bgfx/include/bgfx.h
Branimir Karadžić 537ccb0699 Updated docs.
2015-04-29 20:20:19 -07:00

1435 lines
49 KiB
C++

/*
* 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 <stdint.h> // uint32_t
#include <stdlib.h> // 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(DrawIndirectBufferHandle);
BGFX_HANDLE(DynamicIndexBufferHandle);
BGFX_HANDLE(DynamicVertexBufferHandle);
BGFX_HANDLE(FrameBufferHandle);
BGFX_HANDLE(IndexBufferHandle);
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, uint8_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, uint8_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, uint8_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, uint8_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, uint8_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, uint8_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);
///
DrawIndirectBufferHandle createDrawIndirectBuffer(uint32_t _num);
///
void destroyDrawIndirectBuffer(DrawIndirectBufferHandle _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 <view name>"
/// ^ ^^ ^
/// | |+-- 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);
///
void setDrawIndirectBuffer(DrawIndirectBufferHandle _handle, uint16_t _start = 0, uint16_t _num = UINT16_MAX);
/// 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);
///
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 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.
void 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);
/// 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