/* * Copyright 2011-2015 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE */ #ifndef BGFX_H_HEADER_GUARD #define BGFX_H_HEADER_GUARD #include // uint32_t #include // size_t #include "bgfxdefines.h" /// #define BGFX_HANDLE(_name) \ struct _name { uint16_t idx; }; \ inline bool isValid(_name _handle) { return bgfx::invalidHandle != _handle.idx; } #define BGFX_INVALID_HANDLE { bgfx::invalidHandle } namespace bx { struct ReallocatorI; } /// BGFX namespace bgfx { struct Fatal { enum Enum { DebugCheck, MinimumRequiredSpecs, InvalidShader, UnableToInitialize, UnableToCreateTexture, DeviceLost, Count }; }; struct RendererType { /// Renderer type enumeration. enum Enum { Null, //!< No rendering. Direct3D9, //!< Direct3D 9.0 Direct3D11, //!< Direct3D 11.0 Direct3D12, //!< Direct3D 12.0 OpenGLES, //!< OpenGL ES 2.0+ OpenGL, //!< OpenGL 2.1+ Vulkan, //!< Vulkan Count }; }; struct Access { enum Enum { Read, Write, ReadWrite, Count }; }; struct Attrib { /// Corresponds to vertex shader attribute. enum Enum { Position, //!< a_position Normal, //!< a_normal Tangent, //!< a_tangent Bitangent, //!< a_bitangent Color0, //!< a_color0 Color1, //!< a_color1 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 Count }; }; struct AttribType { enum Enum { Uint8, Int16, Half, // Availability depends on: `BGFX_CAPS_VERTEX_ATTRIB_HALF`. Float, Count }; }; struct TextureFormat { // Availability depends on Caps (see: formats). enum Enum { BC1, // DXT1 BC2, // DXT3 BC3, // DXT5 BC4, // LATC1/ATI1 BC5, // LATC2/ATI2 BC6H, // BC6H BC7, // BC7 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 Unknown, // compressed formats above R1, R8, R16, R16F, R32, R32F, RG8, RG16, RG16F, RG32, RG32F, BGRA8, RGBA8, RGBA16, RGBA16F, RGBA32, RGBA32F, R5G6B5, RGBA4, RGB5A1, RGB10A2, R11G11B10F, UnknownDepth, // depth formats below D16, D24, D24S8, D32, D16F, D24F, D32F, D0S8, Count }; }; struct UniformType { enum Enum { Uniform1i, Uniform1f, End, Uniform1iv, Uniform1fv, Uniform2fv, Uniform3fv, Uniform4fv, Uniform3x3fv, Uniform4x4fv, Count }; }; struct BackbufferRatio { enum Enum { Equal, Half, Quarter, Eighth, Sixteenth, Double, Count }; }; static const uint16_t invalidHandle = UINT16_MAX; BGFX_HANDLE(DynamicIndexBufferHandle); BGFX_HANDLE(DynamicVertexBufferHandle); BGFX_HANDLE(FrameBufferHandle); BGFX_HANDLE(IndexBufferHandle); BGFX_HANDLE(IndirectBufferHandle); BGFX_HANDLE(ProgramHandle); BGFX_HANDLE(ShaderHandle); BGFX_HANDLE(TextureHandle); BGFX_HANDLE(UniformHandle); BGFX_HANDLE(VertexBufferHandle); BGFX_HANDLE(VertexDeclHandle); /// Callback interface to implement application specific behavior. /// Cached items are currently used only for OpenGL binary shaders. /// /// @remarks /// 'fatal' callback can be called from any thread. Other callbacks /// are called from the render thread. /// struct CallbackI { virtual ~CallbackI() = 0; /// If fatal code code is not Fatal::DebugCheck this callback is /// called on unrecoverable error. It's not safe to continue, inform /// user and terminate application from this call. /// /// @param _code Fatal error code. /// @param _str More information about error. /// virtual void fatal(Fatal::Enum _code, const char* _str) = 0; /// Return size of for cached item. Return 0 if no cached item was /// found. /// /// @param _id Cache id. /// @returns Number of bytes to read. /// virtual uint32_t cacheReadSize(uint64_t _id) = 0; /// Read cached item. /// /// @param _id Cache id. /// @param _data Buffer where to read data. /// @param _size Size of data to read. /// /// @returns True if data is read. /// virtual bool cacheRead(uint64_t _id, void* _data, uint32_t _size) = 0; /// Write cached item. /// /// @param _id Cache id. /// @param _data Data to write. /// @param _size Size of data to write. /// virtual void cacheWrite(uint64_t _id, const void* _data, uint32_t _size) = 0; /// Screenshot captured. Screenshot format is always 4-byte BGRA. /// /// @param _filePath File path. /// @param _width Image width. /// @param _height Image height. /// @param _pitch Number of bytes to skip to next line. /// @param _data Image data. /// @param _size Image size. /// @param _yflip If true image origin is bottom left. /// virtual void screenShot(const char* _filePath, uint32_t _width, uint32_t _height, uint32_t _pitch, const void* _data, uint32_t _size, bool _yflip) = 0; /// Called when capture begins. virtual void captureBegin(uint32_t _width, uint32_t _height, uint32_t _pitch, TextureFormat::Enum _format, bool _yflip) = 0; /// Called when capture ends. virtual void captureEnd() = 0; /// Captured frame. /// /// @param _data Image data. /// @param _size Image size. /// virtual void captureFrame(const void* _data, uint32_t _size) = 0; }; inline CallbackI::~CallbackI() { } /// typedef void (*ReleaseFn)(void* _ptr, void* _userData); /// struct Memory { uint8_t* data; uint32_t size; }; /// Renderer capabilities. struct Caps { /// Renderer backend type. See: `bgfx::RendererType` RendererType::Enum rendererType; /// Supported functionality. /// /// - `BGFX_CAPS_TEXTURE_COMPARE_LEQUAL` - Less equal texture /// compare mode. /// - `BGFX_CAPS_TEXTURE_COMPARE_ALL` - All texture compare modes. /// - `BGFX_CAPS_TEXTURE_3D` - 3D textures. /// - `BGFX_CAPS_VERTEX_ATTRIB_HALF` - AttribType::Half. /// - `BGFX_CAPS_INSTANCING` - Vertex instancing. /// - `BGFX_CAPS_RENDERER_MULTITHREADED` - Renderer on separate /// thread. /// - `BGFX_CAPS_FRAGMENT_DEPTH` - Fragment shader can modify depth /// buffer value (gl_FragDepth). /// - `BGFX_CAPS_BLEND_INDEPENDENT` - Multiple render targets can /// have different blend mode set individually. /// - `BGFX_CAPS_COMPUTE` - Renderer has compute shaders. /// - `BGFX_CAPS_FRAGMENT_ORDERING` - Intel's pixel sync. /// - `BGFX_CAPS_SWAP_CHAIN` - Multiple windows. /// uint64_t supported; uint32_t maxDrawCalls; ///< Maximum draw calls. uint16_t maxTextureSize; ///< Maximum texture size. uint16_t maxViews; ///< Maximum views. uint8_t maxFBAttachments; ///< Maximum frame buffer attachments. uint8_t numGPUs; ///< Number of enumerated GPUs. uint16_t vendorId; ///< Selected GPU vendor id. uint16_t deviceId; ///< Selected GPU device id. struct GPU { uint16_t vendorId; uint16_t deviceId; }; GPU gpu[4]; ///< Enumerated GPUs. /// Supported texture formats. /// - `BGFX_CAPS_FORMAT_TEXTURE_NONE` - not supported /// - `BGFX_CAPS_FORMAT_TEXTURE_COLOR` - supported /// - `BGFX_CAPS_FORMAT_TEXTURE_EMULATED` - emulated /// - `BGFX_CAPS_FORMAT_TEXTURE_VERTEX` - supported vertex texture uint8_t formats[TextureFormat::Count]; }; /// struct TransientIndexBuffer { uint8_t* data; uint32_t size; uint32_t startIndex; IndexBufferHandle handle; }; /// struct TransientVertexBuffer { uint8_t* data; uint32_t size; uint32_t startVertex; uint16_t stride; VertexBufferHandle handle; VertexDeclHandle decl; }; /// struct InstanceDataBuffer { uint8_t* data; //!< Pointer to data. uint32_t size; //!< Data size. uint32_t offset; //!< Offset in vertex buffer. uint32_t num; //!< Number of instances. uint16_t stride; //!< Vertex buffer stride. VertexBufferHandle handle; //!< Vertex buffer object handle. }; /// struct TextureInfo { TextureFormat::Enum format; //!< Texture format. uint32_t storageSize; //!< Total amount of bytes required to store texture. uint16_t width; //!< Texture width. uint16_t height; //!< Texture height. uint16_t depth; //!< Texture depth. uint8_t numMips; //!< Number of MIP maps. uint8_t bitsPerPixel; //!< Format bits per pixel. bool cubeMap; //!< Texture is cubemap. }; /// struct Transform { float* data; //!< Pointer to first matrix. uint16_t num; //!< Number of matrices. }; /// HMD info. struct HMD { /// Eye struct Eye { float rotation[4]; //!< Eye rotation represented as quaternion. float translation[3]; //!< Eye translation. float fov[4]; //!< Field of view (up, down, left, right). float viewOffset[3]; //!< Eye view matrix translation adjustment. float pixelsPerTanAngle[2]; //!< }; Eye eye[2]; uint16_t width; //!< Framebuffer width. uint16_t height; //!< Framebuffer width. }; /// Vertex declaration. struct VertexDecl { VertexDecl(); /// Start VertexDecl. VertexDecl& begin(RendererType::Enum _renderer = RendererType::Null); /// End VertexDecl. void end(); /// Add attribute to VertexDecl. /// /// @param _attrib Attribute semantics. See: `bgfx::Attrib` /// @param _num Number of elements 1, 2, 3 or 4. /// @param _type Element type. /// @param _normalized When using fixed point AttribType (f.e. Uint8) /// 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. /// @param _asInt Packaging rule for vertexPack, vertexUnpack, and /// vertexConvert for AttribType::Uint8 and AttribType::Int16. /// Unpacking code must be implemented inside vertex shader. /// /// @remarks /// Must be called between begin/end. /// VertexDecl& add(Attrib::Enum _attrib, uint8_t _num, AttribType::Enum _type, bool _normalized = false, bool _asInt = false); /// Skip _num bytes in vertex stream. VertexDecl& skip(uint8_t _num); /// Decode attribute. void decode(Attrib::Enum _attrib, uint8_t& _num, AttribType::Enum& _type, bool& _normalized, bool& _asInt) const; /// Returns true if VertexDecl contains attribute. bool has(Attrib::Enum _attrib) const { return 0xff != m_attributes[_attrib]; } /// Returns relative attribute offset from the vertex. uint16_t getOffset(Attrib::Enum _attrib) const { return m_offset[_attrib]; } /// Returns vertex stride. uint16_t getStride() const { return m_stride; } /// Returns size of vertex buffer for number of vertices. uint32_t getSize(uint32_t _num) const { return _num*m_stride; } uint32_t m_hash; uint16_t m_stride; uint16_t m_offset[Attrib::Count]; uint8_t m_attributes[Attrib::Count]; }; /// Pack vec4 into vertex stream format. void vertexPack(const float _input[4], bool _inputNormalized, Attrib::Enum _attr, const VertexDecl& _decl, void* _data, uint32_t _index = 0); /// Unpack vec4 from vertex stream format. void vertexUnpack(float _output[4], Attrib::Enum _attr, const VertexDecl& _decl, const void* _data, uint32_t _index = 0); /// Converts vertex stream data from one vertex stream format to another. /// /// @param _destDecl Destination vertex stream declaration. /// @param _destData Destination vertex stream. /// @param _srcDecl Source vertex stream declaration. /// @param _srcData Source vertex stream data. /// @param _num Number of vertices to convert from source to destination. /// void vertexConvert(const VertexDecl& _destDecl, void* _destData, const VertexDecl& _srcDecl, const void* _srcData, uint32_t _num = 1); /// Weld vertices. /// /// @param _output Welded vertices remapping table. The size of buffer /// must be the same as number of vertices. /// @param _decl Vertex stream declaration. /// @param _data Vertex stream. /// @param _num Number of vertices in vertex stream. /// @param _epsilon Error tolerance for vertex position comparison. /// @returns Number of unique vertices after vertex welding. /// uint16_t weldVertices(uint16_t* _output, const VertexDecl& _decl, const void* _data, uint16_t _num, float _epsilon = 0.001f); /// Swizzle RGBA8 image to BGRA8. /// /// @param _width Width of input image (pixels). /// @param _height Height of input image (pixels). /// @param _pitch Pitch of input image (bytes). /// @param _src Source image. /// @param _dst Destination image. Must be the same size as input image. /// _dst might be pointer to the same memory as _src. /// void imageSwizzleBgra8(uint32_t _width, uint32_t _height, uint32_t _pitch, const void* _src, void* _dst); /// Downsample RGBA8 image with 2x2 pixel average filter. /// /// @param _width Width of input image (pixels). /// @param _height Height of input image (pixels). /// @param _pitch Pitch of input image (bytes). /// @param _src Source image. /// @param _dst Destination image. Must be at least quarter size of /// input image. _dst might be pointer to the same memory as _src. /// void imageRgba8Downsample2x2(uint32_t _width, uint32_t _height, uint32_t _pitch, const void* _src, void* _dst); /// Returns supported backend API renderers. uint8_t getSupportedRenderers(RendererType::Enum _enum[RendererType::Count]); /// Returns name of renderer. const char* getRendererName(RendererType::Enum _type); /// Initialize bgfx library. /// /// @param _type Select rendering backend. When set to RendererType::Count /// default rendering backend will be selected. /// See: `bgfx::RendererType` /// /// @param _vendorId Vendor PCI id. If set to BGFX_PCI_ID_NONE it will select the first device. /// - `BGFX_PCI_ID_NONE` - autoselect. /// - `BGFX_PCI_ID_AMD` - AMD. /// - `BGFX_PCI_ID_INTEL` - Intel. /// - `BGFX_PCI_ID_NVIDIA` - nVidia. /// /// @param _deviceId Device id. If set to 0 it will select first device, or device with /// matching id. /// /// @param _callback Provide application specific callback interface. /// See: `bgfx::CallbackI` /// /// @param _reallocator Custom allocator. When custom allocator is not /// specified, library uses default CRT allocator. The library assumes /// icustom allocator is thread safe. /// /// @attention C99 equivalent is `bgfx_init`. /// void init(RendererType::Enum _type = RendererType::Count, uint16_t _vendorId = BGFX_PCI_ID_NONE, uint16_t _deviceId = 0, CallbackI* _callback = NULL, bx::ReallocatorI* _reallocator = NULL); /// Shutdown bgfx library. /// /// @attention C99 equivalent is `bgfx_shutdown`. /// void shutdown(); /// Reset graphic settings and back-buffer size. /// /// @param _width Back-buffer width. /// @param _height Back-buffer height. /// @param _flags /// - `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_HMD` - HMD stereo rendering. /// - `BGFX_RESET_HMD_DEBUG` - HMD stereo rendering debug mode. /// - `BGFX_RESET_HMD_RECENTER` - HMD calibration. /// - `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`. /// /// @attention This call doesn't actually change window size, it just /// resizes back-buffer. Windowing code has to change window size. /// /// @attention C99 equivalent is `bgfx_reset`. /// void reset(uint32_t _width, uint32_t _height, uint32_t _flags = BGFX_RESET_NONE); /// 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. /// /// @returns 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. /// /// @attention C99 equivalent is `bgfx_frame`. /// uint32_t frame(); /// Returns current renderer backend API type. /// /// @remarks /// Library must be initialized. /// /// @attention C99 equivalent is `bgfx_get_renderer_type`. /// RendererType::Enum getRendererType(); /// Returns renderer capabilities. /// /// @returns Pointer to static `bgfx::Caps` structure. /// /// @remarks /// Library must be initialized. /// /// @attention C99 equivalent is `bgfx_get_caps`. /// const Caps* getCaps(); /// Returns HMD info. const HMD* getHMD(); /// Allocate buffer to pass to bgfx calls. Data will be freed inside bgfx. const Memory* alloc(uint32_t _size); /// Allocate buffer and copy data into it. Data will be freed inside bgfx. const Memory* copy(const void* _data, uint32_t _size); /// Make reference to data to pass to bgfx. Unlike `bgfx::alloc` this call /// doesn't allocate memory for data. It just copies pointer to data. You /// can pass `ReleaseFn` function pointer to release this memory after it's /// consumed, or you must make sure data is available for at least 2 /// `bgfx::frame` calls. `ReleaseFn` function must be able to be called /// called from any thread. const Memory* makeRef(const void* _data, uint32_t _size, ReleaseFn _releaseFn = NULL, void* _userData = NULL); /// Set debug flags. /// /// @param _debug Available flags: /// - `BGFX_DEBUG_IFH` - Infinitely fast hardware. When this flag is set /// all rendering calls will be skipped. It's useful when profiling /// to quickly assess bottleneck between CPU and GPU. /// - `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. /// void setDebug(uint32_t _debug); /// Clear internal debug text buffer. void dbgTextClear(uint8_t _attr = 0, bool _small = false); /// Print into internal debug text buffer. void dbgTextPrintf(uint16_t _x, uint16_t _y, uint8_t _attr, const char* _format, ...); /// Draw image into internal debug text buffer. /// /// @param _x X position from top-left. /// @param _y Y position from top-left. /// @param _width Image width. /// @param _height Image height. /// @param _data Raw image data (character/attribute raw encoding). /// @param _pitch Image pitch in bytes. /// void dbgTextImage(uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height, const void* _data, uint16_t _pitch); /// Create static index buffer. /// /// @param _mem Index buffer data. /// @param _flags Buffer creation flags. /// - `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 different amount of /// data is passed. If this flag is not specified if more data is passed on update buffer /// will be trimmed to fit 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. /// IndexBufferHandle createIndexBuffer(const Memory* _mem, uint16_t _flags = BGFX_BUFFER_NONE); /// Destroy static index buffer. void destroyIndexBuffer(IndexBufferHandle _handle); /// Create static vertex buffer. /// /// @param _mem Vertex buffer data. /// @param _decl Vertex declaration. /// @returns Static vertex buffer handle. /// VertexBufferHandle createVertexBuffer(const Memory* _mem, const VertexDecl& _decl, uint16_t _flags = BGFX_BUFFER_NONE); /// Destroy static vertex buffer. /// /// @param _handle Static vertex buffer handle. /// void destroyVertexBuffer(VertexBufferHandle _handle); /// Create empty dynamic index buffer. /// /// @param _num Number of indices. /// @param _flags Buffer creation flags. /// - `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 different amount of /// data is passed. If this flag is not specified if more data is passed on update buffer /// will be trimmed to fit 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. /// DynamicIndexBufferHandle createDynamicIndexBuffer(uint32_t _num, uint16_t _flags = BGFX_BUFFER_NONE); /// Create dynamic index buffer and initialized it. /// /// @param _mem Index buffer data. /// @param _flags Buffer creation flags. /// - `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 different amount of /// data is passed. If this flag is not specified if more data is passed on update buffer /// will be trimmed to fit 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. /// DynamicIndexBufferHandle createDynamicIndexBuffer(const Memory* _mem, uint16_t _flags = BGFX_BUFFER_NONE); /// Update dynamic index buffer. /// /// @param _handle Dynamic index buffer handle. /// @param _mem Index buffer data. /// void updateDynamicIndexBuffer(DynamicIndexBufferHandle _handle, const Memory* _mem); /// Destroy dynamic index buffer. /// /// @param _handle Dynamic index buffer handle. /// void destroyDynamicIndexBuffer(DynamicIndexBufferHandle _handle); /// Create empty dynamic vertex buffer. /// /// @param _num Number of vertices. /// @param _decl Vertex declaration. /// @param _flags Buffer creation flags. /// - `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 different amount of /// data is passed. If this flag is not specified if more data is passed on update buffer /// will be trimmed to fit 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. /// DynamicVertexBufferHandle createDynamicVertexBuffer(uint32_t _num, const VertexDecl& _decl, uint16_t _flags = BGFX_BUFFER_NONE); /// Create dynamic vertex buffer and initialize it. /// /// @param _mem Vertex buffer data. /// @param _decl Vertex declaration. /// @param _flags Buffer creation flags. /// - `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 different amount of /// data is passed. If this flag is not specified if more data is passed on update buffer /// will be trimmed to fit 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. /// DynamicVertexBufferHandle createDynamicVertexBuffer(const Memory* _mem, const VertexDecl& _decl, uint16_t _flags = BGFX_BUFFER_NONE); /// Update dynamic vertex buffer. void updateDynamicVertexBuffer(DynamicVertexBufferHandle _handle, const Memory* _mem); /// Destroy dynamic vertex buffer. void destroyDynamicVertexBuffer(DynamicVertexBufferHandle _handle); /// Returns true if internal transient index buffer has enough space. /// /// @param _num Number of indices. /// bool checkAvailTransientIndexBuffer(uint32_t _num); /// Returns true if internal transient vertex buffer has enough space. /// /// @param _num Number of vertices. /// @param _decl Vertex declaration. /// bool checkAvailTransientVertexBuffer(uint32_t _num, const VertexDecl& _decl); /// Returns true if internal instance data buffer has enough space. /// /// @param _num Number of instances. /// @param _stride Stride per instance. /// bool checkAvailInstanceDataBuffer(uint32_t _num, uint16_t _stride); /// Returns true if both internal transient index and vertex buffer have /// enough space. /// /// @param _numVertices Number of vertices. /// @param _decl Vertex declaration. /// @param _numIndices Number of indices. /// bool checkAvailTransientBuffers(uint32_t _numVertices, const VertexDecl& _decl, uint32_t _numIndices); /// Allocate transient index buffer. /// /// @param[out] _tib TransientIndexBuffer structure is filled and is valid /// for the duration of frame, and it can be reused for multiple draw /// calls. /// @param _num Number of indices to allocate. /// /// @remarks /// 1. You must call setIndexBuffer after alloc in order to avoid memory /// leak. /// 2. Only 16-bit index buffer is supported. /// void allocTransientIndexBuffer(TransientIndexBuffer* _tib, uint32_t _num); /// Allocate transient vertex buffer. /// /// @param[out] _tvb TransientVertexBuffer structure is filled and is valid /// for the duration of frame, and it can be reused for multiple draw /// calls. /// @param _num Number of vertices to allocate. /// @param _decl Vertex declaration. /// /// @remarks /// You must call setVertexBuffer after alloc in order to avoid memory /// leak. /// void allocTransientVertexBuffer(TransientVertexBuffer* _tvb, uint32_t _num, const VertexDecl& _decl); /// 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. /// bool allocTransientBuffers(TransientVertexBuffer* _tvb, const VertexDecl& _decl, uint32_t _numVertices, TransientIndexBuffer* _tib, uint32_t _numIndices); /// Allocate instance data buffer. /// /// @remarks /// You must call setInstanceDataBuffer after alloc in order to avoid /// memory leak. /// const InstanceDataBuffer* allocInstanceDataBuffer(uint32_t _num, uint16_t _stride); /// IndirectBufferHandle createIndirectBuffer(uint32_t _num); /// void destroyIndirectBuffer(IndirectBufferHandle _handle); /// Create shader from memory buffer. ShaderHandle createShader(const Memory* _mem); /// Returns num of uniforms, and uniform handles used inside shader. /// /// @param _handle Shader handle. /// @param _uniforms UniformHandle array where data will be stored. /// @param _max Maximum capacity of array. /// @returns Number of uniforms used by shader. /// /// @remarks /// Only non-predefined uniforms are returned. /// uint16_t getShaderUniforms(ShaderHandle _handle, UniformHandle* _uniforms = NULL, uint16_t _max = 0); /// Destroy shader. Once program is created with shader it is safe to /// destroy shader. void destroyShader(ShaderHandle _handle); /// Create program with vertex and fragment shaders. /// /// @param _vsh Vertex shader. /// @param _fsh Fragment shader. /// @param _destroyShaders If true, shaders will be destroyed when /// program is destroyed. /// @returns Program handle if vertex shader output and fragment shader /// input are matching, otherwise returns invalid program handle. /// ProgramHandle createProgram(ShaderHandle _vsh, ShaderHandle _fsh, bool _destroyShaders = false); /// Create program with compute shader. /// /// @param _csh Compute shader. /// @param _destroyShader If true, shader will be destroyed when /// program is destroyed. /// @returns Program handle. /// ProgramHandle createProgram(ShaderHandle _csh, bool _destroyShader = false); /// Destroy program. void destroyProgram(ProgramHandle _handle); /// Calculate amount of memory required for texture. void calcTextureSize(TextureInfo& _info, uint16_t _width, uint16_t _height, uint16_t _depth, bool _cubeMap, uint8_t _numMips, TextureFormat::Enum _format); /// Create texture from memory buffer. /// /// @param[in] _mem DDS, KTX or PVR texture data. /// @param[in] _flags Default texture sampling mode is linear, and wrap mode /// is repeat. /// - `BGFX_TEXTURE_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap /// mode. /// - `BGFX_TEXTURE_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic /// sampling. /// /// @param[in] _skip Skip top level mips when parsing texture. /// @param[out] _info When non-`NULL` is specified it returns parsed texture information. /// @returns Texture handle. /// TextureHandle createTexture(const Memory* _mem, uint32_t _flags = BGFX_TEXTURE_NONE, uint8_t _skip = 0, TextureInfo* _info = NULL); /// Create 2D texture. /// /// @param _width /// @param _height /// @param _numMips /// @param _format /// @param _flags /// @param _mem /// 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(BackbufferRatio::Enum _ratio, uint8_t _numMips, TextureFormat::Enum _format, uint32_t _flags = BGFX_TEXTURE_NONE); /// Create 3D texture. /// /// @param _width /// @param _height /// @param _depth /// @param _numMips /// @param _format /// @param _flags /// @param _mem /// 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. /// /// @param _size /// @param _numMips /// @param _format /// @param _flags /// @param _mem /// TextureHandle createTextureCube(uint16_t _size, uint8_t _numMips, TextureFormat::Enum _format, uint32_t _flags = BGFX_TEXTURE_NONE, const Memory* _mem = NULL); /// Update 2D texture. /// /// @param _handle /// @param _mip /// @param _x /// @param _y /// @param _width /// @param _height /// @param _mem /// @param _pitch Pitch of input image (bytes). When _pitch is set to /// UINT16_MAX, it will be calculated internally based on _width. /// void updateTexture2D(TextureHandle _handle, uint8_t _mip, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height, const Memory* _mem, uint16_t _pitch = UINT16_MAX); /// Update 3D texture. /// /// @param _handle /// @param _mip /// @param _x /// @param _y /// @param _z /// @param _width /// @param _height /// @param _depth /// @param _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. /// /// @param _handle /// @param _side Cubemap side, where 0 is +X, 1 is -X, 2 is +Y, 3 is /// -Y, 4 is +Z, and 5 is -Z. /// /// +----------+ /// |-z 2| /// | ^ +y | /// | | | /// | +---->+x | /// +----------+----------+----------+----------+ /// |+y 1|+y 4|+y 0|+y 5| /// | ^ -x | ^ +z | ^ +x | ^ -z | /// | | | | | | | | | /// | +---->+z | +---->+x | +---->-z | +---->-x | /// +----------+----------+----------+----------+ /// |+z 3| /// | ^ -y | /// | | | /// | +---->+x | /// +----------+ /// /// @param _mip /// @param _x /// @param _y /// @param _width /// @param _height /// @param _mem /// @param _pitch Pitch of input image (bytes). When _pitch is set to /// UINT16_MAX, it will be calculated internally based on _width. /// void updateTextureCube(TextureHandle _handle, uint8_t _side, uint8_t _mip, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height, const Memory* _mem, uint16_t _pitch = UINT16_MAX); /// Destroy texture. void destroyTexture(TextureHandle _handle); /// Create frame buffer (simple). /// /// @param _width Texture width. /// @param _height Texture height. /// @param _format Texture format. /// @param _textureFlags Texture flags. /// FrameBufferHandle createFrameBuffer(uint16_t _width, uint16_t _height, TextureFormat::Enum _format, uint32_t _textureFlags = BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP); /// FrameBufferHandle createFrameBuffer(BackbufferRatio::Enum _ratio, TextureFormat::Enum _format, uint32_t _textureFlags = BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP); /// Create frame buffer. /// /// @param _num Number of texture attachments. /// @param _handles Texture attachments. /// @param _destroyTextures If true, textures will be destroyed when /// frame buffer is destroyed. /// FrameBufferHandle createFrameBuffer(uint8_t _num, TextureHandle* _handles, bool _destroyTextures = false); /// Create frame buffer for multiple window rendering. /// /// @param _nwh OS' target native window handle. /// @param _width Window back buffer width. /// @param _height Window back buffer height. /// @param _depthFormat Window back buffer depth format. /// /// @returns Handle to frame buffer object. /// /// @remarks /// Frame buffer cannnot be used for sampling. /// FrameBufferHandle createFrameBuffer(void* _nwh, uint16_t _width, uint16_t _height, TextureFormat::Enum _depthFormat = TextureFormat::UnknownDepth); /// Destroy frame buffer. void destroyFrameBuffer(FrameBufferHandle _handle); /// Create shader uniform parameter. /// /// @param _name Uniform name in shader. /// @param _type Type of uniform (See: `bgfx::UniformType`). /// @param _num Number of elements in array. /// /// @returns Handle to uniform object. /// /// @remarks /// Predefined uniforms (declared in `bgfx_shader.sh`): /// - `u_viewRect vec4(x, y, width, height)` - view rectangle for current /// view. /// - `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. /// UniformHandle createUniform(const char* _name, UniformType::Enum _type, uint16_t _num = 1); /// Destroy shader uniform parameter. /// /// @param _handle Handle to uniform object. /// void destroyUniform(UniformHandle _handle); /// Set clear color palette value. /// /// @param _index Index into palette. /// @param _rgba Packed 32-bit RGBA value. /// void setClearColor(uint8_t _index, uint32_t _rgba); /// Set clear color palette value. /// /// @param _index Index into palette. /// @param _r, _g, _b, _a RGBA floating point values. /// void setClearColor(uint8_t _index, float _r, float _g, float _b, float _a); /// Set clear color palette value. /// /// @param _index Index into palette. /// @param _rgba RGBA floating point value. /// void setClearColor(uint8_t _index, const float _rgba[4]); /// Set view name. /// /// @param _id View id. /// @param _name View name. /// /// @remarks /// This is debug only feature. /// /// In graphics debugger view name will appear as: /// /// "nnnce " /// ^ ^^ ^ /// | |+-- eye (L/R) /// | +-- compute (C) /// +-- view id /// void setViewName(uint8_t _id, const char* _name); /// Set view rectangle. Draw primitive outside view will be clipped. /// /// @param _id View id. /// @param _x Position x from the left corner of the window. /// @param _y Position y from the top corner of the window. /// @param _width Width of view port region. /// @param _height Height of view port region. /// void setViewRect(uint8_t _id, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height); /// Set view scissor. Draw primitive outside view will be clipped. When /// _x, _y, _width and _height are set to 0, scissor will be disabled. /// /// @param _x Position x from the left corner of the window. /// @param _y Position y from the top corner of the window. /// @param _width Width of scissor region. /// @param _height Height of scissor region. /// void setViewScissor(uint8_t _id, uint16_t _x = 0, uint16_t _y = 0, uint16_t _width = 0, uint16_t _height = 0); /// Set view clear flags. /// /// @param _id View id. /// @param _flags Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear /// operation. See: `BGFX_CLEAR_*`. /// @param _rgba Color clear value. /// @param _depth Depth clear value. /// @param _stencil Stencil clear value. /// void setViewClear(uint8_t _id, uint16_t _flags, uint32_t _rgba = 0x000000ff, float _depth = 1.0f, uint8_t _stencil = 0); /// Set view clear flags with different clear color for each /// frame buffer texture. Must use setClearColor to setup clear color /// palette. /// /// @param _id View id. /// @param _flags Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear /// operation. See: `BGFX_CLEAR_*`. /// @param _depth Depth clear value. /// @param _stencil Stencil clear value. /// void setViewClear(uint8_t _id, uint16_t _flags, float _depth, uint8_t _stencil, uint8_t _0 = UINT8_MAX, uint8_t _1 = UINT8_MAX, uint8_t _2 = UINT8_MAX, uint8_t _3 = UINT8_MAX, uint8_t _4 = UINT8_MAX, uint8_t _5 = UINT8_MAX, uint8_t _6 = UINT8_MAX, uint8_t _7 = UINT8_MAX); /// Set view into sequential mode. Draw calls will be sorted in the same /// order in which submit calls were called. void setViewSeq(uint8_t _id, bool _enabled); /// Set view frame buffer. /// /// @param _id View id. /// @param _handle Frame buffer handle. Passing `BGFX_INVALID_HANDLE` as /// frame buffer handle will draw primitives from this view into /// default back buffer. /// /// @remarks /// Not persistent after `bgfx::reset` call. /// void setViewFrameBuffer(uint8_t _id, FrameBufferHandle _handle); /// Set view view and projection matrices, all draw primitives in this /// view will use these matrices. /// /// @param _id View id. /// @param _view View matrix. /// @param _projL Projection matrix. When using stereo rendering this projection matrix /// represent projection matrix for left eye. /// @param _flags View flags. Use /// - `BGFX_VIEW_NONE` - View will be rendered only once if stereo mode is enabled. /// - `BGFX_VIEW_STEREO` - View will be rendered for both eyes if stereo mode is enabled. When /// stereo mode is disabled this flag doesn't have effect. /// @param _projR Projection matrix for right eye in stereo mode. /// void setViewTransform(uint8_t _id, const void* _view, const void* _projL, uint8_t _flags = BGFX_VIEW_STEREO, const void* _projR = NULL); /// Post submit view reordering. /// /// @param _id First view id. /// @param _num Number of views to remap. /// @param _remap View remap id table. Passing `NULL` will reset view ids /// to default state. /// void setViewRemap(uint8_t _id = 0, uint8_t _num = UINT8_MAX, const void* _remap = NULL); /// Sets debug marker. void setMarker(const char* _marker); /// Set render states for draw primitive. /// /// @param _state State flags. Default state for primitive type is /// triangles. See: `BGFX_STATE_DEFAULT`. /// - `BGFX_STATE_ALPHA_WRITE` - Enable alpha write. /// - `BGFX_STATE_DEPTH_WRITE` - Enable depth write. /// - `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_RGB_WRITE` - Enable RGB write. /// - `BGFX_STATE_MSAA` - Enable MSAA. /// - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type. /// /// @param _rgba Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and /// `BGFX_STATE_BLEND_INV_FACTOR` blend modes. /// /// @remarks /// 1. Use `BGFX_STATE_ALPHA_REF`, `BGFX_STATE_POINT_SIZE` and /// `BGFX_STATE_BLEND_FUNC` macros to setup more complex states. /// 2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend /// equation is specified. /// void setState(uint64_t _state, uint32_t _rgba = 0); /// Set stencil test state. /// /// @param _fstencil Front stencil state. /// @param _bstencil Back stencil state. If back is set to `BGFX_STENCIL_NONE` /// _fstencil is applied to both front and back facing primitives. /// void setStencil(uint32_t _fstencil, uint32_t _bstencil = BGFX_STENCIL_NONE); /// Set scissor for draw primitive. For scissor for all primitives in /// view see setViewScissor. /// /// @param _x Position x from the left corner of the window. /// @param _y Position y from the top corner of the window. /// @param _width Width of scissor region. /// @param _height Height of scissor region. /// @returns Scissor cache index. /// uint16_t setScissor(uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height); /// Set scissor from cache for draw primitive. /// /// @param _cache Index in scissor cache. Passing UINT16_MAX unset primitive /// scissor and primitive will use view scissor instead. /// void setScissor(uint16_t _cache = UINT16_MAX); /// Set model matrix for draw primitive. If it is not called model will /// be rendered with identity model matrix. /// /// @param _mtx Pointer to first matrix in array. /// @param _num Number of matrices in array. /// @returns index into matrix cache in case the same model matrix has /// to be used for other draw primitive call. /// uint32_t setTransform(const void* _mtx, uint16_t _num = 1); /// Reserve `_num` matrices in internal matrix cache. Pointer returned /// can be modifed until `bgfx::frame` is called. /// /// @param _transform Pointer to `Transform` structure. /// @param _num Number of matrices. /// @returns index into matrix cache. /// uint32_t allocTransform(Transform* _transform, uint16_t _num); /// Set model matrix from matrix cache for draw primitive. /// /// @param _cache Index in matrix cache. /// @param _num Number of matrices from cache. /// 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); /// Set index buffer for draw primitive. void setIndexBuffer(IndexBufferHandle _handle, uint32_t _firstIndex = 0, uint32_t _numIndices = UINT32_MAX); /// Set index buffer for draw primitive. void setIndexBuffer(DynamicIndexBufferHandle _handle, uint32_t _firstIndex = 0, uint32_t _numIndices = UINT32_MAX); /// Set index buffer for draw primitive. void setIndexBuffer(const TransientIndexBuffer* _tib); /// Set index buffer for draw primitive. void setIndexBuffer(const TransientIndexBuffer* _tib, uint32_t _firstIndex, uint32_t _numIndices); /// Set vertex buffer for draw primitive. void setVertexBuffer(VertexBufferHandle _handle); /// Set vertex buffer for draw primitive. void setVertexBuffer(VertexBufferHandle _handle, uint32_t _startVertex, uint32_t _numVertices); /// Set vertex buffer for draw primitive. void setVertexBuffer(DynamicVertexBufferHandle _handle, uint32_t _numVertices = UINT32_MAX); /// Set vertex buffer for draw primitive. void setVertexBuffer(const TransientVertexBuffer* _tvb); /// Set vertex buffer for draw primitive. void setVertexBuffer(const TransientVertexBuffer* _tvb, uint32_t _startVertex, uint32_t _numVertices); /// Set instance data buffer for draw primitive. void setInstanceDataBuffer(const InstanceDataBuffer* _idb, uint32_t _num = UINT32_MAX); /// Set instance data buffer for draw primitive. void setInstanceDataBuffer(VertexBufferHandle _handle, uint32_t _startVertex, uint32_t _num); /// Set instance data buffer for draw primitive. void setInstanceDataBuffer(DynamicVertexBufferHandle _handle, uint32_t _startVertex, uint32_t _num); /// Set program for draw primitive. void setProgram(ProgramHandle _handle); /// Set texture stage for draw primitive. /// /// @param _stage Texture unit. /// @param _sampler Program sampler. /// @param _handle Texture handle. /// @param _flags Texture sampling mode. Default value UINT32_MAX uses /// texture sampling settings from the texture. /// - `BGFX_TEXTURE_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap /// mode. /// - `BGFX_TEXTURE_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic /// sampling. /// /// @param _flags Texture sampler filtering flags. UINT32_MAX use the /// sampler filtering mode set by texture. /// void setTexture(uint8_t _stage, UniformHandle _sampler, TextureHandle _handle, uint32_t _flags = UINT32_MAX); /// Set texture stage for draw primitive. /// /// @param _stage Texture unit. /// @param _sampler Program sampler. /// @param _handle Frame buffer handle. /// @param _attachment Attachment index. /// @param _flags Texture sampling mode. Default value UINT32_MAX uses /// texture sampling settings from the texture. /// - `BGFX_TEXTURE_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap /// mode. /// - `BGFX_TEXTURE_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic /// sampling. /// void setTexture(uint8_t _stage, UniformHandle _sampler, FrameBufferHandle _handle, uint8_t _attachment = 0, uint32_t _flags = UINT32_MAX); /// Submit primitive for rendering into single view. /// /// @param _id View id. /// @param _depth Depth for sorting. /// @returns Number of draw calls. /// uint32_t submit(uint8_t _id, int32_t _depth = 0); /// uint32_t submit(uint8_t _id, IndirectBufferHandle _indirectHandle, uint16_t _start = 0, uint16_t _num = 1, int32_t _depth = 0); /// void setBuffer(uint8_t _stage, IndexBufferHandle _handle, Access::Enum _access); /// void setBuffer(uint8_t _stage, VertexBufferHandle _handle, Access::Enum _access); /// void setBuffer(uint8_t _stage, DynamicIndexBufferHandle _handle, Access::Enum _access); /// void setBuffer(uint8_t _stage, DynamicVertexBufferHandle _handle, Access::Enum _access); /// void setBuffer(uint8_t _stage, IndirectBufferHandle _handle, Access::Enum _access); /// void setImage(uint8_t _stage, UniformHandle _sampler, TextureHandle _handle, uint8_t _mip, Access::Enum _access, TextureFormat::Enum _format = TextureFormat::Count); /// void setImage(uint8_t _stage, UniformHandle _sampler, FrameBufferHandle _handle, uint8_t _attachment, Access::Enum _access, TextureFormat::Enum _format = TextureFormat::Count); /// Dispatch compute. uint32_t dispatch(uint8_t _id, ProgramHandle _handle, uint16_t _numX = 1, uint16_t _numY = 1, uint16_t _numZ = 1, uint8_t _flags = BGFX_SUBMIT_EYE_FIRST); /// uint32_t dispatch(uint8_t _id, ProgramHandle _handle, IndirectBufferHandle _indirectHandle, uint16_t _start = 0, uint16_t _num = 1, uint8_t _flags = BGFX_SUBMIT_EYE_FIRST); /// Discard all previously set state for draw or compute call. void discard(); /// Request screen shot. /// /// @param _filePath Will be passed to `bgfx::CallbackI::screenShot` callback. /// /// @remarks /// `bgfx::CallbackI::screenShot` must be implemented. /// void saveScreenShot(const char* _filePath); } // namespace bgfx #endif // BGFX_H_HEADER_GUARD