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Stubbed doxigen documentation comments.
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1 changed files with 46 additions and 46 deletions
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@ -429,13 +429,13 @@ namespace bgfx
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/// Returns renderer backend API type.
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RendererType::Enum getRendererType();
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///
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/// Initialize bgfx library.
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void init(FatalFn _fatal = NULL, ReallocFn _realloc = NULL, FreeFn _free = NULL, CacheFn _cache = NULL);
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///
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/// Shutdown bgfx library.
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void shutdown();
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///
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/// Reset graphic settings.
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void reset(uint32_t _width, uint32_t _height, uint32_t _flags = BGFX_RESET_NONE);
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/// Advance to next frame. When using multithreaded renderer, this call
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@ -474,40 +474,40 @@ namespace bgfx
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/// Print into internal debug text buffer.
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void dbgTextPrintf(uint16_t _x, uint16_t _y, uint8_t _attr, const char* _format, ...);
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///
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/// Create static index buffer.
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IndexBufferHandle createIndexBuffer(const Memory* _mem);
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///
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/// Destroy static index buffer.
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void destroyIndexBuffer(IndexBufferHandle _handle);
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///
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/// Create static vertex buffer.
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VertexBufferHandle createVertexBuffer(const Memory* _mem, const VertexDecl& _decl);
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///
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/// Destroy static vertex buffer.
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void destroyVertexBuffer(VertexBufferHandle _handle);
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///
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/// Create empty dynamic index buffer.
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DynamicIndexBufferHandle createDynamicIndexBuffer(uint16_t _num);
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///
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/// Create dynamic index buffer and initialized it.
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DynamicIndexBufferHandle createDynamicIndexBuffer(const Memory* _mem);
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///
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/// Update dynamic index buffer.
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void updateDynamicIndexBuffer(DynamicIndexBufferHandle _handle, const Memory* _mem);
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///
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/// Destroy dynamic index buffer.
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void destroyDynamicIndexBuffer(DynamicIndexBufferHandle _handle);
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///
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/// Create empty dynamic vertex buffer.
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DynamicVertexBufferHandle createDynamicVertexBuffer(uint16_t _num, const VertexDecl& _decl);
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///
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/// Create dynamic vertex buffer and initialize it.
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DynamicVertexBufferHandle createDynamicVertexBuffer(const Memory* _mem, const VertexDecl& _decl);
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///
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/// Update dynamic vertex buffer.
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void updateDynamicVertexBuffer(DynamicVertexBufferHandle _handle, const Memory* _mem);
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///
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/// Destory dynamic vertex buffer.
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void destroyDynamicVertexBuffer(DynamicVertexBufferHandle _handle);
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/// Returns true if internal transient index buffer has enough space.
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@ -531,7 +531,7 @@ namespace bgfx
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/// @param _decl vertex declaration.
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void allocTransientVertexBuffer(TransientVertexBuffer* _tvb, uint16_t _num, const VertexDecl& _decl);
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///
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/// Allocate instance data buffer.
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const InstanceDataBuffer* allocInstanceDataBuffer(uint16_t _num, uint16_t _stride);
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/// Create vertex shader from memory buffer.
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@ -562,43 +562,43 @@ namespace bgfx
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/// Create texture from memory buffer.
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TextureHandle createTexture(const Memory* _mem, uint32_t _flags = BGFX_TEXTURE_NONE, TextureInfo* _info = NULL);
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///
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/// Create 2D texture.
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TextureHandle createTexture2D(uint16_t _width, uint16_t _height, uint8_t _numMips, TextureFormat::Enum _format, uint32_t _flags = BGFX_TEXTURE_NONE, const Memory* _mem = NULL);
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///
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/// Create 3D texture.
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TextureHandle createTexture3D(uint16_t _width, uint16_t _height, uint16_t _depth, uint8_t _numMips, TextureFormat::Enum _format, uint32_t _flags = BGFX_TEXTURE_NONE, const Memory* _mem = NULL);
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///
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/// Create Cube texture.
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TextureHandle createTextureCube(uint16_t _sides, uint16_t _width, uint8_t _numMips, TextureFormat::Enum _format, uint32_t _flags = BGFX_TEXTURE_NONE, const Memory* _mem = NULL);
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///
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/// Update 2D texture.
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void updateTexture2D(TextureHandle _handle, uint8_t _mip, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height, const Memory* _mem);
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///
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/// Update 3D texture.
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void updateTexture3D(TextureHandle _handle, uint8_t _mip, uint16_t _x, uint16_t _y, uint16_t _z, uint16_t _width, uint16_t _height, uint16_t _depth, const Memory* _mem);
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///
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/// Update Cube texture.
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void updateTextureCube(TextureHandle _handle, uint8_t _side, uint8_t _mip, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height, const Memory* _mem);
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///
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/// Destroy texture.
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void destroyTexture(TextureHandle _handle);
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///
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/// Create render target.
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RenderTargetHandle createRenderTarget(uint16_t _width, uint16_t _height, uint32_t _flags = BGFX_RENDER_TARGET_COLOR_RGBA, uint32_t _textureFlags = BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP);
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///
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/// Destroy render target.
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void destroyRenderTarget(RenderTargetHandle _handle);
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///
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/// Create shader uniform parameter.
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UniformHandle createUniform(const char* _name, UniformType::Enum _type, uint16_t _num = 1);
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///
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/// Destroy shader uniform parameter.
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void destroyUniform(UniformHandle _handle);
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/// Set view rectangle. Draw primitive outside view will be clipped.
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void setViewRect(uint8_t _id, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height);
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///
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/// Set view rectangle for multiple views .
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void setViewRectMask(uint32_t _viewMask, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height);
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/// Set view clear flags.
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@ -612,28 +612,28 @@ namespace bgfx
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/// @param _stencil stencil clear value.
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void setViewClear(uint8_t _id, uint8_t _flags, uint32_t _rgba = 0x000000ff, float _depth = 1.0f, uint8_t _stencil = 0);
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///
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/// Set view clear flags for multiple views.
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void setViewClearMask(uint32_t _viewMask, uint8_t _flags, uint32_t _rgba = 0x000000ff, float _depth = 1.0f, uint8_t _stencil = 0);
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/// Set view into sequential mode. Draw calls will be sorted in the same
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/// order in which submit calls were called.
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void setViewSeq(uint8_t _id, bool _enabled);
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///
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/// Set mulitple views into sequential mode.
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void setViewSeqMask(uint32_t _viewMask, bool _enabled);
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/// Set view render target. View without render target draws primitives
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/// into default backbuffer.
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void setViewRenderTarget(uint8_t _id, RenderTargetHandle _handle);
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///
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/// Set view render target for multiple views.
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void setViewRenderTargetMask(uint32_t _viewMask, RenderTargetHandle _handle);
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/// Set view view and projection matrices, all draw primitives in this
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/// view will use these matrices.
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void setViewTransform(uint8_t _id, const void* _view, const void* _proj, uint8_t _other = 0xff);
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///
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/// Set view view and projection matrices for multiple views.
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void setViewTransformMask(uint32_t _viewMask, const void* _view, const void* _proj, uint8_t _other = 0xff);
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/// Set render states for draw primitive.
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@ -662,43 +662,43 @@ namespace bgfx
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/// @param _num number of matrices from cache.
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void setTransform(uint32_t _cache, uint16_t _num = 1);
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///
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/// Set shader uniform parameter for draw primitive.
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void setUniform(UniformHandle _handle, const void* _value, uint16_t _num = 1);
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///
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/// Set index buffer for draw primitive.
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void setIndexBuffer(IndexBufferHandle _handle, uint32_t _firstIndex, uint32_t _numIndices);
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///
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/// Set index buffer for draw primitive.
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void setIndexBuffer(IndexBufferHandle _handle);
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///
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/// Set index buffer for draw primitive.
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void setIndexBuffer(DynamicIndexBufferHandle _handle, uint32_t _firstIndex, uint32_t _numIndices);
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///
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/// Set index buffer for draw primitive.
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void setIndexBuffer(DynamicIndexBufferHandle _handle);
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///
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/// Set index buffer for draw primitive.
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void setIndexBuffer(const TransientIndexBuffer* _tib, uint32_t _numIndices = UINT32_MAX);
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///
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/// Set vertex buffer for draw primitive.
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void setVertexBuffer(VertexBufferHandle _handle, uint32_t _numVertices = UINT32_MAX);
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///
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/// Set vertex buffer for draw primitive.
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void setVertexBuffer(DynamicVertexBufferHandle _handle, uint32_t _numVertices = UINT32_MAX);
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///
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/// Set vertex buffer for draw primitive.
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void setVertexBuffer(const TransientVertexBuffer* _tvb, uint32_t _numVertices = UINT32_MAX);
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///
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/// Set instance data buffer for draw primitive.
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void setInstanceDataBuffer(const InstanceDataBuffer* _idb, uint16_t _num = UINT16_MAX);
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///
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/// Set program for draw primitive.
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void setProgram(ProgramHandle _handle);
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///
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/// Set texture stage for draw primitive.
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void setTexture(uint8_t _stage, UniformHandle _sampler, TextureHandle _handle);
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///
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/// Set texture stage for draw primitive.
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void setTexture(uint8_t _stage, UniformHandle _sampler, RenderTargetHandle _handle, bool _depth = false);
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/// Submit primitive for rendering into single view.
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@ -713,7 +713,7 @@ namespace bgfx
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/// @param _depth depth for sorting.
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void submitMask(uint32_t _viewMask, int32_t _depth = 0);
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///
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/// Request screen shot.
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void saveScreenShot(const char* _filePath);
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} // namespace bgfx
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