Stubbed doxigen documentation comments.

This commit is contained in:
bkaradzic 2012-11-26 22:11:24 -08:00
parent dbaa7cfc12
commit 667c99bfd9

View file

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