mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-01 11:56:58 -05:00
975 lines
36 KiB
C++
975 lines
36 KiB
C++
/*
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* Copyright 2011-2013 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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///
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#define BGFX_STATE_DEPTH_WRITE UINT64_C(0x0000000000000001)
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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_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_FACTOR UINT64_C(0x000000000000c000)
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#define BGFX_STATE_BLEND_INV_FACTOR UINT64_C(0x000000000000d000)
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#define BGFX_STATE_BLEND_SHIFT 12
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#define BGFX_STATE_BLEND_MASK UINT64_C(0x00000000000ff000)
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#define BGFX_STATE_BLEND_EQUATION_SUB UINT64_C(0x0000000000100000)
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#define BGFX_STATE_BLEND_EQUATION_REVSUB UINT64_C(0x0000000000200000)
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#define BGFX_STATE_BLEND_EQUATION_MIN UINT64_C(0x0000000000300000)
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#define BGFX_STATE_BLEND_EQUATION_MAX UINT64_C(0x0000000000400000)
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#define BGFX_STATE_BLEND_EQUATION_SHIFT 20
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#define BGFX_STATE_BLEND_EQUATION_MASK UINT64_C(0x0000000000700000)
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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_MSAA UINT64_C(0x0020000000000000)
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#define BGFX_STATE_RESERVED_MASK 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_STATE_ALPHA_REF(_ref) ( (uint64_t(_ref)<<BGFX_STATE_ALPHA_REF_SHIFT)&BGFX_STATE_ALPHA_REF_MASK)
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#define BGFX_STATE_POINT_SIZE(_size) ( (uint64_t(_size)<<BGFX_STATE_POINT_SIZE_SHIFT)&BGFX_STATE_POINT_SIZE_MASK)
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#define BGFX_STATE_BLEND_FUNC(_src, _dst) ( uint64_t(_src)|( uint64_t(_dst)<<4) )
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#define BGFX_STATE_BLEND_ADD (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE ) )
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#define BGFX_STATE_BLEND_ALPHA (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_COLOR) )
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#define BGFX_STATE_BLEND_DARKEN (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE ) | BGFX_STATE_BLEND_EQUATION_MIN)
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#define BGFX_STATE_BLEND_LIGHTEN (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE ) | BGFX_STATE_BLEND_EQUATION_MAX)
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#define BGFX_STATE_BLEND_MULTIPLY (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_DST_COLOR, BGFX_STATE_BLEND_ZERO ) )
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#define BGFX_STATE_BLEND_NORMAL (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_INV_SRC_ALPHA) )
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#define BGFX_STATE_BLEND_SCREEN (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_INV_SRC_COLOR) )
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#define BGFX_STATE_BLEND_LINEAR_BURN (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_DST_COLOR, BGFX_STATE_BLEND_INV_DST_COLOR) | BGFX_STATE_BLEND_EQUATION_SUB)
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///
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#define BGFX_STENCIL_FUNC_REF_SHIFT 0
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#define BGFX_STENCIL_FUNC_REF_MASK UINT32_C(0x000000ff)
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#define BGFX_STENCIL_FUNC_RMASK_SHIFT 8
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#define BGFX_STENCIL_FUNC_RMASK_MASK UINT32_C(0x0000ff00)
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#define BGFX_STENCIL_TEST_LESS UINT32_C(0x00010000)
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#define BGFX_STENCIL_TEST_LEQUAL UINT32_C(0x00020000)
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#define BGFX_STENCIL_TEST_EQUAL UINT32_C(0x00030000)
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#define BGFX_STENCIL_TEST_GEQUAL UINT32_C(0x00040000)
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#define BGFX_STENCIL_TEST_GREATER UINT32_C(0x00050000)
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#define BGFX_STENCIL_TEST_NOTEQUAL UINT32_C(0x00060000)
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#define BGFX_STENCIL_TEST_NEVER UINT32_C(0x00070000)
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#define BGFX_STENCIL_TEST_ALWAYS UINT32_C(0x00080000)
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#define BGFX_STENCIL_TEST_SHIFT 16
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#define BGFX_STENCIL_TEST_MASK UINT32_C(0x000f0000)
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#define BGFX_STENCIL_OP_FAIL_S_ZERO UINT32_C(0x00000000)
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#define BGFX_STENCIL_OP_FAIL_S_KEEP UINT32_C(0x00100000)
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#define BGFX_STENCIL_OP_FAIL_S_REPLACE UINT32_C(0x00200000)
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#define BGFX_STENCIL_OP_FAIL_S_INCR UINT32_C(0x00300000)
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#define BGFX_STENCIL_OP_FAIL_S_INCRSAT UINT32_C(0x00400000)
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#define BGFX_STENCIL_OP_FAIL_S_DECR UINT32_C(0x00500000)
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#define BGFX_STENCIL_OP_FAIL_S_DECRSAT UINT32_C(0x00600000)
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#define BGFX_STENCIL_OP_FAIL_S_INVERT UINT32_C(0x00700000)
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#define BGFX_STENCIL_OP_FAIL_S_SHIFT 20
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#define BGFX_STENCIL_OP_FAIL_S_MASK UINT32_C(0x00f00000)
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#define BGFX_STENCIL_OP_FAIL_Z_ZERO UINT32_C(0x00000000)
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#define BGFX_STENCIL_OP_FAIL_Z_KEEP UINT32_C(0x01000000)
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#define BGFX_STENCIL_OP_FAIL_Z_REPLACE UINT32_C(0x02000000)
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#define BGFX_STENCIL_OP_FAIL_Z_INCR UINT32_C(0x03000000)
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#define BGFX_STENCIL_OP_FAIL_Z_INCRSAT UINT32_C(0x04000000)
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#define BGFX_STENCIL_OP_FAIL_Z_DECR UINT32_C(0x05000000)
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#define BGFX_STENCIL_OP_FAIL_Z_DECRSAT UINT32_C(0x06000000)
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#define BGFX_STENCIL_OP_FAIL_Z_INVERT UINT32_C(0x07000000)
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#define BGFX_STENCIL_OP_FAIL_Z_SHIFT 24
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#define BGFX_STENCIL_OP_FAIL_Z_MASK UINT32_C(0x0f000000)
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#define BGFX_STENCIL_OP_PASS_Z_ZERO UINT32_C(0x00000000)
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#define BGFX_STENCIL_OP_PASS_Z_KEEP UINT32_C(0x10000000)
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#define BGFX_STENCIL_OP_PASS_Z_REPLACE UINT32_C(0x20000000)
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#define BGFX_STENCIL_OP_PASS_Z_INCR UINT32_C(0x30000000)
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#define BGFX_STENCIL_OP_PASS_Z_INCRSAT UINT32_C(0x40000000)
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#define BGFX_STENCIL_OP_PASS_Z_DECR UINT32_C(0x50000000)
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#define BGFX_STENCIL_OP_PASS_Z_DECRSAT UINT32_C(0x60000000)
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#define BGFX_STENCIL_OP_PASS_Z_INVERT UINT32_C(0x70000000)
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#define BGFX_STENCIL_OP_PASS_Z_SHIFT 28
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#define BGFX_STENCIL_OP_PASS_Z_MASK UINT32_C(0xf0000000)
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#define BGFX_STENCIL_NONE UINT32_C(0x00000000)
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#define BGFX_STENCIL_MASK UINT32_C(0xffffffff)
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#define BGFX_STENCIL_DEFAULT UINT32_C(0x00000000)
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#define BGFX_STENCIL_FUNC_REF(_ref) ( (uint32_t(_ref)<<BGFX_STENCIL_FUNC_REF_SHIFT)&BGFX_STENCIL_FUNC_REF_MASK)
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#define BGFX_STENCIL_FUNC_RMASK(_mask) ( (uint32_t(_mask)<<BGFX_STENCIL_FUNC_RMASK_SHIFT)&BGFX_STENCIL_FUNC_RMASK_MASK)
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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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///
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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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///
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#define BGFX_TEXTURE_NONE 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_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_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_ANISOTROPIC UINT32_C(0x00002000)
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#define BGFX_TEXTURE_MIN_SHIFT 12
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#define BGFX_TEXTURE_MIN_MASK UINT32_C(0x00003000)
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#define BGFX_TEXTURE_MAG_POINT UINT32_C(0x00010000)
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#define BGFX_TEXTURE_MAG_ANISOTROPIC UINT32_C(0x00020000)
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#define BGFX_TEXTURE_MAG_SHIFT 16
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#define BGFX_TEXTURE_MAG_MASK UINT32_C(0x00030000)
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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_RESERVED_MASK UINT32_C(0xf0000000)
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///
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#define BGFX_RENDER_TARGET_NONE UINT32_C(0x00000000)
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#define BGFX_RENDER_TARGET_COLOR_RGBA8 UINT32_C(0x00000001)
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#define BGFX_RENDER_TARGET_COLOR_RGB10A2 UINT32_C(0x00000002)
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#define BGFX_RENDER_TARGET_COLOR_RGBA16 UINT32_C(0x00000003)
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#define BGFX_RENDER_TARGET_COLOR_RGBA16F UINT32_C(0x00000004)
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#define BGFX_RENDER_TARGET_COLOR_R16F UINT32_C(0x00000005)
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#define BGFX_RENDER_TARGET_COLOR_R32F UINT32_C(0x00000006)
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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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///
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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_SHIFT 0
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#define BGFX_RESET_FULLSCREEN_MASK UINT32_C(0x00000001)
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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_RESET_CAPTURE UINT32_C(0x00000100)
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///
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#define BGFX_HANDLE(_name) struct _name { uint16_t idx; }
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#define BGFX_INVALID_HANDLE { bgfx::invalidHandle }
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/// BGFX
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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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DebugCheck,
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MinimumRequiredSpecs,
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InvalidShader,
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UnableToInitialize,
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UnableToCreateRenderTarget,
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UnableToCreateTexture,
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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,
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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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Count
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};
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};
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struct Attrib
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{
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enum Enum // corresponds to vertex shader attribute:
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{
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Position, // a_position
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Normal, // a_normal
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Tangent, // a_tangent
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Color0, // a_color0
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Color1, // a_color1
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Indices, // a_indices
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Weight, // a_weight
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TexCoord0, // a_texcoord0
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TexCoord1, // a_texcoord1
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TexCoord2, // a_texcoord2
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TexCoord3, // a_texcoord3
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TexCoord4, // a_texcoord4
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TexCoord5, // a_texcoord5
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TexCoord6, // a_texcoord6
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TexCoord7, // a_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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Int16,
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Half,
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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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BC1, // DXT1
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BC2, // DXT3
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BC3, // DXT5
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BC4, // LATC1/ATI1
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BC5, // LATC2/ATI2
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Unknown,
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L8,
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BGRX8,
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BGRA8,
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RGBA16,
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RGBA16F,
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R5G6B5,
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RGBA4,
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RGB5A1,
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RGB10A2,
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Count
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};
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};
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struct UniformType
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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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static const uint16_t invalidHandle = UINT16_MAX;
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BGFX_HANDLE(DynamicIndexBufferHandle);
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BGFX_HANDLE(DynamicVertexBufferHandle);
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BGFX_HANDLE(FragmentShaderHandle);
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BGFX_HANDLE(IndexBufferHandle);
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BGFX_HANDLE(ProgramHandle);
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BGFX_HANDLE(RenderTargetHandle);
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BGFX_HANDLE(TextureHandle);
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BGFX_HANDLE(UniformHandle);
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BGFX_HANDLE(VertexBufferHandle);
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BGFX_HANDLE(VertexDeclHandle);
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BGFX_HANDLE(VertexShaderHandle);
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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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/// Callback interface to implement application specific behavior.
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/// Cached items are currently used only for OpenGL binary shaders.
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///
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/// NOTE:
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/// '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.
|
|
virtual void fatal(Fatal::Enum _code, const char* _str) = 0;
|
|
|
|
/// Return size of for cached item. Return 0 if no cached item was
|
|
/// found.
|
|
virtual uint32_t cacheReadSize(uint64_t _id) = 0;
|
|
|
|
/// Read cached item.
|
|
virtual bool cacheRead(uint64_t _id, void* _data, uint32_t _size) = 0;
|
|
|
|
/// Write cached item.
|
|
virtual void cacheWrite(uint64_t _id, const void* _data, uint32_t _size) = 0;
|
|
|
|
/// Screenshot captured. Screenshot format is always 4-byte BGRA.
|
|
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, bgfx::TextureFormat::Enum _format, bool _yflip) = 0;
|
|
|
|
/// Called when capture ends.
|
|
virtual void captureEnd() = 0;
|
|
|
|
/// Captured frame.
|
|
virtual void captureFrame(const void* _data, uint32_t _size) = 0;
|
|
};
|
|
|
|
inline CallbackI::~CallbackI()
|
|
{
|
|
}
|
|
|
|
struct Memory
|
|
{
|
|
uint8_t* data;
|
|
uint32_t size;
|
|
};
|
|
|
|
struct TransientIndexBuffer
|
|
{
|
|
uint8_t* data;
|
|
uint32_t size;
|
|
IndexBufferHandle handle;
|
|
uint32_t startIndex;
|
|
};
|
|
|
|
struct TransientVertexBuffer
|
|
{
|
|
uint8_t* data;
|
|
uint32_t size;
|
|
uint32_t startVertex;
|
|
uint16_t stride;
|
|
VertexBufferHandle handle;
|
|
VertexDeclHandle decl;
|
|
};
|
|
|
|
struct InstanceDataBuffer
|
|
{
|
|
uint8_t* data;
|
|
uint32_t size;
|
|
uint32_t offset;
|
|
uint16_t stride;
|
|
uint16_t num;
|
|
VertexBufferHandle handle;
|
|
};
|
|
|
|
struct TextureInfo
|
|
{
|
|
TextureFormat::Enum format;
|
|
uint32_t storageSize;
|
|
uint16_t width;
|
|
uint16_t height;
|
|
uint16_t depth;
|
|
uint8_t numMips;
|
|
uint8_t bitsPerPixel;
|
|
};
|
|
|
|
/// Vertex declaration.
|
|
struct VertexDecl
|
|
{
|
|
/// Start VertexDecl.
|
|
void begin(RendererType::Enum _renderer = RendererType::Null);
|
|
|
|
/// End VertexDecl.
|
|
void end();
|
|
|
|
/// Add attribute to VertexDecl.
|
|
///
|
|
/// @param _attrib Attribute semantics.
|
|
/// @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.
|
|
///
|
|
/// NOTE:
|
|
/// Must be called between begin/end.
|
|
///
|
|
void add(Attrib::Enum _attrib, uint8_t _num, AttribType::Enum _type, bool _normalized = false, bool _asInt = false);
|
|
|
|
/// 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);
|
|
|
|
/// Returns renderer backend API type.
|
|
RendererType::Enum getRendererType();
|
|
|
|
/// Initialize bgfx library.
|
|
///
|
|
/// @param _callback Provide application specific callback interface.
|
|
/// See: CallbackI
|
|
///
|
|
/// @param _realloc Custom realloc function.
|
|
/// @param _free Custom free function.
|
|
///
|
|
/// NOTE: In order to properly set custom allocator realloc and free,
|
|
/// both functions must be provided. When custom allocator is not
|
|
/// specified, library uses default CRT allocator. The library assumes
|
|
/// custom allocator is thread safe.
|
|
///
|
|
void init(CallbackI* _callback = NULL, ReallocFn _realloc = NULL, FreeFn _free = NULL);
|
|
|
|
/// Shutdown bgfx library.
|
|
void shutdown();
|
|
|
|
/// Reset graphic settings.
|
|
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.
|
|
void frame();
|
|
|
|
/// Allocate buffer to pass to bgfx calls. Data will be freed inside bgfx.
|
|
const Memory* alloc(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 must make sure data is available for at least 2 bgfx::frame calls.
|
|
const Memory* makeRef(const void* _data, uint32_t _size);
|
|
|
|
/// 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, ...);
|
|
|
|
/// Create static index buffer.
|
|
IndexBufferHandle createIndexBuffer(const Memory* _mem);
|
|
|
|
/// Destroy static index buffer.
|
|
void destroyIndexBuffer(IndexBufferHandle _handle);
|
|
|
|
/// Create static vertex buffer.
|
|
VertexBufferHandle createVertexBuffer(const Memory* _mem, const VertexDecl& _decl);
|
|
|
|
/// Destroy static vertex buffer.
|
|
void destroyVertexBuffer(VertexBufferHandle _handle);
|
|
|
|
/// Create empty dynamic index buffer.
|
|
DynamicIndexBufferHandle createDynamicIndexBuffer(uint16_t _num);
|
|
|
|
/// Create dynamic index buffer and initialized it.
|
|
DynamicIndexBufferHandle createDynamicIndexBuffer(const Memory* _mem);
|
|
|
|
/// Update dynamic index buffer.
|
|
void updateDynamicIndexBuffer(DynamicIndexBufferHandle _handle, const Memory* _mem);
|
|
|
|
/// Destroy dynamic index buffer.
|
|
void destroyDynamicIndexBuffer(DynamicIndexBufferHandle _handle);
|
|
|
|
/// Create empty dynamic vertex buffer.
|
|
DynamicVertexBufferHandle createDynamicVertexBuffer(uint16_t _num, const VertexDecl& _decl);
|
|
|
|
/// Create dynamic vertex buffer and initialize it.
|
|
DynamicVertexBufferHandle createDynamicVertexBuffer(const Memory* _mem, const VertexDecl& _decl);
|
|
|
|
/// 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.
|
|
///
|
|
/// NOTE:
|
|
/// You must call setIndexBuffer after alloc in order to avoid memory
|
|
/// leak.
|
|
///
|
|
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.
|
|
///
|
|
/// NOTE:
|
|
/// You must call setVertexBuffer after alloc in order to avoid memory
|
|
/// leak.
|
|
///
|
|
void allocTransientVertexBuffer(TransientVertexBuffer* _tvb, uint32_t _num, const VertexDecl& _decl);
|
|
|
|
/// Allocate instance data buffer.
|
|
///
|
|
/// NOTE:
|
|
/// You must call setInstanceDataBuffer after alloc in order to avoid
|
|
/// memory leak.
|
|
///
|
|
const InstanceDataBuffer* allocInstanceDataBuffer(uint32_t _num, uint16_t _stride);
|
|
|
|
/// Create vertex shader from memory buffer.
|
|
VertexShaderHandle createVertexShader(const Memory* _mem);
|
|
|
|
/// Destroy vertex shader. Once program is created with vertex shader
|
|
/// it is safe to destroy vertex shader.
|
|
void destroyVertexShader(VertexShaderHandle _handle);
|
|
|
|
/// Create fragment shader from memory buffer.
|
|
FragmentShaderHandle createFragmentShader(const Memory* _mem);
|
|
|
|
/// Destroy fragment shader. Once program is created with fragment shader
|
|
/// it is safe to destroy fragment shader.
|
|
void destroyFragmentShader(FragmentShaderHandle _handle);
|
|
|
|
/// Create program with vertex and fragment shaders.
|
|
///
|
|
/// @param _vsh Vertex shader.
|
|
/// @param _fsh Fragment shader.
|
|
/// @returns Program handle if vertex shader output and fragment shader
|
|
/// input are matching, otherwise returns invalid program handle.
|
|
///
|
|
ProgramHandle createProgram(VertexShaderHandle _vsh, FragmentShaderHandle _fsh);
|
|
|
|
/// 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, uint8_t _numMips, TextureFormat::Enum _format);
|
|
|
|
/// Create texture from memory buffer.
|
|
///
|
|
/// @param _mem DDS texture data.
|
|
/// @param _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 _info Returns parsed DDS texture information.
|
|
/// @returns Texture handle.
|
|
///
|
|
TextureHandle createTexture(const Memory* _mem, uint32_t _flags = BGFX_TEXTURE_NONE, TextureInfo* _info = NULL);
|
|
|
|
/// Create 2D texture.
|
|
TextureHandle createTexture2D(uint16_t _width, uint16_t _height, uint8_t _numMips, TextureFormat::Enum _format, uint32_t _flags = BGFX_TEXTURE_NONE, const Memory* _mem = NULL);
|
|
|
|
/// Create 3D texture.
|
|
TextureHandle createTexture3D(uint16_t _width, uint16_t _height, uint16_t _depth, uint8_t _numMips, TextureFormat::Enum _format, uint32_t _flags = BGFX_TEXTURE_NONE, const Memory* _mem = NULL);
|
|
|
|
/// Create Cube texture.
|
|
TextureHandle createTextureCube(uint16_t _sides, uint16_t _width, uint8_t _numMips, TextureFormat::Enum _format, uint32_t _flags = BGFX_TEXTURE_NONE, const Memory* _mem = NULL);
|
|
|
|
/// Update 2D texture.
|
|
void updateTexture2D(TextureHandle _handle, uint8_t _mip, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height, const Memory* _mem);
|
|
|
|
/// Update 3D texture.
|
|
void updateTexture3D(TextureHandle _handle, uint8_t _mip, uint16_t _x, uint16_t _y, uint16_t _z, uint16_t _width, uint16_t _height, uint16_t _depth, const Memory* _mem);
|
|
|
|
/// Update Cube texture.
|
|
///
|
|
/// @param _side Cubemap side, where 0 is +X, 1 is -X, 2 is +Y, 3 is
|
|
/// -Y, 4 is +Z, and 5 is -Z.
|
|
///
|
|
void updateTextureCube(TextureHandle _handle, uint8_t _side, uint8_t _mip, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height, const Memory* _mem);
|
|
|
|
/// Destroy texture.
|
|
void destroyTexture(TextureHandle _handle);
|
|
|
|
/// Create render target.
|
|
RenderTargetHandle createRenderTarget(uint16_t _width, uint16_t _height, uint32_t _flags = BGFX_RENDER_TARGET_COLOR_RGBA8, uint32_t _textureFlags = BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP);
|
|
|
|
/// Destroy render target.
|
|
void destroyRenderTarget(RenderTargetHandle _handle);
|
|
|
|
/// Create shader uniform parameter.
|
|
UniformHandle createUniform(const char* _name, UniformType::Enum _type, uint16_t _num = 1);
|
|
|
|
/// Destroy shader uniform parameter.
|
|
void destroyUniform(UniformHandle _handle);
|
|
|
|
/// Set view name.
|
|
///
|
|
/// @param _id View id.
|
|
/// @param _name View name.
|
|
///
|
|
/// NOTE:
|
|
/// This is debug only feature.
|
|
///
|
|
void setViewName(uint8_t _id, const char* _name);
|
|
|
|
/// Set view rectangle. Draw primitive outside view will be clipped.
|
|
void setViewRect(uint8_t _id, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height);
|
|
|
|
/// Set view rectangle for multiple views.
|
|
void setViewRectMask(uint32_t _viewMask, 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.
|
|
void setViewScissor(uint8_t _id, uint16_t _x = 0, uint16_t _y = 0, uint16_t _width = 0, uint16_t _height = 0);
|
|
|
|
/// Set view scissor for multiple views. When _x, _y, _width and _height
|
|
/// are set to 0, scissor will be disabled.
|
|
void setViewScissorMask(uint32_t _viewMask, 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, uint8_t _flags, uint32_t _rgba = 0x000000ff, float _depth = 1.0f, uint8_t _stencil = 0);
|
|
|
|
/// Set view clear flags for multiple views.
|
|
void setViewClearMask(uint32_t _viewMask, uint8_t _flags, uint32_t _rgba = 0x000000ff, float _depth = 1.0f, uint8_t _stencil = 0);
|
|
|
|
/// 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 mulitple views into sequential mode.
|
|
void setViewSeqMask(uint32_t _viewMask, bool _enabled);
|
|
|
|
/// Set view render target.
|
|
///
|
|
/// @param _id View id.
|
|
/// @param _handle Render target handle. Passing BGFX_INVALID_HANDLE as
|
|
/// render target handle will draw primitives from this view into
|
|
/// default backbuffer.
|
|
///
|
|
void setViewRenderTarget(uint8_t _id, RenderTargetHandle _handle);
|
|
|
|
/// Set view render target for multiple views.
|
|
///
|
|
/// @param _viewMask View mask.
|
|
/// @param _handle Render target handle. Passing BGFX_INVALID_HANDLE as
|
|
/// render target handle will draw primitives from this view into
|
|
/// default backbuffer.
|
|
///
|
|
void setViewRenderTargetMask(uint32_t _viewMask, RenderTargetHandle _handle);
|
|
|
|
/// Set view view and projection matrices, all draw primitives in this
|
|
/// view will use these matrices.
|
|
void setViewTransform(uint8_t _id, const void* _view, const void* _proj, uint8_t _other = 0xff);
|
|
|
|
/// Set view view and projection matrices for multiple views.
|
|
void setViewTransformMask(uint32_t _viewMask, const void* _view, const void* _proj, uint8_t _other = 0xff);
|
|
|
|
/// 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 NOTE 1: BGFX_STATE_BLEND_FUNC.
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/// BGFX_STATE_BLEND_EQUATION_* - See NOTE 2.
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/// BGFX_STATE_CULL_* - Backface culling mode.
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/// BGFX_STATE_RGB_WRITE - Enable RGB write.
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/// BGFX_STATE_MSAA - Enable MSAA.
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/// BGFX_STATE_PT_[LINES/POINTS] - Primitive type.
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///
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/// @param _rgba Sets blend factor used by BGFX_STATE_BLEND_FACTOR and
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/// BGFX_STATE_BLEND_INV_FACTOR blend modes.
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///
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/// NOTE:
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/// 1. Use BGFX_STATE_ALPHA_REF, BGFX_STATE_POINT_SIZE and
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/// BGFX_STATE_BLEND_FUNC macros to setup more complex states.
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/// 2. BGFX_STATE_BLEND_EQUATION_ADD is set when no other blend
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/// equation is specified.
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///
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void setState(uint64_t _state, uint32_t _rgba = UINT32_MAX);
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/// Set stencil test state.
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///
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/// @param _fstencil Front stencil state.
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/// @param _bstencil Back stencil state. If back is set to BGFX_STENCIL_NONE
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/// _fstencil is applied to both front and back facing primitives.
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///
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void setStencil(uint32_t _fstencil, uint32_t _bstencil = BGFX_STENCIL_NONE);
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/// Set scissor for draw primitive.
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uint16_t setScissor(uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height);
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/// Set scissor from cache for draw primitive.
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///
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/// @param _cache Index in scissor cache. Passing UINT16_MAX unset primitive
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/// scissor and primitive will use view scissor instead.
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///
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void setScissor(uint16_t _cache = UINT16_MAX);
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/// Set model matrix for draw primitive. If it is not called model will
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/// be rendered with identity model matrix.
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///
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/// @param _mtx Pointer to first matrix in array.
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/// @param _num Number of matrices in array.
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/// @returns index into matrix cache in case the same model matrix has
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/// to be used for other draw primitive call.
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///
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uint32_t setTransform(const void* _mtx, uint16_t _num = 1);
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/// Set model matrix from matrix cache for draw primitive.
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///
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/// @param _cache Index in matrix cache.
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/// @param _num Number of matrices from cache.
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///
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void setTransform(uint32_t _cache, uint16_t _num = 1);
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/// Set shader uniform parameter for draw primitive.
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void setUniform(UniformHandle _handle, const void* _value, uint16_t _num = 1);
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/// Set index buffer for draw primitive.
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void setIndexBuffer(IndexBufferHandle _handle, uint32_t _firstIndex = 0, uint32_t _numIndices = UINT32_MAX);
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/// Set index buffer for draw primitive.
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void setIndexBuffer(DynamicIndexBufferHandle _handle, uint32_t _firstIndex = 0, uint32_t _numIndices = UINT32_MAX);
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/// Set index buffer for draw primitive.
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void setIndexBuffer(const TransientIndexBuffer* _tib, uint32_t _numIndices = UINT32_MAX);
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/// Set vertex buffer for draw primitive.
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void setVertexBuffer(VertexBufferHandle _handle, uint32_t _numVertices = UINT32_MAX);
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/// Set vertex buffer for draw primitive.
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void setVertexBuffer(DynamicVertexBufferHandle _handle, uint32_t _numVertices = UINT32_MAX);
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/// Set vertex buffer for draw primitive.
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void setVertexBuffer(const TransientVertexBuffer* _tvb, uint32_t _numVertices = UINT32_MAX);
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/// Set instance data buffer for draw primitive.
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void setInstanceDataBuffer(const InstanceDataBuffer* _idb, uint16_t _num = UINT16_MAX);
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/// Set program for draw primitive.
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void setProgram(ProgramHandle _handle);
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/// Set texture stage for draw primitive.
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///
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/// @param _stage Texture unit.
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/// @param _sampler Program sampler.
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/// @param _handle Texture handle.
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/// @param _flags Texture sampling mode. Default value UINT32_MAX uses
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/// texture sampling settings from the texture.
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///
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/// BGFX_TEXTURE_[U/V/W]_[MIRROR/CLAMP] - Mirror or clamp to edge wrap
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/// mode.
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///
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/// BGFX_TEXTURE_[MIN/MAG/MIP]_[POINT/ANISOTROPIC] - Point or anisotropic
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/// sampling.
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///
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/// @param _flags Texture sampler filtering flags. UINT32_MAX use the
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/// sampler filtering mode set by texture.
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///
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void setTexture(uint8_t _stage, UniformHandle _sampler, TextureHandle _handle, uint32_t _flags = UINT32_MAX);
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/// Set texture stage for draw primitive.
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///
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/// @param _stage Texture unit.
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/// @param _sampler Program sampler.
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/// @param _handle Render target handle.
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|
/// @param _flags Texture sampling mode. Default value UINT32_MAX uses
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/// texture sampling settings from the texture.
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///
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|
/// BGFX_TEXTURE_[U/V/W]_[MIRROR/CLAMP] - Mirror or clamp to edge wrap
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/// mode.
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///
|
|
/// BGFX_TEXTURE_[MIN/MAG/MIP]_[POINT/ANISOTROPIC] - Point or anisotropic
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|
/// sampling.
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|
///
|
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void setTexture(uint8_t _stage, UniformHandle _sampler, RenderTargetHandle _handle, bool _depth = false, uint32_t _flags = UINT32_MAX);
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/// Submit primitive for rendering into single view.
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///
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|
/// @param _id View id.
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|
/// @param _depth Depth for sorting.
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|
///
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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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///
|
|
/// @param _viewMask Mask to which views to submit draw primitive calls.
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/// @param _depth Depth for sorting.
|
|
///
|
|
void submitMask(uint32_t _viewMask, int32_t _depth = 0);
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/// Discard all previously set state for draw call.
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|
void discard();
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/// Request screen shot.
|
|
void saveScreenShot(const char* _filePath);
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} // namespace bgfx
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#endif // __BGFX_H__
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