders are supported.
- .ConservativeRaster --- Conservative rasterization is supported.
- .DrawIndirect --- Draw indirect is supported.
- .FragmentDepth --- Fragment depth is accessible in fragment shader.
- .FragmentOrdering --- Fragment ordering is available in fragment shader.
- .FramebufferRw --- Read/Write frame buffer attachments are supported.
- .GraphicsDebugger --- Graphics debugger is present.
- .Reserved
- .Hdr10 --- HDR10 rendering is supported.
- .Hidpi --- HiDPI rendering is supported.
- .Index32 --- 32-bit indices are supported.
- .Instancing --- Instancing is supported.
- .OcclusionQuery --- Occlusion query is supported.
- .RendererMultithreaded --- Renderer is on separate thread.
- .SwapChain --- Multiple windows are supported.
- .Texture_2dArray --- 2D texture array is supported.
- .Texture_3d --- 3D textures are supported.
- .TextureBlit --- Texture blit is supported.
- .TextureCompareReserved --- All texture compare modes are supported.
- .TextureCompareLequal --- Texture compare less equal mode is supported.
- .TextureCubeArray --- Cubemap texture array is supported.
- .TextureDirectAccess --- CPU direct access to GPU texture memory.
- .TextureReadBack --- Read-back texture is supported.
- .VertexAttribHalf --- Vertex attribute half-float is supported.
- .VertexAttribUint10 --- Vertex attribute 10_10_10_2 is supported.
- .VertexId --- Rendering with VertexID only is supported.
- .TextureCompareAll { "TextureCompareReserved", "TextureCompareLequal" } --- All texture compare modes are supported.
- ()
- flag.CapsFormat { bits = 16 }
- .TextureNone --- Texture format is not supported.
- .Texture_2d --- Texture format is supported.
- .Texture_2dSrgb --- Texture as sRGB format is supported.
- .Texture_2dEmulated --- Texture format is emulated.
- .Texture_3d --- Texture format is supported.
- .Texture_3dSrgb --- Texture as sRGB format is supported.
- .Texture_3dEmulated --- Texture format is emulated.
- .TextureCube --- Texture format is supported.
- .TextureCubeSrgb --- Texture as sRGB format is supported.
- .TextureCubeEmulated --- Texture format is emulated.
- .TextureVertex --- Texture format can be used from vertex shader.
- .TextureImage --- Texture format can be used as image from compute shader.
- .TextureFramebuffer --- Texture format can be used as frame buffer.
- .TextureFramebufferMsaa --- Texture format can be used as MSAA frame buffer.
- .TextureMsaa --- Texture can be sampled as MSAA.
- .TextureMipAutogen --- Texture format supports auto-generated mips.
- ()
- flag.Resolve { bits = 8 }
- .None --- No resolve flags.
- .AutoGenMips --- Auto-generate mip maps on resolve.
- ()
- flag.PciId { bits = 16 , const }
- .None (0x0000) --- Autoselect adapter.
- .SoftwareRasterizer (0x0001) --- Software rasterizer.
- .Amd (0x1002) --- AMD adapter.
- .Intel (0x8086) --- Intel adapter.
- .Nvidia (0x10de) --- nVidia adapter.
- ()
- flag.CubeMap { bits = 8, const }
- .PositiveX (0x00) --- Cubemap +x.
- .NegativeX (0x01) --- Cubemap -x.
- .PositiveY (0x02) --- Cubemap +y.
- .NegativeY (0x03) --- Cubemap -y.
- .PositiveZ (0x04) --- Cubemap +z.
- .NegativeZ (0x05) --- Cubemap -z.
- ()
- --- Fatal error enum.
- enum.Fatal { underscore, comment = "" }
- .DebugCheck
- .InvalidShader
- .UnableToInitialize
- .UnableToCreateTexture
- .DeviceLost
- () -- end of enum
- --- Renderer backend type enum.
- enum.RendererType { comment = "Renderer types:" }
- .Noop --- No rendering.
- .Direct3D9 --- Direct3D 9.0
- .Direct3D11 --- Direct3D 11.0
- .Direct3D12 --- Direct3D 12.0
- .Gnm --- GNM
- .Metal --- Metal
- .Nvn --- NVN
- .OpenGLES --- OpenGL ES 2.0+
- .OpenGL --- OpenGL 2.1+
- .Vulkan --- Vulkan
- ()
- --- Access mode enum.
- enum.Access { comment = "Access:" }
- .Read --- Read.
- .Write --- Write.
- .ReadWrite --- Read and write.
- ()
- --- Vertex attribute enum.
- enum.Attrib { comment = "Corresponds to vertex shader attribute." }
- .Position --- a_position
- .Normal --- a_normal
- .Tangent --- a_tangent
- .Bitangent --- a_bitangent
- .Color0 --- a_color0
- .Color1 --- a_color1
- .Color2 --- a_color2
- .Color3 --- a_color3
- .Indices --- a_indices
- .Weight --- a_weight
- .TexCoord0 --- a_texcoord0
- .TexCoord1 --- a_texcoord1
- .TexCoord2 --- a_texcoord2
- .TexCoord3 --- a_texcoord3
- .TexCoord4 --- a_texcoord4
- .TexCoord5 --- a_texcoord5
- .TexCoord6 --- a_texcoord6
- .TexCoord7 --- a_texcoord7
- ()
- --- Vertex attribute type enum.
- enum.AttribType { comment = "Attribute types:" }
- .Uint8 --- Uint8
- .Uint10 --- Uint10, availability depends on: `BGFX_CAPS_VERTEX_ATTRIB_UINT10`.
- .Int16 --- Int16
- .Half --- Half, availability depends on: `BGFX_CAPS_VERTEX_ATTRIB_HALF`.
- .Float --- Float
- ()
- --- Texture format enum.
- ---
- --- Notation:
- ---
- --- RGBA16S
- --- ^ ^ ^
- --- | | +-- [ ]Unorm
- --- | | [F]loat
- --- | | [S]norm
- --- | | [I]nt
- --- | | [U]int
- --- | +---- Number of bits per component
- --- +-------- Components
- ---
- --- @attention Availability depends on Caps (see: formats).
- enum.TextureFormat { comment = "Texture formats:" }
- .BC1 --- DXT1 R5G6B5A1
- .BC2 --- DXT3 R5G6B5A4
- .BC3 --- DXT5 R5G6B5A8
- .BC4 --- LATC1/ATI1 R8
- .BC5 --- LATC2/ATI2 RG8
- .BC6H --- BC6H RGB16F
- .BC7 --- BC7 RGB 4-7 bits per color channel, 0-8 bits alpha
- .ETC1 --- ETC1 RGB8
- .ETC2 --- ETC2 RGB8
- .ETC2A --- ETC2 RGBA8
- .ETC2A1 --- ETC2 RGB8A1
- .PTC12 --- PVRTC1 RGB 2BPP
- .PTC14 --- PVRTC1 RGB 4BPP
- .PTC12A --- PVRTC1 RGBA 2BPP
- .PTC14A --- PVRTC1 RGBA 4BPP
- .PTC22 --- PVRTC2 RGBA 2BPP
- .PTC24 --- PVRTC2 RGBA 4BPP
- .ATC --- ATC RGB 4BPP
- .ATCE --- ATCE RGBA 8 BPP explicit alpha
- .ATCI --- ATCI RGBA 8 BPP interpolated alpha
- .ASTC4x4 --- ASTC 4x4 8.0 BPP
- .ASTC5x5 --- ASTC 5x5 5.12 BPP
- .ASTC6x6 --- ASTC 6x6 3.56 BPP
- .ASTC8x5 --- ASTC 8x5 3.20 BPP
- .ASTC8x6 --- ASTC 8x6 2.67 BPP
- .ASTC10x5 --- ASTC 10x5 2.56 BPP
- .Unknown --- Compressed formats above.
- .R1
- .A8
- .R8
- .R8I
- .R8U
- .R8S
- .R16
- .R16I
- .R16U
- .R16F
- .R16S
- .R32I
- .R32U
- .R32F
- .RG8
- .RG8I
- .RG8U
- .RG8S
- .RG16
- .RG16I
- .RG16U
- .RG16F
- .RG16S
- .RG32I
- .RG32U
- .RG32F
- .RGB8
- .RGB8I
- .RGB8U
- .RGB8S
- .RGB9E5F
- .BGRA8
- .RGBA8
- .RGBA8I
- .RGBA8U
- .RGBA8S
- .RGBA16
- .RGBA16I
- .RGBA16U
- .RGBA16F
- .RGBA16S
- .RGBA32I
- .RGBA32U
- .RGBA32F
- .R5G6B5
- .RGBA4
- .RGB5A1
- .RGB10A2
- .RG11B10F
- .UnknownDepth --- Depth formats below.
- .D16
- .D24
- .D24S8
- .D32
- .D16F
- .D24F
- .D32F
- .D0S8
- ()
- --- Uniform type enum.
- enum.UniformType { comment = "Uniform types:" }
- .Sampler [[Sampler.]]
- .End [[Reserved, do not use.]]
- .Vec4 [[4 floats vector.]]
- .Mat3 [[3x3 matrix.]]
- .Mat4 [[4x4 matrix.]]
- --- Backbuffer ratio enum.
- enum.BackbufferRatio { comment = "Backbuffer ratios:" }
- .Equal [[Equal to backbuffer.]]
- .Half [[One half size of backbuffer.]]
- .Quarter [[One quarter size of backbuffer.]]
- .Eighth [[One eighth size of backbuffer.]]
- .Sixteenth [[One sixteenth size of backbuffer.]]
- .Double [[Double size of backbuffer.]]
- --- Occlusion query result.
- enum.OcclusionQueryResult { comment = "Occlusion query results:" }
- .Invisible [[Query failed test.]]
- .Visible [[Query passed test.]]
- .NoResult [[Query result is not available yet.]]
- --- Primitive topology.
- enum.Topology { underscore, comment = "Primitive topology:" }
- .TriList [[Triangle list.]]
- .TriStrip [[Triangle strip.]]
- .LineList [[Line list.]]
- .LineStrip [[Line strip.]]
- .PointList [[Point list.]]
- --- Topology conversion function.
- enum.TopologyConvert { underscore , comment = "Topology conversion functions:" }
- .TriListFlipWinding [[Flip winding order of triangle list.]]
- .TriStripFlipWinding [[Flip winding order of trinagle strip.]]
- .TriListToLineList [[Convert triangle list to line list.]]
- .TriStripToTriList [[Convert triangle strip to triangle list.]]
- .LineStripToLineList [[Convert line strip to line list.]]
- --- Topology sort order.
- enum.TopologySort { underscore, comment = "Topology sort order:" , }
- .DirectionFrontToBackMin
- .DirectionFrontToBackAvg
- .DirectionFrontToBackMax
- .DirectionBackToFrontMin
- .DirectionBackToFrontAvg
- .DirectionBackToFrontMax
- .DistanceFrontToBackMin
- .DistanceFrontToBackAvg
- .DistanceFrontToBackMax
- .DistanceBackToFrontMin
- .DistanceBackToFrontAvg
- .DistanceBackToFrontMax
- ()
- --- View mode sets draw call sort order.
- enum.ViewMode { underscore, comment = "View modes:" }
- .Default [[Default sort order.]]
- .Sequential [[Sort in the same order in which submit calls were called.]]
- .DepthAscending [[Sort draw call depth in ascending order.]]
- .DepthDescending [[Sort draw call depth in descending order.]]
- --- Render frame enum.
- enum.RenderFrame { underscore, comment = "" }
- .NoContext --- Renderer context is not created yet.
- .Render --- Renderer context is created and rendering.
- .Timeout --- Renderer context wait for main thread signal timed out without rendering.
- .Exiting --- Renderer context is getting destroyed.
- ()
- --- GPU info.
- struct.GPU { namespace = "Caps" }
- .vendorId "uint16_t" --- Vendor PCI id. See `BGFX_PCI_ID_*`.
- .deviceId "uint16_t" --- Device id.
- --- Renderer capabilities limits.
- struct.Limits { namespace = "Caps" }
- .maxDrawCalls "uint32_t" --- Maximum number of draw calls.
- .maxBlits "uint32_t" --- Maximum number of blit calls.
- .maxTextureSize "uint32_t" --- Maximum texture size.
- .maxTextureLayers "uint32_t" --- Maximum texture layers.
- .maxViews "uint32_t" --- Maximum number of views.
- .maxFrameBuffers "uint32_t" --- Maximum number of frame buffer handles.
- .maxFBAttachments "uint32_t" --- Maximum number of frame buffer attachments.
- .maxPrograms "uint32_t" --- Maximum number of program handles.
- .maxShaders "uint32_t" --- Maximum number of shader handles.
- .maxTextures "uint32_t" --- Maximum number of texture handles.
- .maxTextureSamplers "uint32_t" --- Maximum number of texture samplers.
- .maxComputeBindings "uint32_t" --- Maximum number of compute bindings.
- .maxVertexDecls "uint32_t" --- Maximum number of vertex format declarations.
- .maxVertexStreams "uint32_t" --- Maximum number of vertex streams.
- .maxIndexBuffers "uint32_t" --- Maximum number of index buffer handles.
- .maxVertexBuffers "uint32_t" --- Maximum number of vertex buffer handles.
- .maxDynamicIndexBuffers "uint32_t" --- Maximum number of dynamic index buffer handles.
- .maxDynamicVertexBuffers "uint32_t" --- Maximum number of dynamic vertex buffer handles.
- .maxUniforms "uint32_t" --- Maximum number of uniform handles.
- .maxOcclusionQueries "uint32_t" --- Maximum number of occlusion query handles.
- .maxEncoders "uint32_t" --- Maximum number of encoder threads.
- .transientVbSize "uint32_t" --- Maximum transient vertex buffer size.
- .transientIbSize "uint32_t" --- Maximum transient index buffer size.
- --- Renderer capabilities.
- struct.Caps
- .rendererType "RendererType::Enum" --- Renderer backend type. See: `bgfx::RendererType`
- .supported "uint64_t" --- Supported functionality.
- --- @attention See BGFX_CAPS_* flags at https://bkaradzic.github.io/bgfx/bgfx.html#available-caps
- .vendorId "uint16_t" --- Selected GPU vendor PCI id.
- .deviceId "uint16_t" --- Selected GPU device id.
- .homogeneousDepth "bool" --- True when NDC depth is in [-1, 1] range, otherwise its [0, 1].
- .originBottomLeft "bool" --- True when NDC origin is at bottom left.
- .numGPUs "uint8_t" --- Number of enumerated GPUs.
- .gpu "GPU[4]" --- Enumerated GPUs.
- .limits "Limits"
- .formats "uint16_t[TextureFormat::Count]"
- --- Supported texture format capabilities flags:
- --- - `BGFX_CAPS_FORMAT_TEXTURE_NONE` - Texture format is not supported.
- --- - `BGFX_CAPS_FORMAT_TEXTURE_2D` - Texture format is supported.
- --- - `BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB` - Texture as sRGB format is supported.
- --- - `BGFX_CAPS_FORMAT_TEXTURE_2D_EMULATED` - Texture format is emulated.
- --- - `BGFX_CAPS_FORMAT_TEXTURE_3D` - Texture format is supported.
- --- - `BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB` - Texture as sRGB format is supported.
- --- - `BGFX_CAPS_FORMAT_TEXTURE_3D_EMULATED` - Texture format is emulated.
- --- - `BGFX_CAPS_FORMAT_TEXTURE_CUBE` - Texture format is supported.
- --- - `BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB` - Texture as sRGB format is supported.
- --- - `BGFX_CAPS_FORMAT_TEXTURE_CUBE_EMULATED` - Texture format is emulated.
- --- - `BGFX_CAPS_FORMAT_TEXTURE_VERTEX` - Texture format can be used from vertex shader.
- --- - `BGFX_CAPS_FORMAT_TEXTURE_IMAGE` - Texture format can be used as image from compute
- --- shader.
- --- - `BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER` - Texture format can be used as frame
- --- buffer.
- --- - `BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA` - Texture format can be used as MSAA
- --- frame buffer.
- --- - `BGFX_CAPS_FORMAT_TEXTURE_MSAA` - Texture can be sampled as MSAA.
- --- - `BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN` - Texture format supports auto-generated
- --- mips.
- --- Internal data.
- struct.InternalData
- .caps "const Caps*" --- Renderer capabilities.
- .context "void*" --- GL context, or D3D device.
- --- Platform data.
- struct.PlatformData { ctor }
- .ndt "void*" --- Native display type.
- .nwh "void*" --- Native window handle.
- .context "void*" --- GL context, or D3D device.
- .backBuffer "void*" --- GL backbuffer, or D3D render target view.
- .backBufferDS "void*" --- Backbuffer depth/stencil.
- --- Backbuffer resolution and reset parameters.
- struct.Resolution { ctor }
- .format "TextureFormat::Enum" --- Backbuffer format.
- .width "uint32_t" --- Backbuffer width.
- .height "uint32_t" --- Backbuffer height.
- .reset "uint32_t" --- Reset parameters.
- .numBackBuffers "uint8_t" --- Number of back buffers.
- .maxFrameLatency "uint8_t" --- Maximum frame latency.
- struct.Limits { namespace = "Init" }
- .maxEncoders "uint16_t" --- Maximum number of encoder threads.
- .transientVbSize "uint32_t" --- Maximum transient vertex buffer size.
- .transientIbSize "uint32_t" --- Maximum transient index buffer size.
- --- Initialization parameters used by `bgfx::init`.
- struct.Init { ctor }
- .type "RendererType::Enum" --- Select rendering backend. When set to RendererType::Count
- --- a default rendering backend will be selected appropriate to the platform.
- --- See: `bgfx::RendererType`
- .vendorId "uint16_t" --- Vendor PCI id. If set to `BGFX_PCI_ID_NONE` it will select the first
- --- device.
- --- - `BGFX_PCI_ID_NONE` - Autoselect adapter.
- --- - `BGFX_PCI_ID_SOFTWARE_RASTERIZER` - Software rasterizer.
- --- - `BGFX_PCI_ID_AMD` - AMD adapter.
- --- - `BGFX_PCI_ID_INTEL` - Intel adapter.
- --- - `BGFX_PCI_ID_NVIDIA` - nVidia adapter.
- .deviceId "uint16_t" --- Device id. If set to 0 it will select first device, or device with
- --- matching id.
- .debug "bool" --- Enable device for debuging.
- .profile "bool" --- Enable device for profiling.
- .platformData "PlatformData" --- Platform data.
- .resolution "Resolution" --- Backbuffer resolution and reset parameters. See: `bgfx::Resolution`.
- .limits "Limits"
- .callback "CallbackI*" --- Provide application specific callback interface.
- --- See: `bgfx::CallbackI`
- .allocator "bx::AllocatorI*" --- Custom allocator. When a custom allocator is not
- --- specified, bgfx uses the CRT allocator. Bgfx assumes
- --- custom allocator is thread safe.
- --- Memory must be obtained by calling `bgfx::alloc`, `bgfx::copy`, or `bgfx::makeRef`.
- ---
- --- @attention It is illegal to create this structure on stack and pass it to any bgfx API.
- struct.Memory
- .data "uint8_t*" [[Pointer to data.]]
- .size "uint32_t" [[Data size.]]
- --- Transient index buffer.
- struct.TransientIndexBuffer
- .data "uint8_t*" --- Pointer to data.
- .size "uint32_t" --- Data size.
- .startIndex "uint32_t" --- First index.
- .handle "IndexBufferHandle" --- Index buffer handle.
- --- Transient vertex buffer.
- struct.TransientVertexBuffer
- .data "uint8_t*" --- Pointer to data.
- .size "uint32_t" --- Data size.
- .startVertex "uint32_t" --- First vertex.
- .stride "uint16_t" --- Vertex stride.
- .handle "VertexBufferHandle" --- Vertex buffer handle.
- .decl "VertexDeclHandle" --- Vertex declaration handle.
- --- Instance data buffer info.
- struct.InstanceDataBuffer
- .data "uint8_t*" --- Pointer to data.
- .size "uint32_t" --- Data size.
- .offset "uint32_t" --- Offset in vertex buffer.
- .num "uint32_t" --- Number of instances.
- .stride "uint16_t" --- Vertex buffer stride.
- .handle "VertexBufferHandle" --- Vertex buffer object handle.
- --- Texture info.
- struct.TextureInfo
- .format "TextureFormat::Enum" --- Texture format.
- .storageSize "uint32_t" --- Total amount of bytes required to store texture.
- .width "uint16_t" --- Texture width.
- .height "uint16_t" --- Texture height.
- .depth "uint16_t" --- Texture depth.
- .numLayers "uint16_t" --- Number of layers in texture array.
- .numMips "uint8_t" --- Number of MIP maps.
- .bitsPerPixel "uint8_t" --- Format bits per pixel.
- .cubeMap "bool" --- Texture is cubemap.
- --- Uniform info.
- struct.UniformInfo
- .name "char[256]" --- Uniform name.
- .type "UniformType::Enum" --- Uniform type.
- .num "uint16_t" --- Number of elements in array.
- --- Frame buffer texture attachment info.
- struct.Attachment { shortname }
- .access "Access::Enum" --- Attachement access. See `Access::Enum`.
- .handle "TextureHandle" --- Render target texture handle.
- .mip "uint16_t" --- Mip level.
- .layer "uint16_t" --- Cubemap side or depth layer/slice.
- .resolve "uint8_t" --- Resolve flags. See: `BGFX_RESOLVE_*`
- --- Init attachment.
- func.Attachment.init
- "void"
- .handle "TextureHandle" --- Render target texture handle.
- .access "Access::Enum" --- Access. See `Access::Enum`.
- { default = "Access::Write" }
- .layer "uint16_t" --- Cubemap side or depth layer/slice.
- { default = 0 }
- .mip "uint16_t" --- Mip level.
- { default = 0 }
- .resolve "uint8_t" --- Resolve flags. See: `BGFX_RESOLVE_*`
- { default = "BGFX_RESOLVE_AUTO_GEN_MIPS" }
- --- Transform data.
- struct.Transform
- .data "float*" --- Pointer to first 4x4 matrix.
- .num "uint16_t" --- Number of matrices.
- --- View stats.
- struct.ViewStats
- .name "char[256]" --- View name.
- .view "ViewId" --- View id.
- .cpuTimeElapsed "int64_t" --- CPU (submit) time elapsed.
- .gpuTimeElapsed "int64_t" --- GPU time elapsed.
- --- Encoder stats.
- struct.EncoderStats
- .cpuTimeBegin "int64_t" --- Encoder thread CPU submit begin time.
- .cpuTimeEnd "int64_t" --- Encoder thread CPU submit end time.
- --- Renderer statistics data.
- ---
- --- @remarks All time values are high-resolution timestamps, while
- --- time frequencies define timestamps-per-second for that hardware.
- struct.Stats
- .cpuTimeFrame "int64_t" --- CPU time between two `bgfx::frame` calls.
- .cpuTimeBegin "int64_t" --- Render thread CPU submit begin time.
- .cpuTimeEnd "int64_t" --- Render thread CPU submit end time.
- .cpuTimerFreq "int64_t" --- CPU timer frequency. Timestamps-per-second
- .gpuTimeBegin "int64_t" --- GPU frame begin time.
- .gpuTimeEnd "int64_t" --- GPU frame end time.
- .gpuTimerFreq "int64_t" --- GPU timer frequency.
- .waitRender "int64_t" --- Time spent waiting for render backend thread to finish issuing draw commands to underlying graphics API.
- .waitSubmit "int64_t" --- Time spent waiting for submit thread to advance to next frame.
- .numDraw "uint32_t" --- Number of draw calls submitted.
- .numCompute "uint32_t" --- Number of compute calls submitted.
- .numBlit "uint32_t" --- Number of blit calls submitted.
- .maxGpuLatency "uint32_t" --- GPU driver latency.
- .numDynamicIndexBuffers "uint16_t" --- Number of used dynamic index buffers.
- .numDynamicVertexBuffers "uint16_t" --- Number of used dynamic vertex buffers.
- .numFrameBuffers "uint16_t" --- Number of used frame buffers.
- .numIndexBuffers "uint16_t" --- Number of used index buffers.
- .numOcclusionQueries "uint16_t" --- Number of used occlusion queries.
- .numPrograms "uint16_t" --- Number of used programs.
- .numShaders "uint16_t" --- Number of used shaders.
- .numTextures "uint16_t" --- Number of used textures.
- .numUniforms "uint16_t" --- Number of used uniforms.
- .numVertexBuffers "uint16_t" --- Number of used vertex buffers.
- .numVertexDecls "uint16_t" --- Number of used vertex declarations.
- .textureMemoryUsed "int64_t" --- Estimate of texture memory used.
- .rtMemoryUsed "int64_t" --- Estimate of render target memory used.
- .transientVbUsed "int32_t" --- Amount of transient vertex buffer used.
- .transientIbUsed "int32_t" --- Amount of transient index buffer used.
- .numPrims "uint32_t[Topology::Count]" --- Number of primitives rendered.
- .gpuMemoryMax "int64_t" --- Maximum available GPU memory for application.
- .gpuMemoryUsed "int64_t" --- Amount of GPU memory used by the application.
- .width "uint16_t" --- Backbuffer width in pixels.
- .height "uint16_t" --- Backbuffer height in pixels.
- .textWidth "uint16_t" --- Debug text width in characters.
- .textHeight "uint16_t" --- Debug text height in characters.
- .numViews "uint16_t" --- Number of view stats.
- .viewStats "ViewStats*" --- Array of View stats.
- .numEncoders "uint8_t" --- Number of encoders used during frame.
- .encoderStats "EncoderStats*" --- Array of encoder stats.
- --- Vertex declaration.
- struct.VertexDecl { ctor }
- .hash "uint32_t" --- Hash.
- .stride "uint16_t" --- Stride.
- .offset "uint16_t[Attrib::Count]" --- Attribute offsets.
- .attributes "uint16_t[Attrib::Count]" --- Used attributes.
- --- Encoders are used for submitting draw calls from multiple threads. Only one encoder
- --- per thread should be used. Use `bgfx::begin()` to obtain an encoder for a thread.
- struct.Encoder {}
- handle "DynamicIndexBufferHandle"
- handle "DynamicVertexBufferHandle"
- handle "FrameBufferHandle"
- handle "IndexBufferHandle"
- handle "IndirectBufferHandle"
- handle "OcclusionQueryHandle"
- handle "ProgramHandle"
- handle "ShaderHandle"
- handle "TextureHandle"
- handle "UniformHandle"
- handle "VertexBufferHandle"
- handle "VertexDeclHandle"
- --- Start VertexDecl.
- func.VertexDecl.begin
- "VertexDecl&"
- .rendererType "RendererType::Enum"
- { default = "RendererType::Noop" }
- --- Add attribute to VertexDecl.
- ---
- --- @remarks Must be called between begin/end.
- ---
- func.VertexDecl.add
- "VertexDecl&"
- .attrib "Attrib::Enum" --- Attribute semantics. See: `bgfx::Attrib`
- .num "uint8_t" --- Number of elements 1, 2, 3 or 4.
- .type "AttribType::Enum" --- Element type.
- .normalized "bool" --- When using fixed point AttribType (f.e. Uint8)
- { default = false } --- value will be normalized for vertex shader usage. When normalized
- --- is set to true, AttribType::Uint8 value in range 0-255 will be
- --- in range 0.0-1.0 in vertex shader.
- .asInt "bool" --- Packaging rule for vertexPack, vertexUnpack, and
- { default = false } --- vertexConvert for AttribType::Uint8 and AttribType::Int16.
- --- Unpacking code must be implemented inside vertex shader.
- --- Decode attribute.
- func.VertexDecl.decode { const }
- "void"
- .attrib "Attrib::Enum" --- Attribute semantics. See: `bgfx::Attrib`
- .num "uint8_t &" { out } --- Number of elements.
- .type "AttribType::Enum &" { out } --- Element type.
- .normalized "bool &" { out } --- Attribute is normalized.
- .asInt "bool &" { out } --- Attribute is packed as int.
- --- Returns true if VertexDecl contains attribute.
- func.VertexDecl.has { const }
- "bool"
- .attrib "Attrib::Enum" --- Attribute semantics. See: `bgfx::Attrib`
- --- Skip `_num` bytes in vertex stream.
- func.VertexDecl.skip
- "VertexDecl&"
- .num "uint8_t"
- -- Notice: `end` is a keyword in lua.
- --- End VertexDecl.
- func.VertexDecl["end"]
- "void"
- --- Returns relative attribute offset from the vertex.
- func.VertexDecl.getOffset { const , cpponly }
- "uint16_t"
- .attrib "Attrib::Enum" --- Attribute semantics. See: `bgfx::Attrib`
- --- Returns vertex stride.
- func.VertexDecl.getStride { const , cpponly }
- "uint16_t"
- --- Returns size of vertex buffer for number of vertices.
- func.VertexDecl.getSize { const, cpponly }
- "uint32_t"
- .num "uint32_t"
- --- Pack vertex attribute into vertex stream format.
- func.vertexPack
- "void"
- .input "const float[4]" --- Value to be packed into vertex stream.
- .inputNormalized "bool" --- `true` if input value is already normalized.
- .attr "Attrib::Enum" --- Attribute to pack.
- .decl "const VertexDecl &" --- Vertex stream declaration.
- .data "void*" --- Destination vertex stream where data will be packed.
- .index "uint32_t" --- Vertex index that will be modified.
- { default = 0 }
- --- Unpack vertex attribute from vertex stream format.
- func.vertexUnpack
- "void"
- .output "float[4]" { out } --- Result of unpacking.
- .attr "Attrib::Enum" --- Attribute to unpack.
- .decl "const VertexDecl &" --- Vertex stream declaration.
- .data "const void*" --- Source vertex stream from where data will be unpacked.
- .index "uint32_t" --- Vertex index that will be unpacked.
- { default = 0 }
- --- Converts vertex stream data from one vertex stream format to another.
- func.vertexConvert
- "void"
- .dstDecl "const VertexDecl &" --- Destination vertex stream declaration.
- .dstData "void*" --- Destination vertex stream.
- .srcDecl "const VertexDecl &" --- Source vertex stream declaration.
- .srcData "const void*" --- Source vertex stream data.
- .num "uint32_t" --- Number of vertices to convert from source to destination.
- { default = 1 }
- --- Weld vertices.
- func.weldVertices
- "uint16_t" --- Number of unique vertices after vertex welding.
- .output "uint16_t*" --- Welded vertices remapping table. The size of buffer
- --- must be the same as number of vertices.
- .decl "const VertexDecl &" --- Vertex stream declaration.
- .data "const void*" --- Vertex stream.
- .num "uint16_t" --- Number of vertices in vertex stream.
- .epsilon "float" --- Error tolerance for vertex position comparison.
- { default = "0.001f" }
- --- Convert index buffer for use with different primitive topologies.
- func.topologyConvert
- "uint32_t" --- Number of output indices after conversion.
- .conversion "TopologyConvert::Enum" --- Conversion type, see `TopologyConvert::Enum`.
- .dst "void*" { out } --- Destination index buffer. If this argument is NULL
- --- function will return number of indices after conversion.
- .dstSize "uint32_t" --- Destination index buffer in bytes. It must be
- --- large enough to contain output indices. If destination size is
- --- insufficient index buffer will be truncated.
- .indices "const void*" --- Source indices.
- .numIndices "uint32_t" --- Number of input indices.
- .index32 "bool" --- Set to `true` if input indices are 32-bit.
- --- Sort indices.
- func.topologySortTriList
- "void"
- .sort "TopologySort::Enum" --- Sort order, see `TopologySort::Enum`.
- .dst "void*" { out } --- Destination index buffer.
- .dstSize "uint32_t" --- Destination index buffer in bytes. It must be
- --- large enough to contain output indices. If destination size is
- --- insufficient index buffer will be truncated.
- .dir "const float[3]" --- Direction (vector must be normalized).
- .pos "const float[3]" --- Position.
- .vertices "const void*" --- Pointer to first vertex represented as
- --- float x, y, z. Must contain at least number of vertices
- --- referencende by index buffer.
- .stride "uint32_t" --- Vertex stride.
- .indices "const void*" --- Source indices.
- .numIndices "uint32_t" --- Number of input indices.
- .index32 "bool" --- Set to `true` if input indices are 32-bit.
- --- Returns supported backend API renderers.
- func.getSupportedRenderers
- "uint8_t" --- Number of supported renderers.
- .max "uint8_t" --- Maximum number of elements in _enum array.
- { default = 0 }
- .enum "RendererType::Enum*" { inout } --- Array where supported renderers will be written.
- { default = NULL }
- --- Returns name of renderer.
- func.getRendererName
- "const char*" --- Name of renderer.
- .type "RendererType::Enum" --- Renderer backend type. See: `bgfx::RendererType`
- func.initCtor { cfunc }
- "void"
- .init "Init*"
- --- Initialize bgfx library.
- func.init { cfunc }
- "bool" --- `true` if initialization was successful.
- .init "const Init &" --- Initialization parameters. See: `bgfx::Init` for more info.
- --- Shutdown bgfx library.
- func.shutdown
- "void"
- --- Reset graphic settings and back-buffer size.
- ---
- --- @attention This call doesn't actually change window size, it just
- --- resizes back-buffer. Windowing code has to change window size.
- ---
- func.reset
- "void"
- .width "uint32_t" --- Back-buffer width.
- .height "uint32_t" --- Back-buffer height.
- .flags "uint32_t" --- See: `BGFX_RESET_*` for more info.
- { default = "BGFX_RESET_NONE" } --- - `BGFX_RESET_NONE` - No reset flags.
- --- - `BGFX_RESET_FULLSCREEN` - Not supported yet.
- --- - `BGFX_RESET_MSAA_X[2/4/8/16]` - Enable 2, 4, 8 or 16 x MSAA.
- --- - `BGFX_RESET_VSYNC` - Enable V-Sync.
- --- - `BGFX_RESET_MAXANISOTROPY` - Turn on/off max anisotropy.
- --- - `BGFX_RESET_CAPTURE` - Begin screen capture.
- --- - `BGFX_RESET_FLUSH_AFTER_RENDER` - Flush rendering after submitting to GPU.
- --- - `BGFX_RESET_FLIP_AFTER_RENDER` - This flag specifies where flip
- --- occurs. Default behavior is that flip occurs before rendering new
- --- frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
- --- - `BGFX_RESET_SRGB_BACKBUFFER` - Enable sRGB backbuffer.
- .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
- { default = "TextureFormat::Count" }
- --- Advance to next frame. When using multithreaded renderer, this call
- --- just swaps internal buffers, kicks render thread, and returns. In
- --- singlethreaded renderer this call does frame rendering.
- func.frame
- "uint32_t" --- Current frame number. This might be used in conjunction with
- --- double/multi buffering data outside the library and passing it to
- --- library via `bgfx::makeRef` calls.
- .capture "bool" --- Capture frame with graphics debugger.
- { default = false }
- --- Returns current renderer backend API type.
- ---
- --- @remarks
- --- Library must be initialized.
- ---
- func.getRendererType
- "RendererType::Enum" --- Renderer backend type. See: `bgfx::RendererType`
- --- Returns renderer capabilities.
- ---
- --- @remarks
- --- Library must be initialized.
- ---
- func.getCaps
- "const Caps*" --- Pointer to static `bgfx::Caps` structure.
- --- Returns performance counters.
- ---
- --- @attention Pointer returned is valid until `bgfx::frame` is called.
- ---
- func.getStats
- "const Stats*" -- Performance counters.
- --- Allocate buffer to pass to bgfx calls. Data will be freed inside bgfx.
- func.alloc
- "const Memory*" --- Allocated memory.
- .size "uint32_t" --- Size to allocate.
- --- Allocate buffer and copy data into it. Data will be freed inside bgfx.
- func.copy
- "const Memory*" --- Allocated memory.
- .data "const void*" --- Pointer to data to be copied.
- .size "uint32_t" --- Size of data to be copied.
- --- Make reference to data to pass to bgfx. Unlike `bgfx::alloc`, this call
- --- doesn't allocate memory for data. It just copies the _data pointer. You
- --- can pass `ReleaseFn` function pointer to release this memory after it's
- --- consumed, otherwise you must make sure _data is available for at least 2
- --- `bgfx::frame` calls. `ReleaseFn` function must be able to be called
- --- from any thread.
- ---
- --- @attention Data passed must be available for at least 2 `bgfx::frame` calls.
- ---
- func.makeRef { conly }
- "const Memory*" --- Referenced memory.
- .data "const void*" --- Pointer to data.
- .size "uint32_t" --- Size of data.
- --- Make reference to data to pass to bgfx. Unlike `bgfx::alloc`, this call
- --- doesn't allocate memory for data. It just copies the _data pointer. You
- --- can pass `ReleaseFn` function pointer to release this memory after it's
- --- consumed, otherwise you must make sure _data is available for at least 2
- --- `bgfx::frame` calls. `ReleaseFn` function must be able to be called
- --- from any thread.
- ---
- --- @attention Data passed must be available for at least 2 `bgfx::frame` calls.
- ---
- func.makeRef { cname = "make_ref_release" }
- "const Memory*" --- Referenced memory.
- .data "const void*" --- Pointer to data.
- .size "uint32_t" --- Size of data.
- .releaseFn "ReleaseFn" --- Callback function to release memory after use.
- { default = NULL }
- .userData "void*" --- User data to be passed to callback function.
- { default = NULL }
- --- Set debug flags.
- func.setDebug
- "void"
- .debug "uint32_t" --- Available flags:
- --- - `BGFX_DEBUG_IFH` - Infinitely fast hardware. When this flag is set
- --- all rendering calls will be skipped. This is useful when profiling
- --- to quickly assess potential bottlenecks between CPU and GPU.
- --- - `BGFX_DEBUG_PROFILER` - Enable profiler.
- --- - `BGFX_DEBUG_STATS` - Display internal statistics.
- --- - `BGFX_DEBUG_TEXT` - Display debug text.
- --- - `BGFX_DEBUG_WIREFRAME` - Wireframe rendering. All rendering
- --- primitives will be rendered as lines.
- --- Clear internal debug text buffer.
- func.dbgTextClear
- "void"
- .attr "uint8_t" --- Background color.
- { default = 0 }
- .small "bool" --- Default 8x16 or 8x8 font.
- { default = false }
- --- Print formatted data to internal debug text character-buffer (VGA-compatible text mode).
- func.dbgTextPrintf { vararg = "dbgTextPrintfVargs" }
- "void"
- .x "uint16_t" --- Position x from the left corner of the window.
- .y "uint16_t" --- Position y from the top corner of the window.
- .attr "uint8_t" --- Color palette. Where top 4-bits represent index of background, and bottom
- --- 4-bits represent foreground color from standard VGA text palette (ANSI escape codes).
- .format "const char*" --- `printf` style format.
- --- Print formatted data from variable argument list to internal debug text character-buffer (VGA-compatible text mode).
- func.dbgTextPrintfVargs { cname = "dbg_text_vprintf" }
- "void"
- .x "uint16_t" --- Position x from the left corner of the window.
- .y "uint16_t" --- Position y from the top corner of the window.
- .attr "uint8_t" --- Color palette. Where top 4-bits represent index of background, and bottom
- --- 4-bits represent foreground color from standard VGA text palette (ANSI escape codes).
- .format "const char*" --- `printf` style format.
- .argList "va_list" --- Variable arguments list for format string.
- --- Draw image into internal debug text buffer.
- func.dbgTextImage
- "void"
- .x "uint16_t" --- Position x from the left corner of the window.
- .y "uint16_t" --- Position y from the top corner of the window.
- .width "uint16_t" --- Image width.
- .height "uint16_t" --- Image height.
- .data "const void*" --- Raw image data (character/attribute raw encoding).
- .pitch "uint16_t" --- Image pitch in bytes.
- --- Create static index buffer.
- func.createIndexBuffer
- "IndexBufferHandle"
- .mem "const Memory*" --- Index buffer data.
- .flags "uint16_t" --- Buffer creation flags.
- { default = "BGFX_BUFFER_NONE" } --- - `BGFX_BUFFER_NONE` - No flags.
- --- - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
- --- - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
- --- is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
- --- - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
- --- - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
- --- data is passed. If this flag is not specified, and more data is passed on update, the buffer
- --- will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
- --- buffers.
- --- - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
- --- index buffers.
- --- Set static index buffer debug name.
- func.setName { cname = "set_index_buffer_name" }
- "void"
- .handle "IndexBufferHandle" --- Static index buffer handle.
- .name "const char*" --- Static index buffer name.
- .len "int32_t" --- Static index buffer name length (if length is INT32_MAX, it's expected
- { default = INT32_MAX } --- that _name is zero terminated string.
- --- Destroy static index buffer.
- func.destroy { cname = "destroy_index_buffer" }
- "void"
- .handle "IndexBufferHandle" --- Static index buffer handle.
- --- Create vertex declaration.
- func.createVertexDecl
- "VertexDeclHandle"
- .decl "const VertexDecl &" --- Vertex declaration.
- --- Destroy vertex declaration.
- func.destroy { cname = "destroy_vertex_decl" }
- "void"
- .handle "VertexDeclHandle" --- Vertex declaration handle.
- --- Create static vertex buffer.
- func.createVertexBuffer
- "VertexBufferHandle" --- Static vertex buffer handle.
- .mem "const Memory*" --- Vertex buffer data.
- .decl "const VertexDecl &" --- Vertex declaration.
- .flags "uint16_t" --- Buffer creation flags.
- { default = "BGFX_BUFFER_NONE" } --- - `BGFX_BUFFER_NONE` - No flags.
- --- - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
- --- - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
- --- is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
- --- - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
- --- - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
- --- data is passed. If this flag is not specified, and more data is passed on update, the buffer
- --- will be trimmed to fit the existing buffer size. This flag has effect only on dynamic buffers.
- --- - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on index buffers.
- --- Set static vertex buffer debug name.
- func.setName { cname = "set_vertex_buffer_name" }
- "void"
- .handle "VertexBufferHandle" --- Static vertex buffer handle.
- .name "const char*" --- Static vertex buffer name.
- .len "int32_t" --- Static vertex buffer name length (if length is INT32_MAX, it's expected
- { default = INT32_MAX } --- that _name is zero terminated string.
- --- Destroy static vertex buffer.
- func.destroy { cname = "destroy_vertex_buffer" }
- "void"
- .handle "VertexBufferHandle" --- Static vertex buffer handle.
- --- Create empty dynamic index buffer.
- func.createDynamicIndexBuffer
- "DynamicIndexBufferHandle" --- Dynamic index buffer handle.
- .num "uint32_t" --- Number of indices.
- .flags "uint16_t" --- Buffer creation flags.
- { default = "BGFX_BUFFER_NONE" } --- - `BGFX_BUFFER_NONE` - No flags.
- --- - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
- --- - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
- --- is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
- --- - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
- --- - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
- --- data is passed. If this flag is not specified, and more data is passed on update, the buffer
- --- will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
- --- buffers.
- --- - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
- --- index buffers.
- --- Create dynamic index buffer and initialized it.
- func.createDynamicIndexBuffer { cname = "create_dynamic_index_buffer_mem" }
- "DynamicIndexBufferHandle" --- Dynamic index buffer handle.
- .mem "const Memory*" --- Index buffer data.
- .flags "uint16_t" --- Buffer creation flags.
- { default = "BGFX_BUFFER_NONE" } --- - `BGFX_BUFFER_NONE` - No flags.
- --- - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
- --- - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
- --- is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
- --- - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
- --- - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
- --- data is passed. If this flag is not specified, and more data is passed on update, the buffer
- --- will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
- --- buffers.
- --- - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
- --- index buffers.
- --- Update dynamic index buffer.
- func.update { cname = "update_dynamic_index_buffer" }
- "void"
- .handle "DynamicIndexBufferHandle" --- Dynamic index buffer handle.
- .startIndex "uint32_t" --- Start index.
- .mem "const Memory*" --- Index buffer data.
- --- Destroy dynamic index buffer.
- func.destroy { cname = "destroy_dynamic_index_buffer" }
- "void"
- .handle "DynamicIndexBufferHandle" --- Dynamic index buffer handle.
- --- Create empty dynamic vertex buffer.
- func.createDynamicVertexBuffer
- "DynamicVertexBufferHandle" --- Dynamic vertex buffer handle.
- .num "uint32_t" --- Number of vertices.
- .decl "const VertexDecl&" --- Vertex declaration.
- .flags "uint16_t" --- Buffer creation flags.
- { default = "BGFX_BUFFER_NONE" } --- - `BGFX_BUFFER_NONE` - No flags.
- --- - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
- --- - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
- --- is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
- --- - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
- --- - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
- --- data is passed. If this flag is not specified, and more data is passed on update, the buffer
- --- will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
- --- buffers.
- --- - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
- --- index buffers.
- --- Create dynamic vertex buffer and initialize it.
- func.createDynamicVertexBuffer { cname = "create_dynamic_vertex_buffer_mem" }
- "DynamicVertexBufferHandle" --- Dynamic vertex buffer handle.
- .mem "const Memory*" --- Vertex buffer data.
- .decl "const VertexDecl&" --- Vertex declaration.
- .flags "uint16_t" --- Buffer creation flags.
- { default = "BGFX_BUFFER_NONE" } --- - `BGFX_BUFFER_NONE` - No flags.
- --- - `BGFX_BUFFER_COMPUTE_READ` - Buffer will be read from by compute shader.
- --- - `BGFX_BUFFER_COMPUTE_WRITE` - Buffer will be written into by compute shader. When buffer
- --- is created with `BGFX_BUFFER_COMPUTE_WRITE` flag it cannot be updated from CPU.
- --- - `BGFX_BUFFER_COMPUTE_READ_WRITE` - Buffer will be used for read/write by compute shader.
- --- - `BGFX_BUFFER_ALLOW_RESIZE` - Buffer will resize on buffer update if a different amount of
- --- data is passed. If this flag is not specified, and more data is passed on update, the buffer
- --- will be trimmed to fit the existing buffer size. This flag has effect only on dynamic
- --- buffers.
- --- - `BGFX_BUFFER_INDEX32` - Buffer is using 32-bit indices. This flag has effect only on
- --- index buffers.
- --- Update dynamic vertex buffer.
- func.update { cname = "update_dynamic_vertex_buffer" }
- "void"
- .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer handle.
- .startVertex "uint32_t" --- Start vertex.
- .mem "const Memory*" --- Vertex buffer data.
- --- Destroy dynamic vertex buffer.
- func.destroy { cname = "destroy_dynamic_vertex_buffer" }
- "void"
- .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer handle.
- --- Returns number of requested or maximum available indices.
- func.getAvailTransientIndexBuffer
- "uint32_t" --- Number of requested or maximum available indices.
- .num "uint32_t" --- Number of required indices.
- --- Returns number of requested or maximum available vertices.
- func.getAvailTransientVertexBuffer
- "uint32_t" --- Number of requested or maximum available vertices.
- .num "uint32_t" --- Number of required vertices.
- .decl "const VertexDecl &" --- Vertex declaration.
- --- Returns number of requested or maximum available instance buffer slots.
- func.getAvailInstanceDataBuffer
- "uint32_t" --- Number of requested or maximum available instance buffer slots.
- .num "uint32_t" --- Number of required instances.
- .stride "uint16_t" --- Stride per instance.
- --- Allocate transient index buffer.
- ---
- --- @remarks
- --- Only 16-bit index buffer is supported.
- ---
- func.allocTransientIndexBuffer
- "void"
- .tib "TransientIndexBuffer*" { out } --- TransientIndexBuffer structure is filled and is valid
- --- for the duration of frame, and it can be reused for multiple draw
- --- calls.
- .num "uint32_t" --- Number of indices to allocate.
- --- Allocate transient vertex buffer.
- func.allocTransientVertexBuffer
- "void"
- .tvb "TransientVertexBuffer*" { out } --- TransientVertexBuffer structure is filled and is valid
- --- for the duration of frame, and it can be reused for multiple draw
- --- calls.
- .num "uint32_t" --- Number of vertices to allocate.
- .decl "const VertexDecl &" --- Vertex declaration.
- --- Check for required space and allocate transient vertex and index
- --- buffers. If both space requirements are satisfied function returns
- --- true.
- ---
- --- @remarks
- --- Only 16-bit index buffer is supported.
- ---
- func.allocTransientBuffers
- "bool"
- .tvb "TransientVertexBuffer*" { out } --- TransientVertexBuffer structure is filled and is valid
- --- for the duration of frame, and it can be reused for multiple draw
- --- calls.
- .decl "const VertexDecl &" --- Number of vertices to allocate.
- .numVertices "uint32_t" --- Vertex declaration.
- .tib "TransientIndexBuffer*" { out } --- TransientIndexBuffer structure is filled and is valid
- --- for the duration of frame, and it can be reused for multiple draw
- --- calls.
- .numIndices "uint32_t" --- Number of indices to allocate.
- --- Allocate instance data buffer.
- func.allocInstanceDataBuffer
- "void"
- .idb "InstanceDataBuffer*" { out } --- InstanceDataBuffer structure is filled and is valid
- --- for duration of frame, and it can be reused for multiple draw
- --- calls.
- .num "uint32_t" --- Number of instances.
- .stride "uint16_t" --- Instance stride. Must be multiple of 16.
- --- Create draw indirect buffer.
- func.createIndirectBuffer
- "IndirectBufferHandle" --- Indirect buffer handle.
- .num "uint32_t" --- Number of indirect calls.
- --- Destroy draw indirect buffer.
- func.destroy { cname = "destroy_indirect_buffer" }
- "void"
- .handle "IndirectBufferHandle" --- Indirect buffer handle.
- --- Create shader from memory buffer.
- func.createShader
- "ShaderHandle" --- Shader handle.
- .mem "const Memory*" --- Shader binary.
- --- Returns the number of uniforms and uniform handles used inside a shader.
- ---
- --- @remarks
- --- Only non-predefined uniforms are returned.
- ---
- func.getShaderUniforms
- "uint16_t" --- Number of uniforms used by shader.
- .handle "ShaderHandle" --- Shader handle.
- .uniforms "UniformHandle*" { out } --- UniformHandle array where data will be stored.
- { default = NULL }
- .max "uint16_t" --- Maximum capacity of array.
- { default = 0 }
- --- Set shader debug name.
- func.setName { cname = "set_shader_name" }
- "void"
- .handle "ShaderHandle" --- Shader handle.
- .name "const char*" --- Shader name.
- .len "int32_t" --- Shader name length (if length is INT32_MAX, it's expected
- { default = INT32_MAX } --- that _name is zero terminated string).
- --- Destroy shader.
- ---
- --- @remark Once a shader program is created with _handle,
- --- it is safe to destroy that shader.
- ---
- func.destroy { cname = "destroy_shader" }
- "void"
- .handle "ShaderHandle" --- Shader handle.
- --- Create program with vertex and fragment shaders.
- func.createProgram
- "ProgramHandle" --- Program handle if vertex shader output and fragment shader
- --- input are matching, otherwise returns invalid program handle.
- .vsh "ShaderHandle" --- Vertex shader.
- .fsh "ShaderHandle" --- Fragment shader.
- .destroyShaders "bool" --- If true, shaders will be destroyed when program is destroyed.
- { default = false }
- --- Create program with compute shader.
- func.createProgram { cname = "create_compute_program" }
- "ProgramHandle" --- Program handle.
- .csh "ShaderHandle" --- Compute shader.
- .destroyShaders "bool" --- If true, shaders will be destroyed when program is destroyed.
- { default = false }
- --- Destroy program.
- func.destroy { cname = "destroy_program" }
- "void"
- .handle "ProgramHandle" --- Program handle.
- --- Validate texture parameters.
- func.isTextureValid
- "bool" --- True if texture can be successfully created.
- .depth "uint16_t" --- Depth dimension of volume texture.
- .cubeMap "bool" --- Indicates that texture contains cubemap.
- .numLayers "uint16_t" --- Number of layers in texture array.
- .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
- .flags "uint64_t" --- Texture flags. See `BGFX_TEXTURE_*`.
- --- Calculate amount of memory required for texture.
- func.calcTextureSize
- "void"
- .info "TextureInfo &" { out } --- Resulting texture info structure. See: `TextureInfo`.
- .width "uint16_t" --- Width.
- .height "uint16_t" --- Height.
- .depth "uint16_t" --- Depth dimension of volume texture.
- .cubeMap "bool" --- Indicates that texture contains cubemap.
- .hasMips "bool" --- Indicates that texture contains full mip-map chain.
- .numLayers "uint16_t" --- Number of layers in texture array.
- .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
- --- Create texture from memory buffer.
- func.createTexture
- "TextureHandle" --- Texture handle.
- .mem "const Memory*" --- DDS, KTX or PVR texture binary data.
- .flags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
- { "BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE" } --- flags. Default texture sampling mode is linear, and wrap mode is repeat.
- --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
- --- mode.
- --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
- --- sampling.
- .skip "uint8_t" --- Skip top level mips when parsing texture.
- { default = 0 }
- .info "TextureInfo*" { out } --- When non-`NULL` is specified it returns parsed texture information.
- { default = NULL }
- --- Create 2D texture.
- func.createTexture2D
- "TextureHandle" --- Texture handle.
- .width "uint16_t" --- Width.
- .height "uint16_t" --- Height.
- .hasMips "bool" --- Indicates that texture contains full mip-map chain.
- .numLayers "uint16_t" --- Number of layers in texture array. Must be 1 if caps
- --- `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
- .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
- .flags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
- { "BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE" } --- flags. Default texture sampling mode is linear, and wrap mode is repeat.
- --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
- --- mode.
- --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
- --- sampling.
- .mem "const Memory*" --- Texture data. If `_mem` is non-NULL, created texture will be immutable. If
- { default = NULL } --- `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than
- --- 1, expected memory layout is texture and all mips together for each array element.
- --- Create texture with size based on backbuffer ratio. Texture will maintain ratio
- --- if back buffer resolution changes.
- func.createTexture2D { cname = "create_texture_2d_scaled" }
- "TextureHandle" --- Texture handle.
- .ratio "BackbufferRatio::Enum" --- Texture size in respect to back-buffer size. See: `BackbufferRatio::Enum`.
- .hasMips "bool" --- Indicates that texture contains full mip-map chain.
- .numLayers "uint16_t" --- Number of layers in texture array. Must be 1 if caps
- --- `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
- .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
- .flags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
- { default = "BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE" }
- --- flags. Default texture sampling mode is linear, and wrap mode is repeat.
- --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
- --- mode.
- --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
- --- sampling.
- --- Create 3D texture.
- func.createTexture3D
- "TextureHandle" --- Texture handle.
- .width "uint16_t" --- Width.
- .height "uint16_t" --- Height.
- .depth "uint16_t" --- Depth.
- .hasMips "bool" --- Indicates that texture contains full mip-map chain.
- .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
- .flags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
- { default = "BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE" }
- --- flags. Default texture sampling mode is linear, and wrap mode is repeat.
- --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
- --- mode.
- --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
- --- sampling.
- .mem "const Memory*" --- Texture data. If `_mem` is non-NULL, created texture will be immutable. If
- { default = NULL } --- `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than
- --- 1, expected memory layout is texture and all mips together for each array element.
- --- Create Cube texture.
- func.createTextureCube
- "TextureHandle" --- Texture handle.
- .size "uint16_t" --- Cube side size.
- .hasMips "bool" --- Indicates that texture contains full mip-map chain.
- .numLayers "uint16_t" --- Number of layers in texture array. Must be 1 if caps
- --- `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
- .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
- .flags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
- { default = "BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE" }
- --- flags. Default texture sampling mode is linear, and wrap mode is repeat.
- --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
- --- mode.
- --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
- --- sampling.
- .mem "const Memory*" --- Texture data. If `_mem` is non-NULL, created texture will be immutable. If
- { default = NULL } --- `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than
- --- 1, expected memory layout is texture and all mips together for each array element.
- --- Update 2D texture.
- ---
- --- @attention It's valid to update only mutable texture. See `bgfx::createTexture2D` for more info.
- ---
- func.updateTexture2D
- "void"
- .handle "TextureHandle" --- Texture handle.
- .layer "uint16_t" --- Layer in texture array.
- .mip "uint8_t" --- Mip level.
- .x "uint16_t" --- X offset in texture.
- .y "uint16_t" --- Y offset in texture.
- .width "uint16_t" --- Width of texture block.
- .height "uint16_t" --- Height of texture block.
- .mem "const Memory*" --- Texture update data.
- .pitch "uint16_t" --- Pitch of input image (bytes). When _pitch is set to
- --- UINT16_MAX, it will be calculated internally based on _width.
- { default = UINT16_MAX }
- --- Update 3D texture.
- ---
- --- @attention It's valid to update only mutable texture. See `bgfx::createTexture3D` for more info.
- ---
- func.updateTexture3D
- "void"
- .handle "TextureHandle" --- Texture handle.
- .mip "uint8_t" --- Mip level.
- .x "uint16_t" --- X offset in texture.
- .y "uint16_t" --- Y offset in texture.
- .z "uint16_t" --- Z offset in texture.
- .width "uint16_t" --- Width of texture block.
- .height "uint16_t" --- Height of texture block.
- .depth "uint16_t" --- Depth of texture block.
- .mem "const Memory*" --- Texture update data.
- --- Update Cube texture.
- ---
- --- @attention It's valid to update only mutable texture. See `bgfx::createTextureCube` for more info.
- ---
- func.updateTextureCube
- "void"
- .handle "TextureHandle" --- Texture handle.
- .layer "uint16_t" --- Layer in texture array.
- .side "uint8_t" --- Cubemap side `BGFX_CUBE_MAP_<POSITIVE or NEGATIVE>_<X, Y or Z>`,
- --- where 0 is +X, 1 is -X, 2 is +Y, 3 is -Y, 4 is +Z, and 5 is -Z.
- ---
- --- +----------+
- --- |-z 2|
- --- | ^ +y |
- --- | | | Unfolded cube:
- --- | +---->+x |
- --- +----------+----------+----------+----------+
- --- |+y 1|+y 4|+y 0|+y 5|
- --- | ^ -x | ^ +z | ^ +x | ^ -z |
- --- | | | | | | | | |
- --- | +---->+z | +---->+x | +---->-z | +---->-x |
- --- +----------+----------+----------+----------+
- --- |+z 3|
- --- | ^ -y |
- --- | | |
- --- | +---->+x |
- --- +----------+
- .mip "uint8_t" --- Mip level.
- .x "uint16_t" --- X offset in texture.
- .y "uint16_t" --- Y offset in texture.
- .width "uint16_t" --- Width of texture block.
- .height "uint16_t" --- Height of texture block.
- .mem "const Memory*" --- Texture update data.
- .pitch "uint16_t" --- Pitch of input image (bytes). When _pitch is set to
- --- UINT16_MAX, it will be calculated internally based on _width.
- { default = UINT16_MAX }
- --- Read back texture content.
- ---
- --- @attention Texture must be created with `BGFX_TEXTURE_READ_BACK` flag.
- --- @attention Availability depends on: `BGFX_CAPS_TEXTURE_READ_BACK`.
- ---
- func.readTexture
- "uint32_t" --- Frame number when the result will be available. See: `bgfx::frame`.
- .handle "TextureHandle" --- Texture handle.
- .data "void*" --- Destination buffer.
- .mip "uint8_t" --- Mip level.
- { default = 0 }
- --- Set texture debug name.
- func.setName { cname = "set_texture_name" }
- "void"
- .handle "TextureHandle" --- Texture handle.
- .name "const char*" --- Texture name.
- .len "int32_t" --- Texture name length (if length is INT32_MAX, it's expected
- { default = INT32_MAX } --- that _name is zero terminated string.
- --- Returns texture direct access pointer.
- ---
- --- @attention Availability depends on: `BGFX_CAPS_TEXTURE_DIRECT_ACCESS`. This feature
- --- is available on GPUs that have unified memory architecture (UMA) support.
- ---
- func.getDirectAccessPtr
- "void*" --- Pointer to texture memory. If returned pointer is `NULL` direct access
- --- is not available for this texture. If pointer is `UINTPTR_MAX` sentinel value
- --- it means texture is pending creation. Pointer returned can be cached and it
- --- will be valid until texture is destroyed.
- .handle "TextureHandle" --- Texture handle.
- --- Destroy texture.
- func.destroy { cname = "destroy_texture" }
- "void"
- .handle "TextureHandle" --- Texture handle.
- --- Create frame buffer (simple).
- func.createFrameBuffer
- "FrameBufferHandle" --- Frame buffer handle.
- .width "uint16_t" --- Texture width.
- .height "uint16_t" --- Texture height.
- .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
- .textureFlags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
- { default = "BGFX_SAMPLER_U_CLAMP|BGFX_SAMPLER_V_CLAMP" }
- --- flags. Default texture sampling mode is linear, and wrap mode is repeat.
- --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
- --- mode.
- --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
- --- sampling.
- --- Create frame buffer with size based on backbuffer ratio. Frame buffer will maintain ratio
- --- if back buffer resolution changes.
- func.createFrameBuffer { cname = "create_frame_buffer_scaled" }
- "FrameBufferHandle" --- Frame buffer handle.
- .ratio "BackbufferRatio::Enum" --- Frame buffer size in respect to back-buffer size. See:
- --- `BackbufferRatio::Enum`.
- .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
- .textureFlags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
- { default = "BGFX_SAMPLER_U_CLAMP|BGFX_SAMPLER_V_CLAMP" }
- --- flags. Default texture sampling mode is linear, and wrap mode is repeat.
- --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
- --- mode.
- --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
- --- sampling.
- --- Create MRT frame buffer from texture handles (simple).
- func.createFrameBuffer { cname = "create_frame_buffer_from_handles" }
- "FrameBufferHandle" --- Frame buffer handle.
- .num "uint8_t" --- Number of texture handles.
- .handles "const TextureHandle*" --- Texture attachments.
- .destroyTexture "bool" --- If true, textures will be destroyed when
- { default = false } --- frame buffer is destroyed.
- --- Create MRT frame buffer from texture handles with specific layer and
- --- mip level.
- func.createFrameBuffer { cname = "create_frame_buffer_from_attachment" }
- "FrameBufferHandle" --- Frame buffer handle.
- .num "uint8_t" --- Number of attachements.
- .attachment "const Attachment*" --- Attachment texture info. See: `bgfx::Attachment`.
- .destroyTexture "bool" --- If true, textures will be destroyed when
- { default = false } --- frame buffer is destroyed.
- --- Create frame buffer for multiple window rendering.
- ---
- --- @remarks
- --- Frame buffer cannot be used for sampling.
- ---
- --- @attention Availability depends on: `BGFX_CAPS_SWAP_CHAIN`.
- ---
- func.createFrameBuffer { cname = "create_frame_buffer_from_nwh" }
- "FrameBufferHandle" --- Frame buffer handle.
- .nwh "void*" --- OS' target native window handle.
- .width "uint16_t" --- Window back buffer width.
- .height "uint16_t" --- Window back buffer height.
- .format "TextureFormat::Enum" --- Window back buffer color format.
- { default = "TextureFormat::Count" }
- .depthFormat "TextureFormat::Enum" --- Window back buffer depth format.
- { default = "TextureFormat::Count" }
- --- Set frame buffer debug name.
- func.setName { cname = "set_frame_buffer_name" }
- "void"
- .handle "FrameBufferHandle" --- Frame buffer handle.
- .name "const char*" --- Frame buffer name.
- .len "int32_t" --- Frame buffer name length (if length is INT32_MAX, it's expected
- { default = INT32_MAX } --- that _name is zero terminated string.
- --- Obtain texture handle of frame buffer attachment.
- func.getTexture
- "TextureHandle"
- .handle "FrameBufferHandle" --- Frame buffer handle.
- .attachment "uint8_t"
- { default = 0 }
- --- Destroy frame buffer.
- func.destroy { cname = "destroy_frame_buffer" }
- "void"
- .handle "FrameBufferHandle" --- Frame buffer handle.
- --- Create shader uniform parameter.
- ---
- --- @remarks
- --- 1. Uniform names are unique. It's valid to call `bgfx::createUniform`
- --- multiple times with the same uniform name. The library will always
- --- return the same handle, but the handle reference count will be
- --- incremented. This means that the same number of `bgfx::destroyUniform`
- --- must be called to properly destroy the uniform.
- ---
- --- 2. Predefined uniforms (declared in `bgfx_shader.sh`):
- --- - `u_viewRect vec4(x, y, width, height)` - view rectangle for current
- --- view, in pixels.
- --- - `u_viewTexel vec4(1.0/width, 1.0/height, undef, undef)` - inverse
- --- width and height
- --- - `u_view mat4` - view matrix
- --- - `u_invView mat4` - inverted view matrix
- --- - `u_proj mat4` - projection matrix
- --- - `u_invProj mat4` - inverted projection matrix
- --- - `u_viewProj mat4` - concatenated view projection matrix
- --- - `u_invViewProj mat4` - concatenated inverted view projection matrix
- --- - `u_model mat4[BGFX_CONFIG_MAX_BONES]` - array of model matrices.
- --- - `u_modelView mat4` - concatenated model view matrix, only first
- --- model matrix from array is used.
- --- - `u_modelViewProj mat4` - concatenated model view projection matrix.
- --- - `u_alphaRef float` - alpha reference value for alpha test.
- ---
- func.createUniform
- "UniformHandle" --- Handle to uniform object.
- .name "const char*" --- Uniform name in shader.
- .type "UniformType::Enum" --- Type of uniform (See: `bgfx::UniformType`).
- .num "uint16_t" --- Number of elements in array.
- { default = 1 }
- --- Retrieve uniform info.
- func.getUniformInfo
- "void"
- .handle "UniformHandle" --- Handle to uniform object.
- .info "UniformInfo &" { out } --- Uniform info.
- --- Destroy shader uniform parameter.
- func.destroy { cname = "destroy_uniform" }
- "void"
- .handle "UniformHandle" --- Handle to uniform object.
- --- Create occlusion query.
- func.createOcclusionQuery
- "OcclusionQueryHandle" --- Handle to occlusion query object.
- --- Retrieve occlusion query result from previous frame.
- func.getResult
- "OcclusionQueryResult::Enum" --- Occlusion query result.
- .handle "OcclusionQueryHandle" --- Handle to occlusion query object.
- .result "int32_t*" { out } --- Number of pixels that passed test. This argument
- --- can be `NULL` if result of occlusion query is not needed.
- { default = NULL }
- --- Destroy occlusion query.
- func.destroy { cname = "destroy_occlusion_query" }
- "void"
- .handle "OcclusionQueryHandle" --- Handle to occlusion query object.
- --- Set palette color value.
- func.setPaletteColor
- "void"
- .index "uint8_t" --- Index into palette.
- .rgba "const float[4]" --- RGBA floating point values.
- --- Set palette color value.
- func.setPaletteColor { cname = "set_palette_color_rgba8" }
- "void"
- .index "uint8_t" --- Index into palette.
- .rgba "uint32_t" --- Packed 32-bit RGBA value.
- --- Set view name.
- ---
- --- @remarks
- --- This is debug only feature.
- ---
- --- In graphics debugger view name will appear as:
- ---
- --- "nnnc <view name>"
- --- ^ ^ ^
- --- | +--- compute (C)
- --- +------ view id
- ---
- func.setViewName
- "void"
- .id "ViewId" --- View id.
- .name "const char*" --- View name.
- --- Set view rectangle. Draw primitive outside view will be clipped.
- func.setViewRect
- "void"
- .id "ViewId" --- View id.
- .x "uint16_t" --- Position x from the left corner of the window.
- .y "uint16_t" --- Position y from the top corner of the window.
- .width "uint16_t" --- Width of view port region.
- .height "uint16_t" --- Height of view port region.
- --- Set view rectangle. Draw primitive outside view will be clipped.
- func.setViewRect { cname = "set_view_rect_ratio" }
- "void"
- .id "ViewId" --- View id.
- .x "uint16_t" --- Position x from the left corner of the window.
- .y "uint16_t" --- Position y from the top corner of the window.
- .ratio "BackbufferRatio::Enum" --- Width and height will be set in respect to back-buffer size.
- --- See: `BackbufferRatio::Enum`.
- --- Set view scissor. Draw primitive outside view will be clipped. When
- --- _x, _y, _width and _height are set to 0, scissor will be disabled.
- func.setViewScissor
- "void"
- .id "ViewId" --- View id.
- .x "uint16_t" --- Position x from the left corner of the window.
- { default = 0 }
- .y "uint16_t" --- Position y from the top corner of the window.
- { default = 0 }
- .width "uint16_t" --- Width of view scissor region.
- { default = 0 }
- .height "uint16_t" --- Height of view scissor region.
- { default = 0 }
- --- Set view clear flags.
- func.setViewClear
- "void"
- .id "ViewId" --- View id.
- .flags "uint16_t" --- Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear
- --- operation. See: `BGFX_CLEAR_*`.
- .rgba "uint32_t" --- Color clear value.
- { default = "0x000000ff" }
- .depth "float" --- Depth clear value.
- { default = "1.0f" }
- .stencil "uint8_t" --- Stencil clear value.
- { default = 0 }
- --- Set view clear flags with different clear color for each
- --- frame buffer texture. Must use `bgfx::setPaletteColor` to setup clear color
- --- palette.
- func.setViewClear { cname = "set_view_clear_mrt" }
- "void"
- .id "ViewId" --- View id.
- .flags "uint16_t" --- Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear
- --- operation. See: `BGFX_CLEAR_*`.
- .depth "float" --- Depth clear value.
- .stencil "uint8_t" --- Stencil clear value.
- .c0 "uint8_t" --- Palette index for frame buffer attachment 0.
- { default = UINT8_MAX }
- .c1 "uint8_t" --- Palette index for frame buffer attachment 1.
- { default = UINT8_MAX }
- .c2 "uint8_t" --- Palette index for frame buffer attachment 2.
- { default = UINT8_MAX }
- .c3 "uint8_t" --- Palette index for frame buffer attachment 3.
- { default = UINT8_MAX }
- .c4 "uint8_t" --- Palette index for frame buffer attachment 4.
- { default = UINT8_MAX }
- .c5 "uint8_t" --- Palette index for frame buffer attachment 5.
- { default = UINT8_MAX }
- .c6 "uint8_t" --- Palette index for frame buffer attachment 6.
- { default = UINT8_MAX }
- .c7 "uint8_t" --- Palette index for frame buffer attachment 7.
- { default = UINT8_MAX }
- --- Set view sorting mode.
- ---
- --- @remarks
- --- View mode must be set prior calling `bgfx::submit` for the view.
- ---
- func.setViewMode
- "void"
- .id "ViewId" --- View id.
- .mode "ViewMode::Enum" --- View sort mode. See `ViewMode::Enum`.
- { default = "ViewMode::Default" }
- --- Set view frame buffer.
- ---
- --- @remarks
- --- Not persistent after `bgfx::reset` call.
- ---
- func.setViewFrameBuffer
- "void"
- .id "ViewId" --- View id.
- .handle "FrameBufferHandle" --- Frame buffer handle. Passing `BGFX_INVALID_HANDLE` as
- --- frame buffer handle will draw primitives from this view into
- --- default back buffer.
- --- Set view view and projection matrices, all draw primitives in this
- --- view will use these matrices.
- func.setViewTransform
- "void"
- .id "ViewId" --- View id.
- .view "const void*" --- View matrix.
- .proj "const void*" --- Projection matrix.
- --- Post submit view reordering.
- func.setViewOrder
- "void"
- .id "ViewId" --- First view id.
- { default = 0 }
- .num "uint16_t" --- Number of views to remap.
- { default = UINT16_MAX }
- .order "const ViewId*" --- View remap id table. Passing `NULL` will reset view ids
- --- to default state.
- { default = NULL }
- --- Begin submitting draw calls from thread.
- func.begin { cname = "encoder_begin" }
- "Encoder*" --- Encoder.
- .forThread "bool" --- Explicitly request an encoder for a worker thread.
- --- End submitting draw calls from thread.
- func["end"] { cname = "encoder_end" }
- "void"
- .encoder "Encoder*" --- Encoder.
- --- Sets a debug marker. This allows you to group graphics calls together for easy browsing in
- --- graphics debugging tools.
- func.Encoder.setMarker
- "void"
- .marker "const char*" --- Marker string.
- --- Set render states for draw primitive.
- ---
- --- @remarks
- --- 1. To setup more complex states use:
- --- `BGFX_STATE_ALPHA_REF(_ref)`,
- --- `BGFX_STATE_POINT_SIZE(_size)`,
- --- `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
- --- `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`,
- --- `BGFX_STATE_BLEND_EQUATION(_equation)`,
- --- `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)`
- --- 2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend
- --- equation is specified.
- ---
- func.Encoder.setState
- "void"
- .state "uint64_t" --- State flags. Default state for primitive type is
- --- triangles. See: `BGFX_STATE_DEFAULT`.
- --- - `BGFX_STATE_DEPTH_TEST_*` - Depth test function.
- --- - `BGFX_STATE_BLEND_*` - See remark 1 about BGFX_STATE_BLEND_FUNC.
- --- - `BGFX_STATE_BLEND_EQUATION_*` - See remark 2.
- --- - `BGFX_STATE_CULL_*` - Backface culling mode.
- --- - `BGFX_STATE_WRITE_*` - Enable R, G, B, A or Z write.
- --- - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing.
- --- - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type.
- .rgba "uint32_t" --- Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and
- --- `BGFX_STATE_BLEND_INV_FACTOR` blend modes.
- { default = 0 }
- --- Set condition for rendering.
- func.Encoder.setCondition
- "void"
- .handle "OcclusionQueryHandle" --- Occlusion query handle.
- .visible "bool" --- Render if occlusion query is visible.
- --- Set stencil test state.
- func.Encoder.setStencil
- "void"
- .fstencil "uint32_t" --- Front stencil state.
- .bstencil "uint32_t" --- Back stencil state. If back is set to `BGFX_STENCIL_NONE`
- --- _fstencil is applied to both front and back facing primitives.
- { default = "BGFX_STENCIL_NONE" }
- --- Set scissor for draw primitive.
- ---
- --- @remark
- --- To scissor for all primitives in view see `bgfx::setViewScissor`.
- ---
- func.Encoder.setScissor
- "uint16_t" --- Scissor cache index.
- .x "uint16_t" --- Position x from the left corner of the window.
- .y "uint16_t" --- Position y from the top corner of the window.
- .width "uint16_t" --- Width of view scissor region.
- .height "uint16_t" --- Height of view scissor region.
- --- Set scissor from cache for draw primitive.
- ---
- --- @remark
- --- To scissor for all primitives in view see `bgfx::setViewScissor`.
- ---
- func.Encoder.setScissor { cname = "set_scissor_cached" }
- "void"
- .cache "uint16_t" --- Index in scissor cache.
- { default = UINT16_MAX }
- --- Set model matrix for draw primitive. If it is not called,
- --- the model will be rendered with an identity model matrix.
- func.Encoder.setTransform
- "uint32_t" --- Index into matrix cache in case the same model matrix has
- --- to be used for other draw primitive call.
- .mtx "const void*" --- Pointer to first matrix in array.
- .num "uint16_t" --- Number of matrices in array.
- --- Set model matrix from matrix cache for draw primitive.
- func.Encoder.setTransform { cname = "set_transform_cached" }
- "void"
- .cache "uint32_t" --- Index in matrix cache.
- .num "uint16_t" --- Number of matrices from cache.
- { default = 1 }
- --- Reserve matrices in internal matrix cache.
- ---
- --- @attention Pointer returned can be modifed until `bgfx::frame` is called.
- ---
- func.Encoder.allocTransform
- "uint32_t" --- Index in matrix cache.
- .transform "Transform*" { out } --- Pointer to `Transform` structure.
- .num "uint16_t" --- Number of matrices.
- --- Set shader uniform parameter for draw primitive.
- func.Encoder.setUniform
- "void"
- .handle "UniformHandle" --- Uniform.
- .value "const void*" --- Pointer to uniform data.
- .num "uint16_t" --- Number of elements. Passing `UINT16_MAX` will
- --- use the _num passed on uniform creation.
- { default = 1 }
- --- Set index buffer for draw primitive.
- func.Encoder.setIndexBuffer { cpponly }
- "void"
- .handle "IndexBufferHandle" --- Index buffer.
- --- Set index buffer for draw primitive.
- func.Encoder.setIndexBuffer
- "void"
- .handle "IndexBufferHandle" --- Index buffer.
- .firstIndex "uint32_t" --- First index to render.
- .numIndices "uint32_t" --- Number of indices to render.
- --- Set index buffer for draw primitive.
- func.Encoder.setIndexBuffer { cpponly }
- "void"
- .handle "DynamicIndexBufferHandle" --- Dynamic index buffer.
- --- Set index buffer for draw primitive.
- func.Encoder.setIndexBuffer { cname = "set_dynamic_index_buffer" }
- "void"
- .handle "DynamicIndexBufferHandle" --- Dynamic index buffer.
- .firstIndex "uint32_t" --- First index to render.
- .numIndices "uint32_t" --- Number of indices to render.
- --- Set index buffer for draw primitive.
- func.Encoder.setIndexBuffer { cpponly }
- "void"
- .tib "const TransientIndexBuffer*" --- Transient index buffer.
- --- Set index buffer for draw primitive.
- func.Encoder.setIndexBuffer { cname = "set_transient_index_buffer" }
- "void"
- .tib "const TransientIndexBuffer*" --- Transient index buffer.
- .firstIndex "uint32_t" --- First index to render.
- .numIndices "uint32_t" --- Number of indices to render.
- --- Set vertex buffer for draw primitive.
- func.Encoder.setVertexBuffer { cpponly }
- "void"
- .stream "uint8_t" --- Vertex stream.
- .handle "VertexBufferHandle" --- Vertex buffer.
- --- Set vertex buffer for draw primitive.
- func.Encoder.setVertexBuffer
- "void"
- .stream "uint8_t" --- Vertex stream.
- .handle "VertexBufferHandle" --- Vertex buffer.
- .startVertex "uint32_t" --- First vertex to render.
- .numVertices "uint32_t" --- Number of vertices to render.
- .declHandle "VertexDeclHandle" --- VertexDecl handle for aliasing vertex buffer.
- { default = "BGFX_INVALID_HANDLE" }
- --- Set vertex buffer for draw primitive.
- func.Encoder.setVertexBuffer { cpponly }
- "void"
- .stream "uint8_t" --- Vertex stream.
- .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
- --- Set vertex buffer for draw primitive.
- func.Encoder.setVertexBuffer { cname = "set_dynamic_vertex_buffer" }
- "void"
- .stream "uint8_t" --- Vertex stream.
- .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
- .startVertex "uint32_t" --- First vertex to render.
- .numVertices "uint32_t" --- Number of vertices to render.
- .declHandle "VertexDeclHandle" --- VertexDecl handle for aliasing vertex buffer.
- { default = "BGFX_INVALID_HANDLE" }
- --- Set vertex buffer for draw primitive.
- func.Encoder.setVertexBuffer { cpponly }
- "void"
- .stream "uint8_t" --- Vertex stream.
- .tvb "const TransientVertexBuffer*" --- Transient vertex buffer.
- --- Set vertex buffer for draw primitive.
- func.Encoder.setVertexBuffer { cname = "set_transient_vertex_buffer" }
- "void"
- .stream "uint8_t" --- Vertex stream.
- .tvb "const TransientVertexBuffer*" --- Transient vertex buffer.
- .startVertex "uint32_t" --- First vertex to render.
- .numVertices "uint32_t" --- Number of vertices to render.
- .declHandle "VertexDeclHandle" --- VertexDecl handle for aliasing vertex buffer.
- { default = "BGFX_INVALID_HANDLE" }
- --- Set number of vertices for auto generated vertices use in conjuction
- --- with gl_VertexID.
- ---
- --- @attention Availability depends on: `BGFX_CAPS_VERTEX_ID`.
- ---
- func.Encoder.setVertexCount
- "void"
- .numVertices "uint32_t" --- Number of vertices.
- --- Set instance data buffer for draw primitive.
- func.Encoder.setInstanceDataBuffer { cpponly }
- "void"
- .idb "const InstanceDataBuffer*" --- Transient instance data buffer.
- --- Set instance data buffer for draw primitive.
- func.Encoder.setInstanceDataBuffer
- "void"
- .idb "const InstanceDataBuffer*" --- Transient instance data buffer.
- .start "uint32_t" --- First instance data.
- .num "uint32_t" --- Number of data instances.
- --- Set instance data buffer for draw primitive.
- func.Encoder.setInstanceDataBuffer { cpponly }
- "void"
- .handle "VertexBufferHandle" --- Vertex buffer.
- --- Set instance data buffer for draw primitive.
- func.Encoder.setInstanceDataBuffer { cname = "set_instance_data_from_vertex_buffer" }
- "void"
- .handle "VertexBufferHandle" --- Vertex buffer.
- .startVertex "uint32_t" --- First instance data.
- .num "uint32_t" --- Number of data instances.
- --- Set instance data buffer for draw primitive.
- func.Encoder.setInstanceDataBuffer { cpponly }
- "void"
- .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
- --- Set instance data buffer for draw primitive.
- func.Encoder.setInstanceDataBuffer { cname = "set_instance_data_from_dynamic_vertex_buffer" }
- "void"
- .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
- .startVertex "uint32_t" --- First instance data.
- .num "uint32_t" --- Number of data instances.
- --- Set number of instances for auto generated instances use in conjuction
- --- with gl_InstanceID.
- ---
- --- @attention Availability depends on: `BGFX_CAPS_VERTEX_ID`.
- ---
- func.Encoder.setInstanceCount
- "void"
- .numInstances "uint32_t" -- Number of instances.
- --- Set texture stage for draw primitive.
- func.Encoder.setTexture
- "void"
- .stage "uint8_t" --- Texture unit.
- .sampler "UniformHandle" --- Program sampler.
- .handle "TextureHandle" --- Texture handle.
- .flags "uint32_t" --- Texture sampling mode. Default value UINT32_MAX uses
- { default = UINT32_MAX } --- texture sampling settings from the texture.
- --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
- --- mode.
- --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
- --- sampling.
- --- Submit an empty primitive for rendering. Uniforms and draw state
- --- will be applied but no geometry will be submitted.
- ---
- --- @remark
- --- These empty draw calls will sort before ordinary draw calls.
- ---
- func.Encoder.touch
- "void"
- .id "ViewId" --- View id.
- --- Submit primitive for rendering.
- func.Encoder.submit
- "void"
- .id "ViewId" --- View id.
- .program "ProgramHandle" --- Program.
- .depth "uint32_t" --- Depth for sorting.
- { default = 0 }
- .preserveState "bool" --- Preserve internal draw state for next draw call submit.
- { default = false }
- --- Submit primitive with occlusion query for rendering.
- func.Encoder.submit { cname = "submit_occlusion_query" }
- "void"
- .id "ViewId" --- View id.
- .program "ProgramHandle" --- Program.
- .occlusionQuery "OcclusionQueryHandle" --- Occlusion query.
- .depth "uint32_t" --- Depth for sorting.
- { default = 0 }
- .preserveState "bool" --- Preserve internal draw state for next draw call submit.
- { default = false }
- --- Submit primitive for rendering with index and instance data info from
- --- indirect buffer.
- func.Encoder.submit { cname = "submit_indirect" }
- "void"
- .id "ViewId" --- View id.
- .program "ProgramHandle" --- Program.
- .indirectHandle "IndirectBufferHandle" --- Indirect buffer.
- .start "uint16_t" --- First element in indirect buffer.
- { default = 0 }
- .num "uint16_t" --- Number of dispatches.
- { default = 1 }
- .depth "uint32_t" --- Depth for sorting.
- { default = 0 }
- .preserveState "bool" --- Preserve internal draw state for next draw call submit.
- { default = false }
- --- Set compute index buffer.
- func.Encoder.setBuffer { cname = "set_compute_index_buffer" }
- "void"
- .stage "uint8_t" --- Compute stage.
- .handle "IndexBufferHandle" --- Index buffer handle.
- .access "Access::Enum" --- Buffer access. See `Access::Enum`.
- --- Set compute vertex buffer.
- func.Encoder.setBuffer { cname = "set_compute_vertex_buffer" }
- "void"
- .stage "uint8_t" --- Compute stage.
- .handle "VertexBufferHandle" --- Vertex buffer handle.
- .access "Access::Enum" --- Buffer access. See `Access::Enum`.
- --- Set compute dynamic index buffer.
- func.Encoder.setBuffer { cname = "set_compute_dynamic_index_buffer" }
- "void"
- .stage "uint8_t" --- Compute stage.
- .handle "DynamicIndexBufferHandle" --- Dynamic index buffer handle.
- .access "Access::Enum" --- Buffer access. See `Access::Enum`.
- --- Set compute dynamic vertex buffer.
- func.Encoder.setBuffer { cname = "set_compute_dynamic_vertex_buffer" }
- "void"
- .stage "uint8_t" --- Compute stage.
- .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer handle.
- .access "Access::Enum" --- Buffer access. See `Access::Enum`.
- --- Set compute indirect buffer.
- func.Encoder.setBuffer { cname = "set_compute_indirect_buffer" }
- "void"
- .stage "uint8_t" --- Compute stage.
- .handle "IndirectBufferHandle" --- Indirect buffer handle.
- .access "Access::Enum" --- Buffer access. See `Access::Enum`.
- --- Set compute image from texture.
- func.Encoder.setImage
- "void"
- .stage "uint8_t" --- Compute stage.
- .handle "TextureHandle" --- Texture handle.
- .mip "uint8_t" --- Mip level.
- .access "Access::Enum" --- Image access. See `Access::Enum`.
- .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
- { default = "TextureFormat::Count" }
- --- Dispatch compute.
- func.Encoder.dispatch
- "void"
- .id "ViewId" --- View id.
- .program "ProgramHandle" --- Compute program.
- .numX "uint32_t" --- Number of groups X.
- { deafult = 1 }
- .numY "uint32_t" --- Number of groups Y.
- { deafult = 1 }
- .numZ "uint32_t" --- Number of groups Z.
- { deafult = 1 }
- --- Dispatch compute indirect.
- func.Encoder.dispatch { cname = "dispatch_indirect" }
- "void"
- .id "ViewId" --- View id.
- .program "ProgramHandle" --- Compute program.
- .indirectHandle "IndirectBufferHandle" --- Indirect buffer.
- .start "uint16_t" --- First element in indirect buffer.
- { deafult = 0 }
- .num "uint16_t" --- Number of dispatches.
- { deafult = 1 }
- --- Discard all previously set state for draw or compute call.
- func.Encoder.discard
- "void"
- --- Blit 2D texture region between two 2D textures.
- ---
- --- @attention Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag.
- --- @attention Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`.
- ---
- func.Encoder.blit { cpponly }
- "void"
- .id "ViewId" --- View id.
- .dst "TextureHandle" --- Destination texture handle.
- .dstX "uint16_t" --- Destination texture X position.
- .dstY "uint16_t" --- Destination texture Y position.
- .src "TextureHandle" --- Source texture handle.
- .srcX "uint16_t" --- Source texture X position.
- { default = 0 }
- .srcY "uint16_t" --- Source texture Y position.
- { default = 0 }
- .width "uint16_t" --- Width of region.
- { default = UINT16_MAX }
- .height "uint16_t" --- Height of region.
- { default = UINT16_MAX }
- --- Blit 2D texture region between two 2D textures.
- ---
- --- @attention Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag.
- --- @attention Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`.
- ---
- func.Encoder.blit
- "void"
- .id "ViewId" --- View id.
- .dst "TextureHandle" --- Destination texture handle.
- .dstMip "uint8_t" --- Destination texture mip level.
- .dstX "uint16_t" --- Destination texture X position.
- .dstY "uint16_t" --- Destination texture Y position.
- .dstZ "uint16_t" --- If texture is 2D this argument should be 0. If destination texture is cube
- --- this argument represents destination texture cube face. For 3D texture this argument
- --- represents destination texture Z position.
- .src "TextureHandle" --- Source texture handle.
- .srcMip "uint8_t" --- Source texture mip level.
- { default = 0 }
- .srcX "uint16_t" --- Source texture X position.
- { default = 0 }
- .srcY "uint16_t" --- Source texture Y position.
- { default = 0 }
- .srcZ "uint16_t" --- If texture is 2D this argument should be 0. If source texture is cube
- --- this argument represents source texture cube face. For 3D texture this argument
- --- represents source texture Z position.
- { default = 0 }
- .width "uint16_t" --- Width of region.
- { default = UINT16_MAX }
- .height "uint16_t" --- Height of region.
- { default = UINT16_MAX }
- .depth "uint16_t" --- If texture is 3D this argument represents depth of region, otherwise it's
- --- unused.
- { default = UINT16_MAX }
- --- Request screen shot of window back buffer.
- ---
- --- @remarks
- --- `bgfx::CallbackI::screenShot` must be implemented.
- --- @attention Frame buffer handle must be created with OS' target native window handle.
- ---
- func.requestScreenShot
- "void"
- .handle "FrameBufferHandle" --- Frame buffer handle. If handle is `BGFX_INVALID_HANDLE` request will be
- --- made for main window back buffer.
- .filePath "const char*" --- Will be passed to `bgfx::CallbackI::screenShot` callback.
- --- Render frame.
- ---
- --- @attention `bgfx::renderFrame` is blocking call. It waits for
- --- `bgfx::frame` to be called from API thread to process frame.
- --- If timeout value is passed call will timeout and return even
- --- if `bgfx::frame` is not called.
- ---
- --- @warning This call should be only used on platforms that don't
- --- allow creating separate rendering thread. If it is called before
- --- to bgfx::init, render thread won't be created by bgfx::init call.
- ---
- func.renderFrame
- "RenderFrame::Enum" --- Current renderer context state. See: `bgfx::RenderFrame`.
- .msecs "int32_t" --- Timeout in milliseconds.
- { default = -1 }
- --- Set platform data.
- ---
- --- @warning Must be called before `bgfx::init`.
- ---
- func.setPlatformData
- "void"
- .data "const PlatformData &" --- Platform data.
- --- Get internal data for interop.
- ---
- --- @attention It's expected you understand some bgfx internals before you
- --- use this call.
- ---
- --- @warning Must be called only on render thread.
- ---
- func.getInternalData
- "const InternalData*" --- Internal data.
- --- Override internal texture with externally created texture. Previously
- --- created internal texture will released.
- ---
- --- @attention It's expected you understand some bgfx internals before you
- --- use this call.
- ---
- --- @warning Must be called only on render thread.
- ---
- func.overrideInternal { cname = "override_internal_texture_ptr" }
- "uintptr_t" --- Native API pointer to texture. If result is 0, texture is not created
- --- yet from the main thread.
- .handle "TextureHandle" --- Texture handle.
- .ptr "uintptr_t" --- Native API pointer to texture.
- --- Override internal texture by creating new texture. Previously created
- --- internal texture will released.
- ---
- --- @attention It's expected you understand some bgfx internals before you
- --- use this call.
- ---
- --- @returns Native API pointer to texture. If result is 0, texture is not created yet from the
- --- main thread.
- ---
- --- @warning Must be called only on render thread.
- ---
- func.overrideInternal { cname = "override_internal_texture" }
- "uintptr_t" --- Native API pointer to texture. If result is 0, texture is not created
- --- yet from the main thread.
- .handle "TextureHandle" --- Texture handle.
- .width "uint16_t" --- Width.
- .height "uint16_t" --- Height.
- .numMips "uint8_t" --- Number of mip-maps.
- .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
- .flags "uint64_t" --- Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`)
- --- flags. Default texture sampling mode is linear, and wrap mode is repeat.
- --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
- --- mode.
- --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
- --- sampling.
- -- Legacy API:
- --- Sets a debug marker. This allows you to group graphics calls together for easy browsing in
- --- graphics debugging tools.
- func.setMarker
- "void"
- .marker "const char*" --- Marker string.
- --- Set render states for draw primitive.
- ---
- --- @remarks
- --- 1. To setup more complex states use:
- --- `BGFX_STATE_ALPHA_REF(_ref)`,
- --- `BGFX_STATE_POINT_SIZE(_size)`,
- --- `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
- --- `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`,
- --- `BGFX_STATE_BLEND_EQUATION(_equation)`,
- --- `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)`
- --- 2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend
- --- equation is specified.
- ---
- func.setState
- "void"
- .state "uint64_t" --- State flags. Default state for primitive type is
- --- triangles. See: `BGFX_STATE_DEFAULT`.
- --- - `BGFX_STATE_DEPTH_TEST_*` - Depth test function.
- --- - `BGFX_STATE_BLEND_*` - See remark 1 about BGFX_STATE_BLEND_FUNC.
- --- - `BGFX_STATE_BLEND_EQUATION_*` - See remark 2.
- --- - `BGFX_STATE_CULL_*` - Backface culling mode.
- --- - `BGFX_STATE_WRITE_*` - Enable R, G, B, A or Z write.
- --- - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing.
- --- - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type.
- .rgba "uint32_t" --- Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and
- --- `BGFX_STATE_BLEND_INV_FACTOR` blend modes.
- { default = 0 }
- --- Set condition for rendering.
- func.setCondition
- "void"
- .handle "OcclusionQueryHandle" --- Occlusion query handle.
- .visible "bool" --- Render if occlusion query is visible.
- --- Set stencil test state.
- func.setStencil
- "void"
- .fstencil "uint32_t" --- Front stencil state.
- .bstencil "uint32_t" --- Back stencil state. If back is set to `BGFX_STENCIL_NONE`
- --- _fstencil is applied to both front and back facing primitives.
- { default = "BGFX_STENCIL_NONE" }
- --- Set scissor for draw primitive.
- ---
- --- @remark
- --- To scissor for all primitives in view see `bgfx::setViewScissor`.
- ---
- func.setScissor
- "uint16_t" --- Scissor cache index.
- .x "uint16_t" --- Position x from the left corner of the window.
- .y "uint16_t" --- Position y from the top corner of the window.
- .width "uint16_t" --- Width of view scissor region.
- .height "uint16_t" --- Height of view scissor region.
- --- Set scissor from cache for draw primitive.
- ---
- --- @remark
- --- To scissor for all primitives in view see `bgfx::setViewScissor`.
- ---
- func.setScissor { cname = "set_scissor_cached" }
- "void"
- .cache "uint16_t" --- Index in scissor cache.
- { default = UINT16_MAX }
- --- Set model matrix for draw primitive. If it is not called,
- --- the model will be rendered with an identity model matrix.
- func.setTransform
- "uint32_t" --- Index into matrix cache in case the same model matrix has
- --- to be used for other draw primitive call.
- .mtx "const void*" --- Pointer to first matrix in array.
- .num "uint16_t" --- Number of matrices in array.
- --- Set model matrix from matrix cache for draw primitive.
- func.setTransform { cname = "set_transform_cached" }
- "void"
- .cache "uint32_t" --- Index in matrix cache.
- .num "uint16_t" --- Number of matrices from cache.
- { default = 1 }
- --- Reserve matrices in internal matrix cache.
- ---
- --- @attention Pointer returned can be modifed until `bgfx::frame` is called.
- ---
- func.allocTransform
- "uint32_t" --- Index in matrix cache.
- .transform "Transform*" { out } --- Pointer to `Transform` structure.
- .num "uint16_t" --- Number of matrices.
- --- Set shader uniform parameter for draw primitive.
- func.setUniform
- "void"
- .handle "UniformHandle" --- Uniform.
- .value "const void*" --- Pointer to uniform data.
- .num "uint16_t" --- Number of elements. Passing `UINT16_MAX` will
- --- use the _num passed on uniform creation.
- { default = 1 }
- --- Set index buffer for draw primitive.
- func.setIndexBuffer { cpponly }
- "void"
- .handle "IndexBufferHandle" --- Index buffer.
- --- Set index buffer for draw primitive.
- func.setIndexBuffer
- "void"
- .handle "IndexBufferHandle" --- Index buffer.
- .firstIndex "uint32_t" --- First index to render.
- .numIndices "uint32_t" --- Number of indices to render.
- --- Set index buffer for draw primitive.
- func.setIndexBuffer { cpponly }
- "void"
- .handle "DynamicIndexBufferHandle" --- Dynamic index buffer.
- --- Set index buffer for draw primitive.
- func.setIndexBuffer { cname = "set_dynamic_index_buffer" }
- "void"
- .handle "DynamicIndexBufferHandle" --- Dynamic index buffer.
- .firstIndex "uint32_t" --- First index to render.
- .numIndices "uint32_t" --- Number of indices to render.
- --- Set index buffer for draw primitive.
- func.setIndexBuffer { cpponly }
- "void"
- .tib "const TransientIndexBuffer*" --- Transient index buffer.
- --- Set index buffer for draw primitive.
- func.setIndexBuffer { cname = "set_transient_index_buffer" }
- "void"
- .tib "const TransientIndexBuffer*" --- Transient index buffer.
- .firstIndex "uint32_t" --- First index to render.
- .numIndices "uint32_t" --- Number of indices to render.
- --- Set vertex buffer for draw primitive.
- func.setVertexBuffer { cpponly }
- "void"
- .stream "uint8_t" --- Vertex stream.
- .handle "VertexBufferHandle" --- Vertex buffer.
- --- Set vertex buffer for draw primitive.
- func.setVertexBuffer
- "void"
- .stream "uint8_t" --- Vertex stream.
- .handle "VertexBufferHandle" --- Vertex buffer.
- .startVertex "uint32_t" --- First vertex to render.
- .numVertices "uint32_t" --- Number of vertices to render.
- --- Set vertex buffer for draw primitive.
- func.setVertexBuffer { cpponly }
- "void"
- .stream "uint8_t" --- Vertex stream.
- .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
- --- Set vertex buffer for draw primitive.
- func.setVertexBuffer { cname = "set_dynamic_vertex_buffer" }
- "void"
- .stream "uint8_t" --- Vertex stream.
- .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
- .startVertex "uint32_t" --- First vertex to render.
- .numVertices "uint32_t" --- Number of vertices to render.
- --- Set vertex buffer for draw primitive.
- func.setVertexBuffer { cpponly }
- "void"
- .stream "uint8_t" --- Vertex stream.
- .tvb "const TransientVertexBuffer*" --- Transient vertex buffer.
- --- Set vertex buffer for draw primitive.
- func.setVertexBuffer { cname = "set_transient_vertex_buffer" }
- "void"
- .stream "uint8_t" --- Vertex stream.
- .tvb "const TransientVertexBuffer*" --- Transient vertex buffer.
- .startVertex "uint32_t" --- First vertex to render.
- .numVertices "uint32_t" --- Number of vertices to render.
- --- Set number of vertices for auto generated vertices use in conjuction
- --- with gl_VertexID.
- ---
- --- @attention Availability depends on: `BGFX_CAPS_VERTEX_ID`.
- ---
- func.setVertexCount
- "void"
- .numVertices "uint32_t" --- Number of vertices.
- --- Set instance data buffer for draw primitive.
- func.setInstanceDataBuffer { cpponly }
- "void"
- .idb "const InstanceDataBuffer*" --- Transient instance data buffer.
- --- Set instance data buffer for draw primitive.
- func.setInstanceDataBuffer
- "void"
- .idb "const InstanceDataBuffer*" --- Transient instance data buffer.
- .start "uint32_t" --- First instance data.
- .num "uint32_t" --- Number of data instances.
- --- Set instance data buffer for draw primitive.
- func.setInstanceDataBuffer { cpponly }
- "void"
- .handle "VertexBufferHandle" --- Vertex buffer.
- --- Set instance data buffer for draw primitive.
- func.setInstanceDataBuffer { cname = "set_instance_data_from_vertex_buffer" }
- "void"
- .handle "VertexBufferHandle" --- Vertex buffer.
- .startVertex "uint32_t" --- First instance data.
- .num "uint32_t" --- Number of data instances.
- --- Set instance data buffer for draw primitive.
- func.setInstanceDataBuffer { cpponly }
- "void"
- .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
- --- Set instance data buffer for draw primitive.
- func.setInstanceDataBuffer { cname = "set_instance_data_from_dynamic_vertex_buffer" }
- "void"
- .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer.
- .startVertex "uint32_t" --- First instance data.
- .num "uint32_t" --- Number of data instances.
- --- Set number of instances for auto generated instances use in conjuction
- --- with gl_InstanceID.
- ---
- --- @attention Availability depends on: `BGFX_CAPS_VERTEX_ID`.
- ---
- func.setInstanceCount
- "void"
- .numInstances "uint32_t" -- Number of instances.
- --- Set texture stage for draw primitive.
- func.setTexture
- "void"
- .stage "uint8_t" --- Texture unit.
- .sampler "UniformHandle" --- Program sampler.
- .handle "TextureHandle" --- Texture handle.
- .flags "uint32_t" --- Texture sampling mode. Default value UINT32_MAX uses
- { default = UINT32_MAX } --- texture sampling settings from the texture.
- --- - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap
- --- mode.
- --- - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic
- --- sampling.
- --- Submit an empty primitive for rendering. Uniforms and draw state
- --- will be applied but no geometry will be submitted.
- ---
- --- @remark
- --- These empty draw calls will sort before ordinary draw calls.
- ---
- func.touch
- "void"
- .id "ViewId" --- View id.
- --- Submit primitive for rendering.
- func.submit
- "void"
- .id "ViewId" --- View id.
- .program "ProgramHandle" --- Program.
- .depth "uint32_t" --- Depth for sorting.
- { default = 0 }
- .preserveState "bool" --- Preserve internal draw state for next draw call submit.
- { default = false }
- --- Submit primitive with occlusion query for rendering.
- func.submit { cname = "submit_occlusion_query" }
- "void"
- .id "ViewId" --- View id.
- .program "ProgramHandle" --- Program.
- .occlusionQuery "OcclusionQueryHandle" --- Occlusion query.
- .depth "uint32_t" --- Depth for sorting.
- { default = 0 }
- .preserveState "bool" --- Preserve internal draw state for next draw call submit.
- { default = false }
- --- Submit primitive for rendering with index and instance data info from
- --- indirect buffer.
- func.submit { cname = "submit_indirect" }
- "void"
- .id "ViewId" --- View id.
- .program "ProgramHandle" --- Program.
- .indirectHandle "IndirectBufferHandle" --- Indirect buffer.
- .start "uint16_t" --- First element in indirect buffer.
- { default = 0 }
- .num "uint16_t" --- Number of dispatches.
- { default = 1 }
- .depth "uint32_t" --- Depth for sorting.
- { default = 0 }
- .preserveState "bool" --- Preserve internal draw state for next draw call submit.
- { default = false }
- --- Set compute index buffer.
- func.setBuffer { cname = "set_compute_index_buffer" }
- "void"
- .stage "uint8_t" --- Compute stage.
- .handle "IndexBufferHandle" --- Index buffer handle.
- .access "Access::Enum" --- Buffer access. See `Access::Enum`.
- --- Set compute vertex buffer.
- func.setBuffer { cname = "set_compute_vertex_buffer" }
- "void"
- .stage "uint8_t" --- Compute stage.
- .handle "VertexBufferHandle" --- Vertex buffer handle.
- .access "Access::Enum" --- Buffer access. See `Access::Enum`.
- --- Set compute dynamic index buffer.
- func.setBuffer { cname = "set_compute_dynamic_index_buffer" }
- "void"
- .stage "uint8_t" --- Compute stage.
- .handle "DynamicIndexBufferHandle" --- Dynamic index buffer handle.
- .access "Access::Enum" --- Buffer access. See `Access::Enum`.
- --- Set compute dynamic vertex buffer.
- func.setBuffer { cname = "set_compute_dynamic_vertex_buffer" }
- "void"
- .stage "uint8_t" --- Compute stage.
- .handle "DynamicVertexBufferHandle" --- Dynamic vertex buffer handle.
- .access "Access::Enum" --- Buffer access. See `Access::Enum`.
- --- Set compute indirect buffer.
- func.setBuffer { cname = "set_compute_indirect_buffer" }
- "void"
- .stage "uint8_t" --- Compute stage.
- .handle "IndirectBufferHandle" --- Indirect buffer handle.
- .access "Access::Enum" --- Buffer access. See `Access::Enum`.
- --- Set compute image from texture.
- func.setImage
- "void"
- .stage "uint8_t" --- Compute stage.
- .handle "TextureHandle" --- Texture handle.
- .mip "uint8_t" --- Mip level.
- .access "Access::Enum" --- Image access. See `Access::Enum`.
- .format "TextureFormat::Enum" --- Texture format. See: `TextureFormat::Enum`.
- { default = "TextureFormat::Count" }
- --- Dispatch compute.
- func.dispatch
- "void"
- .id "ViewId" --- View id.
- .program "ProgramHandle" --- Compute program.
- .numX "uint32_t" --- Number of groups X.
- { deafult = 1 }
- .numY "uint32_t" --- Number of groups Y.
- { deafult = 1 }
- .numZ "uint32_t" --- Number of groups Z.
- { deafult = 1 }
- --- Dispatch compute indirect.
- func.dispatch { cname = "dispatch_indirect" }
- "void"
- .id "ViewId" --- View id.
- .program "ProgramHandle" --- Compute program.
- .indirectHandle "IndirectBufferHandle" --- Indirect buffer.
- .start "uint16_t" --- First element in indirect buffer.
- { deafult = 0 }
- .num "uint16_t" --- Number of dispatches.
- { deafult = 1 }
- --- Discard all previously set state for draw or compute call.
- func.discard
- "void"
- --- Blit 2D texture region between two 2D textures.
- ---
- --- @attention Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag.
- --- @attention Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`.
- ---
- func.blit { cpponly }
- "void"
- .id "ViewId" --- View id.
- .dst "TextureHandle" --- Destination texture handle.
- .dstX "uint16_t" --- Destination texture X position.
- .dstY "uint16_t" --- Destination texture Y position.
- .src "TextureHandle" --- Source texture handle.
- .srcX "uint16_t" --- Source texture X position.
- { default = 0 }
- .srcY "uint16_t" --- Source texture Y position.
- { default = 0 }
- .width "uint16_t" --- Width of region.
- { default = UINT16_MAX }
- .height "uint16_t" --- Height of region.
- { default = UINT16_MAX }
- --- Blit 2D texture region between two 2D textures.
- ---
- --- @attention Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag.
- --- @attention Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`.
- ---
- func.blit
- "void"
- .id "ViewId" --- View id.
- .dst "TextureHandle" --- Destination texture handle.
- .dstMip "uint8_t" --- Destination texture mip level.
- .dstX "uint16_t" --- Destination texture X position.
- .dstY "uint16_t" --- Destination texture Y position.
- .dstZ "uint16_t" --- If texture is 2D this argument should be 0. If destination texture is cube
- --- this argument represents destination texture cube face. For 3D texture this argument
- --- represents destination texture Z position.
- .src "TextureHandle" --- Source texture handle.
- .srcMip "uint8_t" --- Source texture mip level.
- { default = 0 }
- .srcX "uint16_t" --- Source texture X position.
- { default = 0 }
- .srcY "uint16_t" --- Source texture Y position.
- { default = 0 }
- .srcZ "uint16_t" --- If texture is 2D this argument should be 0. If source texture is cube
- --- this argument represents source texture cube face. For 3D texture this argument
- --- represents source texture Z position.
- { default = 0 }
- .width "uint16_t" --- Width of region.
- { default = UINT16_MAX }
- .height "uint16_t" --- Height of region.
- { default = UINT16_MAX }
- .depth "uint16_t" --- If texture is 3D this argument represents depth of region, otherwise it's
- --- unused.
- { default = UINT16_MAX }
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