mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 00:58:30 -05:00
568 lines
18 KiB
C++
568 lines
18 KiB
C++
/*
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* Copyright 2011-2012 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#ifndef __BGFX_H__
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#define __BGFX_H__
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#include <stdint.h> // uint32_t
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#include <stdlib.h> // size_t
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#define BGFX_STATE_DEPTH_WRITE UINT64_C(0x0000000000000001)
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#define BGFX_STATE_ALPHA_TEST UINT64_C(0x0000000000000004)
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#define BGFX_STATE_ALPHA_WRITE UINT64_C(0x0000000000000008)
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#define BGFX_STATE_ALPHA_MASK UINT64_C(0x000000000000000c)
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#define BGFX_STATE_DEPTH_TEST_LESS UINT64_C(0x0000000000000010)
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#define BGFX_STATE_DEPTH_TEST_LEQUAL UINT64_C(0x0000000000000020)
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#define BGFX_STATE_DEPTH_TEST_EQUAL UINT64_C(0x0000000000000030)
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#define BGFX_STATE_DEPTH_TEST_GEQUAL UINT64_C(0x0000000000000040)
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#define BGFX_STATE_DEPTH_TEST_GREATER UINT64_C(0x0000000000000050)
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#define BGFX_STATE_DEPTH_TEST_NOTEQUAL UINT64_C(0x0000000000000060)
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#define BGFX_STATE_DEPTH_TEST_NEVER UINT64_C(0x0000000000000070)
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#define BGFX_STATE_DEPTH_TEST_ALWAYS UINT64_C(0x0000000000000080)
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#define BGFX_STATE_DEPTH_TEST_SHIFT 4
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#define BGFX_STATE_DEPTH_TEST_MASK UINT64_C(0x00000000000000f0)
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#define BGFX_STATE_ALPHA_TEST_LESS UINT64_C(0x0000000000000100)
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#define BGFX_STATE_ALPHA_TEST_LEQUAL UINT64_C(0x0000000000000200)
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#define BGFX_STATE_ALPHA_TEST_EQUAL UINT64_C(0x0000000000000300)
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#define BGFX_STATE_ALPHA_TEST_GEQUAL UINT64_C(0x0000000000000400)
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#define BGFX_STATE_ALPHA_TEST_GREATER UINT64_C(0x0000000000000500)
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#define BGFX_STATE_ALPHA_TEST_NOTEQUAL UINT64_C(0x0000000000000600)
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#define BGFX_STATE_ALPHA_TEST_NEVER UINT64_C(0x0000000000000700)
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#define BGFX_STATE_ALPHA_TEST_ALWAYS UINT64_C(0x0000000000000800)
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#define BGFX_STATE_ALPHA_TEST_SHIFT 8
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#define BGFX_STATE_ALPHA_TEST_MASK UINT64_C(0x0000000000000f00)
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#define BGFX_STATE_BLEND_ZERO UINT64_C(0x0000000000001000)
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#define BGFX_STATE_BLEND_ONE UINT64_C(0x0000000000002000)
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#define BGFX_STATE_BLEND_SRC_COLOR UINT64_C(0x0000000000003000)
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#define BGFX_STATE_BLEND_INV_SRC_COLOR UINT64_C(0x0000000000004000)
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#define BGFX_STATE_BLEND_SRC_ALPHA UINT64_C(0x0000000000005000)
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#define BGFX_STATE_BLEND_INV_SRC_ALPHA UINT64_C(0x0000000000006000)
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#define BGFX_STATE_BLEND_DST_ALPHA UINT64_C(0x0000000000007000)
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#define BGFX_STATE_BLEND_INV_DST_ALPHA UINT64_C(0x0000000000008000)
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#define BGFX_STATE_BLEND_DST_COLOR UINT64_C(0x0000000000009000)
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#define BGFX_STATE_BLEND_INV_DST_COLOR UINT64_C(0x000000000000a000)
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#define BGFX_STATE_BLEND_SRC_ALPHA_SAT UINT64_C(0x000000000000b000)
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#define BGFX_STATE_BLEND_SHIFT 12
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#define BGFX_STATE_BLEND_MASK UINT64_C(0x000000000ffff000)
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#define BGFX_STATE_CULL_CW UINT64_C(0x0000000010000000)
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#define BGFX_STATE_CULL_CCW UINT64_C(0x0000000020000000)
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#define BGFX_STATE_CULL_SHIFT 28
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#define BGFX_STATE_CULL_MASK UINT64_C(0x0000000030000000)
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#define BGFX_STATE_RGB_WRITE UINT64_C(0x0000000040000000)
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#define BGFX_STATE_ALPHA_REF_SHIFT 32
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#define BGFX_STATE_ALPHA_REF_MASK UINT64_C(0x000000ff00000000)
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#define BGFX_STATE_PT_LINES UINT64_C(0x0000010000000000)
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#define BGFX_STATE_PT_POINTS UINT64_C(0x0000020000000000)
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#define BGFX_STATE_PT_SHIFT 40
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#define BGFX_STATE_PT_MASK UINT64_C(0x0000030000000000)
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#define BGFX_STATE_POINT_SIZE_SHIFT 44
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#define BGFX_STATE_POINT_SIZE_MASK UINT64_C(0x000ff00000000000)
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#define BGFX_STATE_SRGBWRITE UINT64_C(0x0010000000000000)
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#define BGFX_STATE_MSAA UINT64_C(0x0020000000000000)
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#define BGFX_STATE_RESERVED UINT64_C(0xff00000000000000)
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#define BGFX_STATE_NONE UINT64_C(0x0000000000000000)
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#define BGFX_STATE_MASK UINT64_C(0xffffffffffffffff)
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#define BGFX_STATE_DEFAULT (0 \
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| BGFX_STATE_RGB_WRITE \
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| BGFX_STATE_ALPHA_WRITE \
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| BGFX_STATE_DEPTH_TEST_LESS \
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| BGFX_STATE_DEPTH_WRITE \
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| BGFX_STATE_CULL_CW \
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| BGFX_STATE_MSAA \
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)
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#define BGFX_CLEAR_NONE UINT8_C(0x00)
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#define BGFX_CLEAR_COLOR_BIT UINT8_C(0x01)
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#define BGFX_CLEAR_DEPTH_BIT UINT8_C(0x02)
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#define BGFX_CLEAR_STENCIL_BIT UINT8_C(0x04)
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#define BGFX_DEBUG_NONE UINT32_C(0x00000000)
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#define BGFX_DEBUG_WIREFRAME UINT32_C(0x00000001)
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#define BGFX_DEBUG_IFH UINT32_C(0x00000002)
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#define BGFX_DEBUG_STATS UINT32_C(0x00000004)
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#define BGFX_DEBUG_TEXT UINT32_C(0x00000008)
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#define BGFX_TEXTURE_NONE UINT32_C(0x00000000)
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#define BGFX_TEXTURE_U_REPEAT UINT32_C(0x00000000)
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#define BGFX_TEXTURE_U_MIRROR UINT32_C(0x00000001)
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#define BGFX_TEXTURE_U_CLAMP UINT32_C(0x00000002)
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#define BGFX_TEXTURE_U_SHIFT 0
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#define BGFX_TEXTURE_U_MASK UINT32_C(0x00000003)
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#define BGFX_TEXTURE_V_REPEAT UINT32_C(0x00000000)
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#define BGFX_TEXTURE_V_MIRROR UINT32_C(0x00000010)
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#define BGFX_TEXTURE_V_CLAMP UINT32_C(0x00000020)
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#define BGFX_TEXTURE_V_SHIFT 4
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#define BGFX_TEXTURE_V_MASK UINT32_C(0x00000030)
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#define BGFX_TEXTURE_W_REPEAT UINT32_C(0x00000000)
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#define BGFX_TEXTURE_W_MIRROR UINT32_C(0x00000100)
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#define BGFX_TEXTURE_W_CLAMP UINT32_C(0x00000200)
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#define BGFX_TEXTURE_W_SHIFT 8
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#define BGFX_TEXTURE_W_MASK UINT32_C(0x00000300)
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#define BGFX_TEXTURE_MIN_POINT UINT32_C(0x00001000)
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#define BGFX_TEXTURE_MIN_SHIFT 12
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#define BGFX_TEXTURE_MIN_MASK UINT32_C(0x00001000)
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#define BGFX_TEXTURE_MAG_POINT UINT32_C(0x00010000)
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#define BGFX_TEXTURE_MAG_SHIFT 16
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#define BGFX_TEXTURE_MAG_MASK UINT32_C(0x00010000)
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#define BGFX_TEXTURE_MIP_POINT UINT32_C(0x00100000)
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#define BGFX_TEXTURE_MIP_SHIFT 20
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#define BGFX_TEXTURE_MIP_MASK UINT32_C(0x00100000)
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#define BGFX_TEXTURE_SRGB UINT32_C(0x00200000)
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#define BGFX_RENDER_TARGET_NONE UINT32_C(0x00000000)
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#define BGFX_RENDER_TARGET_COLOR_RGBA UINT32_C(0x00000001)
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#define BGFX_RENDER_TARGET_COLOR_R32F UINT32_C(0x00000002)
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#define BGFX_RENDER_TARGET_COLOR_SHIFT 0
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#define BGFX_RENDER_TARGET_COLOR_MASK UINT32_C(0x000000ff)
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#define BGFX_RENDER_TARGET_DEPTH UINT32_C(0x00000100)
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#define BGFX_RENDER_TARGET_DEPTH_SHIFT 8
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#define BGFX_RENDER_TARGET_DEPTH_MASK UINT32_C(0x0000ff00)
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#define BGFX_RENDER_TARGET_MSAA_X2 UINT32_C(0x00010000)
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#define BGFX_RENDER_TARGET_MSAA_X4 UINT32_C(0x00020000)
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#define BGFX_RENDER_TARGET_MSAA_X8 UINT32_C(0x00030000)
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#define BGFX_RENDER_TARGET_MSAA_X16 UINT32_C(0x00040000)
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#define BGFX_RENDER_TARGET_MSAA_SHIFT 16
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#define BGFX_RENDER_TARGET_MSAA_MASK UINT32_C(0x00070000)
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#define BGFX_RENDER_TARGET_SRGBWRITE UINT32_C(0x00080000)
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#define BGFX_RESET_NONE UINT32_C(0x00000000)
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#define BGFX_RESET_FULLSCREEN UINT32_C(0x00000001)
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#define BGFX_RESET_FULLSCREEN_FAKE UINT32_C(0x00000002)
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#define BGFX_RESET_FULLSCREEN_SHIFT 0
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#define BGFX_RESET_FULLSCREEN_MASK UINT32_C(0x00000003)
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#define BGFX_RESET_MSAA_X2 UINT32_C(0x00000010)
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#define BGFX_RESET_MSAA_X4 UINT32_C(0x00000020)
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#define BGFX_RESET_MSAA_X8 UINT32_C(0x00000030)
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#define BGFX_RESET_MSAA_X16 UINT32_C(0x00000040)
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#define BGFX_RESET_MSAA_SHIFT 4
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#define BGFX_RESET_MSAA_MASK UINT32_C(0x00000070)
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#define BGFX_RESET_VSYNC UINT32_C(0x00000080)
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#define BGFX_INVALID_HANDLE { bgfx::invalidHandle }
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namespace bgfx
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{
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struct Fatal
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{
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enum Enum
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{
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MinimumRequiredSpecs = 1,
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D3D9_UnableToCreateInterface,
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D3D9_UnableToCreateDevice,
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D3D9_UnableToCreateRenderTarget,
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D3D9_UnableToCreateTexture,
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D3D11_UnableToInitialize,
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OPENGL_UnableToCreateContext,
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};
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};
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struct RendererType
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{
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enum Enum
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{
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Null = 0,
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Direct3D9,
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Direct3D11,
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OpenGLES2,
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OpenGLES3,
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OpenGL,
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};
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};
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struct Attrib
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{
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enum Enum
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{
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Position = 0,
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Normal,
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Color0,
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Color1,
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Indices,
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Weight,
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TexCoord0,
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TexCoord1,
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TexCoord2,
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TexCoord3,
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TexCoord4,
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TexCoord5,
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TexCoord6,
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TexCoord7,
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Count,
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};
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};
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struct AttribType
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{
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enum Enum
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{
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Uint8,
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Uint16,
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Float,
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Count,
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};
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};
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struct TextureFormat
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{
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enum Enum
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{
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Dxt1,
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Dxt3,
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Dxt5,
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Unknown,
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L8,
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XRGB8,
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ARGB8,
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ABGR16,
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Count
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};
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};
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static const uint16_t invalidHandle = 0xffff;
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typedef struct { uint16_t idx; } DynamicIndexBufferHandle;
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typedef struct { uint16_t idx; } DynamicVertexBufferHandle;
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typedef struct { uint16_t idx; } FragmentShaderHandle;
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typedef struct { uint16_t idx; } IndexBufferHandle;
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typedef struct { uint16_t idx; } ProgramHandle;
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typedef struct { uint16_t idx; } RenderTargetHandle;
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typedef struct { uint16_t idx; } TextureHandle;
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typedef struct { uint16_t idx; } UniformHandle;
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typedef struct { uint16_t idx; } VertexBufferHandle;
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typedef struct { uint16_t idx; } VertexDeclHandle;
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typedef struct { uint16_t idx; } VertexShaderHandle;
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struct Memory
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{
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uint8_t* data;
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uint32_t size;
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};
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struct TransientIndexBuffer
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{
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uint8_t* data;
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uint32_t size;
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IndexBufferHandle handle;
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uint32_t startIndex;
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};
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struct TransientVertexBuffer
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{
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uint8_t* data;
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uint32_t size;
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uint32_t startVertex;
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uint16_t stride;
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VertexBufferHandle handle;
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VertexDeclHandle decl;
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};
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struct InstanceDataBuffer
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{
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uint8_t* data;
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uint32_t size;
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uint32_t offset;
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uint16_t stride;
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uint16_t num;
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VertexBufferHandle handle;
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};
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struct ConstantType
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{
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enum Enum
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{
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Uniform1i,
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Uniform1f,
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End,
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Uniform1iv,
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Uniform1fv,
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Uniform2fv,
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Uniform3fv,
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Uniform4fv,
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Uniform3x3fv,
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Uniform4x4fv,
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Count
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};
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};
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typedef void (*FatalFn)(Fatal::Enum _code, const char* _str);
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typedef void* (*ReallocFn)(void* _ptr, size_t _size);
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typedef void (*FreeFn)(void* _ptr);
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typedef void (*CacheFn)(uint64_t _id, bool _store, void* _data, uint32_t& _length);
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struct VertexDecl
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{
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void begin();
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void end();
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void add(Attrib::Enum _attrib, uint8_t _num, AttribType::Enum _type, bool _normalized = false);
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void decode(Attrib::Enum _attrib, uint8_t& _num, AttribType::Enum& _type, bool& _normalized) const;
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bool has(Attrib::Enum _attrib) const;
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uint16_t getOffset(Attrib::Enum _attrib) const;
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uint32_t m_hash;
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uint16_t m_stride;
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uint16_t m_offset[Attrib::Count];
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uint8_t m_attributes[Attrib::Count];
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};
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/// Returns renderer backend API type.
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RendererType::Enum getRendererType();
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///
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void init(bool _createRenderThread = true, FatalFn _fatal = NULL, ReallocFn _realloc = NULL, FreeFn _free = NULL, CacheFn _cache = NULL);
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///
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void shutdown();
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///
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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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/// just swaps internal buffers, kicks render thread, and returns. In
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/// singlethreaded renderer this call does frame rendering.
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void frame();
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/// Allocate buffer to pass to bgfx calls. Data will be freed inside bgfx.
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const Memory* alloc(uint32_t _size);
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/// Make reference to data to pass to bgfx. Unlike bgfx::alloc this call
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/// doesn't allocate memory for data. It just copies pointer to data.
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/// You must make sure data is available for at least 2 bgfx::frame calls.
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const Memory* makeRef(const void* _data, uint32_t _size);
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/// Set debug flags.
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///
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/// Available flags:
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///
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/// BGFX_DEBUG_IFH - Infinitely fast hardware. When this flag is set
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/// all rendering calls will be skipped. It's useful for quickly
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/// assessing bottleneck between CPU and GPU.
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///
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/// BGFX_DEBUG_STATS - Display internal statistics.
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///
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/// BGFX_DEBUG_TEXT - Display debug text.
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///
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/// BGFX_DEBUG_WIREFRAME - Wireframe rendering. All rendering
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/// primitives will be rendered as lines.
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///
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void setDebug(uint32_t _debug);
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///
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void dbgTextClear(uint8_t _attr = 0, bool _small = false);
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///
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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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IndexBufferHandle createIndexBuffer(const Memory* _mem);
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///
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void destroyIndexBuffer(IndexBufferHandle _handle);
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///
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VertexBufferHandle createVertexBuffer(const Memory* _mem, const VertexDecl& _decl);
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///
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void destroyVertexBuffer(VertexBufferHandle _handle);
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///
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DynamicIndexBufferHandle createDynamicIndexBuffer(uint16_t _num);
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///
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DynamicIndexBufferHandle createDynamicIndexBuffer(const Memory* _mem);
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///
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void updateDynamicIndexBuffer(DynamicIndexBufferHandle _handle, const Memory* _mem);
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///
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void destroyDynamicIndexBuffer(DynamicIndexBufferHandle _handle);
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///
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DynamicVertexBufferHandle createDynamicVertexBuffer(uint16_t _num, const VertexDecl& _decl);
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///
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DynamicVertexBufferHandle createDynamicVertexBuffer(const Memory* _mem, const VertexDecl& _decl);
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///
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void updateDynamicVertexBuffer(DynamicVertexBufferHandle _handle, const Memory* _mem);
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///
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void destroyDynamicVertexBuffer(DynamicVertexBufferHandle _handle);
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///
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bool checkAvailTransientIndexBuffer(uint16_t _num);
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///
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const TransientIndexBuffer* allocTransientIndexBuffer(uint16_t _num);
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///
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bool checkAvailTransientVertexBuffer(uint16_t _num, const VertexDecl& _decl);
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///
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const TransientVertexBuffer* allocTransientVertexBuffer(uint16_t _num, const VertexDecl& _decl);
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///
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const InstanceDataBuffer* allocInstanceDataBuffer(uint16_t _num, uint16_t _stride);
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///
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VertexShaderHandle createVertexShader(const Memory* _mem);
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///
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void destroyVertexShader(VertexShaderHandle _handle);
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///
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FragmentShaderHandle createFragmentShader(const Memory* _mem);
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///
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void destroyFragmentShader(FragmentShaderHandle _handle);
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///
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ProgramHandle createProgram(VertexShaderHandle _vsh, FragmentShaderHandle _fsh);
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///
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void destroyProgram(ProgramHandle _handle);
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///
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TextureHandle createTexture(const Memory* _mem, uint32_t _flags = BGFX_TEXTURE_NONE, uint16_t* _width = NULL, uint16_t* _height = NULL);
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///
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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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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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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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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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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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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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void destroyTexture(TextureHandle _handle);
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///
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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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void destroyRenderTarget(RenderTargetHandle _handle);
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///
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UniformHandle createUniform(const char* _name, ConstantType::Enum _type, uint16_t _num = 1);
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///
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void destroyUniform(UniformHandle _handle);
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///
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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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void setViewRectMask(uint32_t _viewMask, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height);
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///
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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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void setViewClearMask(uint32_t _viewMask, uint8_t _flags, uint32_t _rgba = 0x000000ff, float _depth = 1.0f, uint8_t _stencil = 0);
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///
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void setViewSeq(uint8_t _id, bool _enabled);
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///
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void setViewSeqMask(uint32_t _viewMask, bool _enabled);
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///
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void setViewRenderTarget(uint8_t _id, RenderTargetHandle _handle);
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///
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void setViewRenderTargetMask(uint32_t _viewMask, RenderTargetHandle _handle);
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///
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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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void setViewTransformMask(uint32_t _viewMask, const void* _view, const void* _proj, uint8_t _other = 0xff);
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///
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void setState(uint64_t _state);
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///
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uint32_t setTransform(const void* _mtx, uint16_t _num = 1);
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///
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void setTransform(uint32_t _cache = 0, uint16_t _num = 1);
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///
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void setUniform(UniformHandle _handle, const void* _value, uint16_t _num = 1);
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///
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void setIndexBuffer(IndexBufferHandle _handle, uint32_t _firstIndex, uint32_t _numIndices);
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///
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void setIndexBuffer(IndexBufferHandle _handle);
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///
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void setIndexBuffer(DynamicIndexBufferHandle _handle, uint32_t _firstIndex, uint32_t _numIndices);
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///
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void setIndexBuffer(DynamicIndexBufferHandle _handle);
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///
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void setIndexBuffer(const TransientIndexBuffer* _ib, uint32_t _numIndices = UINT32_MAX);
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///
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void setVertexBuffer(VertexBufferHandle _handle, uint32_t _numVertices = UINT32_MAX);
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///
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void setVertexBuffer(DynamicVertexBufferHandle _handle, uint32_t _numVertices = UINT32_MAX);
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///
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void setVertexBuffer(const TransientVertexBuffer* _vb, uint32_t _numVertices = UINT32_MAX);
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///
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void setInstanceDataBuffer(const InstanceDataBuffer* _idb);
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///
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void setProgram(ProgramHandle _handle);
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///
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void setTexture(uint8_t _stage, UniformHandle _sampler, TextureHandle _handle);
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///
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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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void submit(uint8_t _id, int32_t _depth = 0);
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/// Submit primitive for rendering into multiple views.
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void submitMask(uint32_t _viewMask, int32_t _depth = 0);
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///
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void saveScreenShot(const char* _filePath);
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} // namespace bgfx
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#endif // __BGFX_H__
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