diff --git a/bindings/zig/bgfx.zig b/bindings/zig/bgfx.zig
new file mode 100644
index 000000000..9fcfa28da
--- /dev/null
+++ b/bindings/zig/bgfx.zig
@@ -0,0 +1,2848 @@
+// Copyright 2011-2021 Branimir Karadzic. All rights reserved.
+// License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
+
+
+//
+// AUTO GENERATED! DO NOT EDIT!
+//
+
+
+const std = @import("std");
+
+pub const StateFlags = enum(c_ulong) {
+ /// Enable R write.
+ WriteR = 0x0000000000000001,
+
+ /// Enable G write.
+ WriteG = 0x0000000000000002,
+
+ /// Enable B write.
+ WriteB = 0x0000000000000004,
+
+ /// Enable alpha write.
+ WriteA = 0x0000000000000008,
+
+ /// Enable depth write.
+ WriteZ = 0x0000004000000000,
+
+ /// Enable RGB write.
+ WriteRgb = 0x0000000000000007,
+
+ /// Write all channels mask.
+ WriteMask = 0x000000400000000f,
+
+ /// Enable depth test, less.
+ DepthTestLess = 0x0000000000000010,
+
+ /// Enable depth test, less or equal.
+ DepthTestLequal = 0x0000000000000020,
+
+ /// Enable depth test, equal.
+ DepthTestEqual = 0x0000000000000030,
+
+ /// Enable depth test, greater or equal.
+ DepthTestGequal = 0x0000000000000040,
+
+ /// Enable depth test, greater.
+ DepthTestGreater = 0x0000000000000050,
+
+ /// Enable depth test, not equal.
+ DepthTestNotequal = 0x0000000000000060,
+
+ /// Enable depth test, never.
+ DepthTestNever = 0x0000000000000070,
+
+ /// Enable depth test, always.
+ DepthTestAlways = 0x0000000000000080,
+ DepthTestShift = 4,
+ DepthTestMask = 0x00000000000000f0,
+
+ /// 0, 0, 0, 0
+ BlendZero = 0x0000000000001000,
+
+ /// 1, 1, 1, 1
+ BlendOne = 0x0000000000002000,
+
+ /// Rs, Gs, Bs, As
+ BlendSrcColor = 0x0000000000003000,
+
+ /// 1-Rs, 1-Gs, 1-Bs, 1-As
+ BlendInvSrcColor = 0x0000000000004000,
+
+ /// As, As, As, As
+ BlendSrcAlpha = 0x0000000000005000,
+
+ /// 1-As, 1-As, 1-As, 1-As
+ BlendInvSrcAlpha = 0x0000000000006000,
+
+ /// Ad, Ad, Ad, Ad
+ BlendDstAlpha = 0x0000000000007000,
+
+ /// 1-Ad, 1-Ad, 1-Ad ,1-Ad
+ BlendInvDstAlpha = 0x0000000000008000,
+
+ /// Rd, Gd, Bd, Ad
+ BlendDstColor = 0x0000000000009000,
+
+ /// 1-Rd, 1-Gd, 1-Bd, 1-Ad
+ BlendInvDstColor = 0x000000000000a000,
+
+ /// f, f, f, 1; f = min(As, 1-Ad)
+ BlendSrcAlphaSat = 0x000000000000b000,
+
+ /// Blend factor
+ BlendFactor = 0x000000000000c000,
+
+ /// 1-Blend factor
+ BlendInvFactor = 0x000000000000d000,
+ BlendShift = 12,
+ BlendMask = 0x000000000ffff000,
+
+ /// Blend add: src + dst.
+ BlendEquationAdd = 0x0000000000000000,
+
+ /// Blend subtract: src - dst.
+ BlendEquationSub = 0x0000000010000000,
+
+ /// Blend reverse subtract: dst - src.
+ BlendEquationRevsub = 0x0000000020000000,
+
+ /// Blend min: min(src, dst).
+ BlendEquationMin = 0x0000000030000000,
+
+ /// Blend max: max(src, dst).
+ BlendEquationMax = 0x0000000040000000,
+ BlendEquationShift = 28,
+ BlendEquationMask = 0x00000003f0000000,
+
+ /// Cull clockwise triangles.
+ CullCw = 0x0000001000000000,
+
+ /// Cull counter-clockwise triangles.
+ CullCcw = 0x0000002000000000,
+ CullShift = 36,
+ CullMask = 0x0000003000000000,
+ AlphaRefShift = 40,
+ AlphaRefMask = 0x0000ff0000000000,
+
+ /// Tristrip.
+ PtTristrip = 0x0001000000000000,
+
+ /// Lines.
+ PtLines = 0x0002000000000000,
+
+ /// Line strip.
+ PtLinestrip = 0x0003000000000000,
+
+ /// Points.
+ PtPoints = 0x0004000000000000,
+ PtShift = 48,
+ PtMask = 0x0007000000000000,
+ PointSizeShift = 52,
+ PointSizeMask = 0x00f0000000000000,
+
+ /// Enable MSAA rasterization.
+ Msaa = 0x0100000000000000,
+
+ /// Enable line AA rasterization.
+ Lineaa = 0x0200000000000000,
+
+ /// Enable conservative rasterization.
+ ConservativeRaster = 0x0400000000000000,
+
+ /// No state.
+ None = 0x0000000000000000,
+
+ /// Front counter-clockwise (default is clockwise).
+ FrontCcw = 0x0000008000000000,
+
+ /// Enable blend independent.
+ BlendIndependent = 0x0000000400000000,
+
+ /// Enable alpha to coverage.
+ BlendAlphaToCoverage = 0x0000000800000000,
+
+ /// Default state is write to RGB, alpha, and depth with depth test less enabled, with clockwise
+ /// culling and MSAA (when writing into MSAA frame buffer, otherwise this flag is ignored).
+ Default = 0x010000500000001f,
+ Mask = 0xffffffffffffffff,
+ ReservedShift = 61,
+ ReservedMask = 0xe000000000000000,
+};
+
+pub const StencilFlags = enum(c_uint) {
+ FuncRefShift = 0,
+ FuncRefMask = 0x000000ff,
+ FuncRmaskShift = 8,
+ FuncRmaskMask = 0x0000ff00,
+ None = 0x00000000,
+ Mask = 0xffffffff,
+ Default = 0x00000000,
+
+ /// Enable stencil test, less.
+ TestLess = 0x00010000,
+
+ /// Enable stencil test, less or equal.
+ TestLequal = 0x00020000,
+
+ /// Enable stencil test, equal.
+ TestEqual = 0x00030000,
+
+ /// Enable stencil test, greater or equal.
+ TestGequal = 0x00040000,
+
+ /// Enable stencil test, greater.
+ TestGreater = 0x00050000,
+
+ /// Enable stencil test, not equal.
+ TestNotequal = 0x00060000,
+
+ /// Enable stencil test, never.
+ TestNever = 0x00070000,
+
+ /// Enable stencil test, always.
+ TestAlways = 0x00080000,
+ TestShift = 16,
+ TestMask = 0x000f0000,
+
+ /// Zero.
+ OpFailSZero = 0x00000000,
+
+ /// Keep.
+ OpFailSKeep = 0x00100000,
+
+ /// Replace.
+ OpFailSReplace = 0x00200000,
+
+ /// Increment and wrap.
+ OpFailSIncr = 0x00300000,
+
+ /// Increment and clamp.
+ OpFailSIncrsat = 0x00400000,
+
+ /// Decrement and wrap.
+ OpFailSDecr = 0x00500000,
+
+ /// Decrement and clamp.
+ OpFailSDecrsat = 0x00600000,
+
+ /// Invert.
+ OpFailSInvert = 0x00700000,
+ OpFailSShift = 20,
+ OpFailSMask = 0x00f00000,
+
+ /// Zero.
+ OpFailZZero = 0x00000000,
+
+ /// Keep.
+ OpFailZKeep = 0x01000000,
+
+ /// Replace.
+ OpFailZReplace = 0x02000000,
+
+ /// Increment and wrap.
+ OpFailZIncr = 0x03000000,
+
+ /// Increment and clamp.
+ OpFailZIncrsat = 0x04000000,
+
+ /// Decrement and wrap.
+ OpFailZDecr = 0x05000000,
+
+ /// Decrement and clamp.
+ OpFailZDecrsat = 0x06000000,
+
+ /// Invert.
+ OpFailZInvert = 0x07000000,
+ OpFailZShift = 24,
+ OpFailZMask = 0x0f000000,
+
+ /// Zero.
+ OpPassZZero = 0x00000000,
+
+ /// Keep.
+ OpPassZKeep = 0x10000000,
+
+ /// Replace.
+ OpPassZReplace = 0x20000000,
+
+ /// Increment and wrap.
+ OpPassZIncr = 0x30000000,
+
+ /// Increment and clamp.
+ OpPassZIncrsat = 0x40000000,
+
+ /// Decrement and wrap.
+ OpPassZDecr = 0x50000000,
+
+ /// Decrement and clamp.
+ OpPassZDecrsat = 0x60000000,
+
+ /// Invert.
+ OpPassZInvert = 0x70000000,
+ OpPassZShift = 28,
+ OpPassZMask = 0xf0000000,
+};
+
+pub const ClearFlags = enum(c_ushort) {
+ /// No clear flags.
+ None = 0x0000,
+
+ /// Clear color.
+ Color = 0x0001,
+
+ /// Clear depth.
+ Depth = 0x0002,
+
+ /// Clear stencil.
+ Stencil = 0x0004,
+
+ /// Discard frame buffer attachment 0.
+ DiscardColor0 = 0x0008,
+
+ /// Discard frame buffer attachment 1.
+ DiscardColor1 = 0x0010,
+
+ /// Discard frame buffer attachment 2.
+ DiscardColor2 = 0x0020,
+
+ /// Discard frame buffer attachment 3.
+ DiscardColor3 = 0x0040,
+
+ /// Discard frame buffer attachment 4.
+ DiscardColor4 = 0x0080,
+
+ /// Discard frame buffer attachment 5.
+ DiscardColor5 = 0x0100,
+
+ /// Discard frame buffer attachment 6.
+ DiscardColor6 = 0x0200,
+
+ /// Discard frame buffer attachment 7.
+ DiscardColor7 = 0x0400,
+
+ /// Discard frame buffer depth attachment.
+ DiscardDepth = 0x0800,
+
+ /// Discard frame buffer stencil attachment.
+ DiscardStencil = 0x1000,
+ DiscardColorMask = 0x07f8,
+ DiscardMask = 0x1ff8,
+};
+
+pub const DiscardFlags = enum(c_uint) {
+ /// Preserve everything.
+ None = 0x00000000,
+
+ /// Discard texture sampler and buffer bindings.
+ Bindings = 0x00000001,
+
+ /// Discard index buffer.
+ IndexBuffer = 0x00000002,
+
+ /// Discard instance data.
+ InstanceData = 0x00000004,
+
+ /// Discard state and uniform bindings.
+ State = 0x00000008,
+
+ /// Discard transform.
+ Transform = 0x00000010,
+
+ /// Discard vertex streams.
+ VertexStreams = 0x00000020,
+
+ /// Discard all states.
+ All = 0x000000ff,
+};
+
+pub const DebugFlags = enum(c_uint) {
+ /// No debug.
+ None = 0x00000000,
+
+ /// Enable wireframe for all primitives.
+ Wireframe = 0x00000001,
+
+ /// Enable infinitely fast hardware test. No draw calls will be submitted to driver.
+ /// It's useful when profiling to quickly assess bottleneck between CPU and GPU.
+ Ifh = 0x00000002,
+
+ /// Enable statistics display.
+ Stats = 0x00000004,
+
+ /// Enable debug text display.
+ Text = 0x00000008,
+
+ /// Enable profiler. This causes per-view statistics to be collected, available through `bgfx::Stats::ViewStats`. This is unrelated to the profiler functions in `bgfx::CallbackI`.
+ Profiler = 0x00000010,
+};
+
+pub const BufferFlags = enum(c_ushort) {
+ /// 1 8-bit value
+ ComputeFormat8x1 = 0x0001,
+
+ /// 2 8-bit values
+ ComputeFormat8x2 = 0x0002,
+
+ /// 4 8-bit values
+ ComputeFormat8x4 = 0x0003,
+
+ /// 1 16-bit value
+ ComputeFormat16x1 = 0x0004,
+
+ /// 2 16-bit values
+ ComputeFormat16x2 = 0x0005,
+
+ /// 4 16-bit values
+ ComputeFormat16x4 = 0x0006,
+
+ /// 1 32-bit value
+ ComputeFormat32x1 = 0x0007,
+
+ /// 2 32-bit values
+ ComputeFormat32x2 = 0x0008,
+
+ /// 4 32-bit values
+ ComputeFormat32x4 = 0x0009,
+ ComputeFormatShift = 0,
+ ComputeFormatMask = 0x000f,
+
+ /// Type `int`.
+ ComputeTypeInt = 0x0010,
+
+ /// Type `uint`.
+ ComputeTypeUint = 0x0020,
+
+ /// Type `float`.
+ ComputeTypeFloat = 0x0030,
+ ComputeTypeShift = 4,
+ ComputeTypeMask = 0x0030,
+ None = 0x0000,
+
+ /// Buffer will be read by shader.
+ ComputeRead = 0x0100,
+
+ /// Buffer will be used for writing.
+ ComputeWrite = 0x0200,
+
+ /// Buffer will be used for storing draw indirect commands.
+ DrawIndirect = 0x0400,
+
+ /// Allow dynamic index/vertex buffer resize during update.
+ AllowResize = 0x0800,
+
+ /// Index buffer contains 32-bit indices.
+ Index32 = 0x1000,
+ ComputeReadWrite = 0x0300,
+};
+
+pub const TextureFlags = enum(c_ulong) {
+ None = 0x0000000000000000,
+
+ /// Texture will be used for MSAA sampling.
+ MsaaSample = 0x0000000800000000,
+
+ /// Render target no MSAA.
+ Rt = 0x0000001000000000,
+
+ /// Texture will be used for compute write.
+ ComputeWrite = 0x0000100000000000,
+
+ /// Sample texture as sRGB.
+ Srgb = 0x0000200000000000,
+
+ /// Texture will be used as blit destination.
+ BlitDst = 0x0000400000000000,
+
+ /// Texture will be used for read back from GPU.
+ ReadBack = 0x0000800000000000,
+
+ /// Render target MSAAx2 mode.
+ RtMsaaX2 = 0x0000002000000000,
+
+ /// Render target MSAAx4 mode.
+ RtMsaaX4 = 0x0000003000000000,
+
+ /// Render target MSAAx8 mode.
+ RtMsaaX8 = 0x0000004000000000,
+
+ /// Render target MSAAx16 mode.
+ RtMsaaX16 = 0x0000005000000000,
+ RtMsaaShift = 36,
+ RtMsaaMask = 0x0000007000000000,
+
+ /// Render target will be used for writing
+ RtWriteOnly = 0x0000008000000000,
+ RtShift = 36,
+ RtMask = 0x000000f000000000,
+};
+
+pub const SamplerFlags = enum(c_uint) {
+ /// Wrap U mode: Mirror
+ UMirror = 0x00000001,
+
+ /// Wrap U mode: Clamp
+ UClamp = 0x00000002,
+
+ /// Wrap U mode: Border
+ UBorder = 0x00000003,
+ UShift = 0,
+ UMask = 0x00000003,
+
+ /// Wrap V mode: Mirror
+ VMirror = 0x00000004,
+
+ /// Wrap V mode: Clamp
+ VClamp = 0x00000008,
+
+ /// Wrap V mode: Border
+ VBorder = 0x0000000c,
+ VShift = 2,
+ VMask = 0x0000000c,
+
+ /// Wrap W mode: Mirror
+ WMirror = 0x00000010,
+
+ /// Wrap W mode: Clamp
+ WClamp = 0x00000020,
+
+ /// Wrap W mode: Border
+ WBorder = 0x00000030,
+ WShift = 4,
+ WMask = 0x00000030,
+
+ /// Min sampling mode: Point
+ MinPoint = 0x00000040,
+
+ /// Min sampling mode: Anisotropic
+ MinAnisotropic = 0x00000080,
+ MinShift = 6,
+ MinMask = 0x000000c0,
+
+ /// Mag sampling mode: Point
+ MagPoint = 0x00000100,
+
+ /// Mag sampling mode: Anisotropic
+ MagAnisotropic = 0x00000200,
+ MagShift = 8,
+ MagMask = 0x00000300,
+
+ /// Mip sampling mode: Point
+ MipPoint = 0x00000400,
+ MipShift = 10,
+ MipMask = 0x00000400,
+
+ /// Compare when sampling depth texture: less.
+ CompareLess = 0x00010000,
+
+ /// Compare when sampling depth texture: less or equal.
+ CompareLequal = 0x00020000,
+
+ /// Compare when sampling depth texture: equal.
+ CompareEqual = 0x00030000,
+
+ /// Compare when sampling depth texture: greater or equal.
+ CompareGequal = 0x00040000,
+
+ /// Compare when sampling depth texture: greater.
+ CompareGreater = 0x00050000,
+
+ /// Compare when sampling depth texture: not equal.
+ CompareNotequal = 0x00060000,
+
+ /// Compare when sampling depth texture: never.
+ CompareNever = 0x00070000,
+
+ /// Compare when sampling depth texture: always.
+ CompareAlways = 0x00080000,
+ CompareShift = 16,
+ CompareMask = 0x000f0000,
+ BorderColorShift = 24,
+ BorderColorMask = 0x0f000000,
+ ReservedShift = 28,
+ ReservedMask = 0xf0000000,
+ None = 0x00000000,
+
+ /// Sample stencil instead of depth.
+ SampleStencil = 0x00100000,
+ Point = 0x00000540,
+ UvwMirror = 0x00000015,
+ UvwClamp = 0x0000002a,
+ UvwBorder = 0x0000003f,
+ BitsMask = 0x000f07ff,
+};
+
+pub const ResetFlags = enum(c_uint) {
+ /// Enable 2x MSAA.
+ MsaaX2 = 0x00000010,
+
+ /// Enable 4x MSAA.
+ MsaaX4 = 0x00000020,
+
+ /// Enable 8x MSAA.
+ MsaaX8 = 0x00000030,
+
+ /// Enable 16x MSAA.
+ MsaaX16 = 0x00000040,
+ MsaaShift = 4,
+ MsaaMask = 0x00000070,
+
+ /// No reset flags.
+ None = 0x00000000,
+
+ /// Not supported yet.
+ Fullscreen = 0x00000001,
+
+ /// Enable V-Sync.
+ Vsync = 0x00000080,
+
+ /// Turn on/off max anisotropy.
+ Maxanisotropy = 0x00000100,
+
+ /// Begin screen capture.
+ Capture = 0x00000200,
+
+ /// Flush rendering after submitting to GPU.
+ FlushAfterRender = 0x00002000,
+
+ /// This flag specifies where flip occurs. Default behaviour is that flip occurs
+ /// before rendering new frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
+ FlipAfterRender = 0x00004000,
+
+ /// Enable sRGB backbuffer.
+ SrgbBackbuffer = 0x00008000,
+
+ /// Enable HDR10 rendering.
+ Hdr10 = 0x00010000,
+
+ /// Enable HiDPI rendering.
+ Hidpi = 0x00020000,
+
+ /// Enable depth clamp.
+ DepthClamp = 0x00040000,
+
+ /// Suspend rendering.
+ Suspend = 0x00080000,
+ FullscreenShift = 0,
+ FullscreenMask = 0x00000001,
+ ReservedShift = 31,
+ ReservedMask = 0x80000000,
+};
+
+pub const CapsFlags = enum(c_ulong) {
+ /// Alpha to coverage is supported.
+ AlphaToCoverage = 0x0000000000000001,
+
+ /// Blend independent is supported.
+ BlendIndependent = 0x0000000000000002,
+
+ /// Compute shaders are supported.
+ Compute = 0x0000000000000004,
+
+ /// Conservative rasterization is supported.
+ ConservativeRaster = 0x0000000000000008,
+
+ /// Draw indirect is supported.
+ DrawIndirect = 0x0000000000000010,
+
+ /// Fragment depth is available in fragment shader.
+ FragmentDepth = 0x0000000000000020,
+
+ /// Fragment ordering is available in fragment shader.
+ FragmentOrdering = 0x0000000000000040,
+
+ /// Graphics debugger is present.
+ GraphicsDebugger = 0x0000000000000080,
+
+ /// HDR10 rendering is supported.
+ Hdr10 = 0x0000000000000100,
+
+ /// HiDPI rendering is supported.
+ Hidpi = 0x0000000000000200,
+
+ /// Image Read/Write is supported.
+ ImageRw = 0x0000000000000400,
+
+ /// 32-bit indices are supported.
+ Index32 = 0x0000000000000800,
+
+ /// Instancing is supported.
+ Instancing = 0x0000000000001000,
+
+ /// Occlusion query is supported.
+ OcclusionQuery = 0x0000000000002000,
+
+ /// Renderer is on separate thread.
+ RendererMultithreaded = 0x0000000000004000,
+
+ /// Multiple windows are supported.
+ SwapChain = 0x0000000000008000,
+
+ /// 2D texture array is supported.
+ Texture2dArray = 0x0000000000010000,
+
+ /// 3D textures are supported.
+ Texture3d = 0x0000000000020000,
+
+ /// Texture blit is supported.
+ TextureBlit = 0x0000000000040000,
+ TextureCompareReserved = 0x0000000000080000,
+
+ /// Texture compare less equal mode is supported.
+ TextureCompareLequal = 0x0000000000100000,
+
+ /// Cubemap texture array is supported.
+ TextureCubeArray = 0x0000000000200000,
+
+ /// CPU direct access to GPU texture memory.
+ TextureDirectAccess = 0x0000000000400000,
+
+ /// Read-back texture is supported.
+ TextureReadBack = 0x0000000000800000,
+
+ /// Vertex attribute half-float is supported.
+ VertexAttribHalf = 0x0000000001000000,
+
+ /// Vertex attribute 10_10_10_2 is supported.
+ VertexAttribUint10 = 0x0000000002000000,
+
+ /// Rendering with VertexID only is supported.
+ VertexId = 0x0000000004000000,
+
+ /// Viewport layer is available in vertex shader.
+ ViewportLayerArray = 0x0000000008000000,
+
+ /// All texture compare modes are supported.
+ TextureCompareAll = 0x0000000000180000,
+};
+
+pub const CapsFormatFlags = enum(c_uint) {
+ /// Texture format is not supported.
+ TextureNone = 0x00000000,
+
+ /// Texture format is supported.
+ Texture2d = 0x00000001,
+
+ /// Texture as sRGB format is supported.
+ Texture2dSrgb = 0x00000002,
+
+ /// Texture format is emulated.
+ Texture2dEmulated = 0x00000004,
+
+ /// Texture format is supported.
+ Texture3d = 0x00000008,
+
+ /// Texture as sRGB format is supported.
+ Texture3dSrgb = 0x00000010,
+
+ /// Texture format is emulated.
+ Texture3dEmulated = 0x00000020,
+
+ /// Texture format is supported.
+ TextureCube = 0x00000040,
+
+ /// Texture as sRGB format is supported.
+ TextureCubeSrgb = 0x00000080,
+
+ /// Texture format is emulated.
+ TextureCubeEmulated = 0x00000100,
+
+ /// Texture format can be used from vertex shader.
+ TextureVertex = 0x00000200,
+
+ /// Texture format can be used as image and read from.
+ TextureImageRead = 0x00000400,
+
+ /// Texture format can be used as image and written to.
+ TextureImageWrite = 0x00000800,
+
+ /// Texture format can be used as frame buffer.
+ TextureFramebuffer = 0x00001000,
+
+ /// Texture format can be used as MSAA frame buffer.
+ TextureFramebufferMsaa = 0x00002000,
+
+ /// Texture can be sampled as MSAA.
+ TextureMsaa = 0x00004000,
+
+ /// Texture format supports auto-generated mips.
+ TextureMipAutogen = 0x00008000,
+};
+
+pub const ResolveFlags = enum(c_uint) {
+ /// No resolve flags.
+ None = 0x00000000,
+
+ /// Auto-generate mip maps on resolve.
+ AutoGenMips = 0x00000001,
+};
+
+pub const PciIdFlags = enum(c_ushort) {
+ /// Autoselect adapter.
+ None = 0x0000,
+
+ /// Software rasterizer.
+ SoftwareRasterizer = 0x0001,
+
+ /// AMD adapter.
+ Amd = 0x1002,
+
+ /// Apple adapter.
+ Apple = 0x106b,
+
+ /// Intel adapter.
+ Intel = 0x8086,
+
+ /// nVidia adapter.
+ Nvidia = 0x10de,
+
+ /// Microsoft adapter.
+ Microsoft = 0x1414,
+};
+
+pub const CubeMapFlags = enum(c_uint) {
+ /// Cubemap +x.
+ PositiveX = 0x00000000,
+
+ /// Cubemap -x.
+ NegativeX = 0x00000001,
+
+ /// Cubemap +y.
+ PositiveY = 0x00000002,
+
+ /// Cubemap -y.
+ NegativeY = 0x00000003,
+
+ /// Cubemap +z.
+ PositiveZ = 0x00000004,
+
+ /// Cubemap -z.
+ NegativeZ = 0x00000005,
+};
+
+pub const Fatal = enum(c_int) {
+ DebugCheck,
+ InvalidShader,
+ UnableToInitialize,
+ UnableToCreateTexture,
+ DeviceLost,
+
+ Count
+};
+
+pub const RendererType = enum(c_int) {
+ /// No rendering.
+ Noop,
+
+ /// AGC
+ Agc,
+
+ /// Direct3D 9.0
+ Direct3D9,
+
+ /// Direct3D 11.0
+ Direct3D11,
+
+ /// Direct3D 12.0
+ Direct3D12,
+
+ /// GNM
+ Gnm,
+
+ /// Metal
+ Metal,
+
+ /// NVN
+ Nvn,
+
+ /// OpenGL ES 2.0+
+ OpenGLES,
+
+ /// OpenGL 2.1+
+ OpenGL,
+
+ /// Vulkan
+ Vulkan,
+
+ /// WebGPU
+ WebGPU,
+
+ Count
+};
+
+pub const Access = enum(c_int) {
+ /// Read.
+ Read,
+
+ /// Write.
+ Write,
+
+ /// Read and write.
+ ReadWrite,
+
+ Count
+};
+
+pub const Attrib = enum(c_int) {
+ /// a_position
+ Position,
+
+ /// a_normal
+ Normal,
+
+ /// a_tangent
+ Tangent,
+
+ /// a_bitangent
+ Bitangent,
+
+ /// a_color0
+ Color0,
+
+ /// a_color1
+ Color1,
+
+ /// a_color2
+ Color2,
+
+ /// a_color3
+ Color3,
+
+ /// a_indices
+ Indices,
+
+ /// a_weight
+ Weight,
+
+ /// a_texcoord0
+ TexCoord0,
+
+ /// a_texcoord1
+ TexCoord1,
+
+ /// a_texcoord2
+ TexCoord2,
+
+ /// a_texcoord3
+ TexCoord3,
+
+ /// a_texcoord4
+ TexCoord4,
+
+ /// a_texcoord5
+ TexCoord5,
+
+ /// a_texcoord6
+ TexCoord6,
+
+ /// a_texcoord7
+ TexCoord7,
+
+ Count
+};
+
+pub const AttribType = enum(c_int) {
+ /// Uint8
+ Uint8,
+
+ /// Uint10, availability depends on: `BGFX_CAPS_VERTEX_ATTRIB_UINT10`.
+ Uint10,
+
+ /// Int16
+ Int16,
+
+ /// Half, availability depends on: `BGFX_CAPS_VERTEX_ATTRIB_HALF`.
+ Half,
+
+ /// Float
+ Float,
+
+ Count
+};
+
+pub const TextureFormat = enum(c_int) {
+ /// DXT1 R5G6B5A1
+ BC1,
+
+ /// DXT3 R5G6B5A4
+ BC2,
+
+ /// DXT5 R5G6B5A8
+ BC3,
+
+ /// LATC1/ATI1 R8
+ BC4,
+
+ /// LATC2/ATI2 RG8
+ BC5,
+
+ /// BC6H RGB16F
+ BC6H,
+
+ /// BC7 RGB 4-7 bits per color channel, 0-8 bits alpha
+ BC7,
+
+ /// ETC1 RGB8
+ ETC1,
+
+ /// ETC2 RGB8
+ ETC2,
+
+ /// ETC2 RGBA8
+ ETC2A,
+
+ /// ETC2 RGB8A1
+ ETC2A1,
+
+ /// PVRTC1 RGB 2BPP
+ PTC12,
+
+ /// PVRTC1 RGB 4BPP
+ PTC14,
+
+ /// PVRTC1 RGBA 2BPP
+ PTC12A,
+
+ /// PVRTC1 RGBA 4BPP
+ PTC14A,
+
+ /// PVRTC2 RGBA 2BPP
+ PTC22,
+
+ /// PVRTC2 RGBA 4BPP
+ PTC24,
+
+ /// ATC RGB 4BPP
+ ATC,
+
+ /// ATCE RGBA 8 BPP explicit alpha
+ ATCE,
+
+ /// ATCI RGBA 8 BPP interpolated alpha
+ ATCI,
+
+ /// ASTC 4x4 8.0 BPP
+ ASTC4x4,
+
+ /// ASTC 5x5 5.12 BPP
+ ASTC5x5,
+
+ /// ASTC 6x6 3.56 BPP
+ ASTC6x6,
+
+ /// ASTC 8x5 3.20 BPP
+ ASTC8x5,
+
+ /// ASTC 8x6 2.67 BPP
+ ASTC8x6,
+
+ /// ASTC 10x5 2.56 BPP
+ ASTC10x5,
+
+ /// Compressed formats above.
+ Unknown,
+ R1,
+ A8,
+ R8,
+ R8I,
+ R8U,
+ R8S,
+ R16,
+ R16I,
+ R16U,
+ R16F,
+ R16S,
+ R32I,
+ R32U,
+ R32F,
+ RG8,
+ RG8I,
+ RG8U,
+ RG8S,
+ RG16,
+ RG16I,
+ RG16U,
+ RG16F,
+ RG16S,
+ RG32I,
+ RG32U,
+ RG32F,
+ RGB8,
+ RGB8I,
+ RGB8U,
+ RGB8S,
+ RGB9E5F,
+ BGRA8,
+ RGBA8,
+ RGBA8I,
+ RGBA8U,
+ RGBA8S,
+ RGBA16,
+ RGBA16I,
+ RGBA16U,
+ RGBA16F,
+ RGBA16S,
+ RGBA32I,
+ RGBA32U,
+ RGBA32F,
+ R5G6B5,
+ RGBA4,
+ RGB5A1,
+ RGB10A2,
+ RG11B10F,
+
+ /// Depth formats below.
+ UnknownDepth,
+ D16,
+ D24,
+ D24S8,
+ D32,
+ D16F,
+ D24F,
+ D32F,
+ D0S8,
+
+ Count
+};
+
+pub const UniformType = enum(c_int) {
+ /// Sampler.
+ Sampler,
+
+ /// Reserved, do not use.
+ End,
+
+ /// 4 floats vector.
+ Vec4,
+
+ /// 3x3 matrix.
+ Mat3,
+
+ /// 4x4 matrix.
+ Mat4,
+
+ Count
+};
+
+pub const BackbufferRatio = enum(c_int) {
+ /// Equal to backbuffer.
+ Equal,
+
+ /// One half size of backbuffer.
+ Half,
+
+ /// One quarter size of backbuffer.
+ Quarter,
+
+ /// One eighth size of backbuffer.
+ Eighth,
+
+ /// One sixteenth size of backbuffer.
+ Sixteenth,
+
+ /// Double size of backbuffer.
+ Double,
+
+ Count
+};
+
+pub const OcclusionQueryResult = enum(c_int) {
+ /// Query failed test.
+ Invisible,
+
+ /// Query passed test.
+ Visible,
+
+ /// Query result is not available yet.
+ NoResult,
+
+ Count
+};
+
+pub const Topology = enum(c_int) {
+ /// Triangle list.
+ TriList,
+
+ /// Triangle strip.
+ TriStrip,
+
+ /// Line list.
+ LineList,
+
+ /// Line strip.
+ LineStrip,
+
+ /// Point list.
+ PointList,
+
+ Count
+};
+
+pub const TopologyConvert = enum(c_int) {
+ /// Flip winding order of triangle list.
+ TriListFlipWinding,
+
+ /// Flip winding order of triangle strip.
+ TriStripFlipWinding,
+
+ /// Convert triangle list to line list.
+ TriListToLineList,
+
+ /// Convert triangle strip to triangle list.
+ TriStripToTriList,
+
+ /// Convert line strip to line list.
+ LineStripToLineList,
+
+ Count
+};
+
+pub const TopologySort = enum(c_int) {
+ DirectionFrontToBackMin,
+ DirectionFrontToBackAvg,
+ DirectionFrontToBackMax,
+ DirectionBackToFrontMin,
+ DirectionBackToFrontAvg,
+ DirectionBackToFrontMax,
+ DistanceFrontToBackMin,
+ DistanceFrontToBackAvg,
+ DistanceFrontToBackMax,
+ DistanceBackToFrontMin,
+ DistanceBackToFrontAvg,
+ DistanceBackToFrontMax,
+
+ Count
+};
+
+pub const ViewMode = enum(c_int) {
+ /// Default sort order.
+ Default,
+
+ /// Sort in the same order in which submit calls were called.
+ Sequential,
+
+ /// Sort draw call depth in ascending order.
+ DepthAscending,
+
+ /// Sort draw call depth in descending order.
+ DepthDescending,
+
+ Count
+};
+
+pub const RenderFrame = enum(c_int) {
+ /// Renderer context is not created yet.
+ NoContext,
+
+ /// Renderer context is created and rendering.
+ Render,
+
+ /// Renderer context wait for main thread signal timed out without rendering.
+ Timeout,
+
+ /// Renderer context is getting destroyed.
+ Exiting,
+
+ Count
+};
+
+pub const Caps = extern struct {
+ pub const GPU = extern struct {
+ vendorId: u16,
+ deviceId: u16,
+ };
+
+ pub const Limits = extern struct {
+ maxDrawCalls: u32,
+ maxBlits: u32,
+ maxTextureSize: u32,
+ maxTextureLayers: u32,
+ maxViews: u32,
+ maxFrameBuffers: u32,
+ maxFBAttachments: u32,
+ maxPrograms: u32,
+ maxShaders: u32,
+ maxTextures: u32,
+ maxTextureSamplers: u32,
+ maxComputeBindings: u32,
+ maxVertexLayouts: u32,
+ maxVertexStreams: u32,
+ maxIndexBuffers: u32,
+ maxVertexBuffers: u32,
+ maxDynamicIndexBuffers: u32,
+ maxDynamicVertexBuffers: u32,
+ maxUniforms: u32,
+ maxOcclusionQueries: u32,
+ maxEncoders: u32,
+ minResourceCbSize: u32,
+ transientVbSize: u32,
+ transientIbSize: u32,
+ };
+
+ rendererType: RendererType,
+ supported: u64,
+ vendorId: u16,
+ deviceId: u16,
+ homogeneousDepth: bool,
+ originBottomLeft: bool,
+ numGPUs: u8,
+ gpu: [4]GPU,
+ limits: Limits,
+ formats: [85]u16,
+ };
+
+ pub const InternalData = extern struct {
+ caps: [*c]Caps,
+ context: ?*anyopaque,
+ };
+
+ pub const PlatformData = extern struct {
+ ndt: ?*anyopaque,
+ nwh: ?*anyopaque,
+ context: ?*anyopaque,
+ backBuffer: ?*anyopaque,
+ backBufferDS: ?*anyopaque,
+ };
+
+ pub const Resolution = extern struct {
+ format: TextureFormat,
+ width: u32,
+ height: u32,
+ reset: u32,
+ numBackBuffers: u8,
+ maxFrameLatency: u8,
+ };
+
+pub const Init = extern struct {
+ pub const Limits = extern struct {
+ maxEncoders: u16,
+ minResourceCbSize: u32,
+ transientVbSize: u32,
+ transientIbSize: u32,
+ };
+
+ type: RendererType,
+ vendorId: u16,
+ deviceId: u16,
+ capabilities: u64,
+ debug: bool,
+ profile: bool,
+ platformData: PlatformData,
+ resolution: Resolution,
+ limits: Limits,
+ callback: ?*anyopaque,
+ allocator: ?*anyopaque,
+ };
+
+ pub const Memory = extern struct {
+ data: [*c]u8,
+ size: u32,
+ };
+
+ pub const TransientIndexBuffer = extern struct {
+ data: [*c]u8,
+ size: u32,
+ startIndex: u32,
+ handle: IndexBufferHandle,
+ isIndex16: bool,
+ };
+
+ pub const TransientVertexBuffer = extern struct {
+ data: [*c]u8,
+ size: u32,
+ startVertex: u32,
+ stride: u16,
+ handle: VertexBufferHandle,
+ layoutHandle: VertexLayoutHandle,
+ };
+
+ pub const InstanceDataBuffer = extern struct {
+ data: [*c]u8,
+ size: u32,
+ offset: u32,
+ num: u32,
+ stride: u16,
+ handle: VertexBufferHandle,
+ };
+
+ pub const TextureInfo = extern struct {
+ format: TextureFormat,
+ storageSize: u32,
+ width: u16,
+ height: u16,
+ depth: u16,
+ numLayers: u16,
+ numMips: u8,
+ bitsPerPixel: u8,
+ cubeMap: bool,
+ };
+
+ pub const UniformInfo = extern struct {
+ name: [256]u8,
+ type: UniformType,
+ num: u16,
+ };
+
+ pub const Attachment = extern struct {
+ access: Access,
+ handle: TextureHandle,
+ mip: u16,
+ layer: u16,
+ numLayers: u16,
+ resolve: u8,
+ };
+
+ pub const Transform = extern struct {
+ data: [*c]f32,
+ num: u16,
+ };
+
+ pub const ViewStats = extern struct {
+ name: [256]u8,
+ view: u16,
+ cpuTimeBegin: i64,
+ cpuTimeEnd: i64,
+ gpuTimeBegin: i64,
+ gpuTimeEnd: i64,
+ };
+
+ pub const EncoderStats = extern struct {
+ cpuTimeBegin: i64,
+ cpuTimeEnd: i64,
+ };
+
+ pub const Stats = extern struct {
+ cpuTimeFrame: i64,
+ cpuTimeBegin: i64,
+ cpuTimeEnd: i64,
+ cpuTimerFreq: i64,
+ gpuTimeBegin: i64,
+ gpuTimeEnd: i64,
+ gpuTimerFreq: i64,
+ waitRender: i64,
+ waitSubmit: i64,
+ numDraw: u32,
+ numCompute: u32,
+ numBlit: u32,
+ maxGpuLatency: u32,
+ numDynamicIndexBuffers: u16,
+ numDynamicVertexBuffers: u16,
+ numFrameBuffers: u16,
+ numIndexBuffers: u16,
+ numOcclusionQueries: u16,
+ numPrograms: u16,
+ numShaders: u16,
+ numTextures: u16,
+ numUniforms: u16,
+ numVertexBuffers: u16,
+ numVertexLayouts: u16,
+ textureMemoryUsed: i64,
+ rtMemoryUsed: i64,
+ transientVbUsed: i32,
+ transientIbUsed: i32,
+ numPrims: [5]u32,
+ gpuMemoryMax: i64,
+ gpuMemoryUsed: i64,
+ width: u16,
+ height: u16,
+ textWidth: u16,
+ textHeight: u16,
+ numViews: u16,
+ viewStats: [*c]ViewStats,
+ numEncoders: u8,
+ encoderStats: [*c]EncoderStats,
+ };
+
+ pub const VertexLayout = extern struct {
+ hash: u32,
+ stride: u16,
+ offset: [18]u16,
+ attributes: [18]u16,
+ };
+
+ pub const Encoder = extern struct {
+ };
+
+pub const DynamicIndexBufferHandle = extern struct {
+ idx: c_ushort,
+};
+
+pub const DynamicVertexBufferHandle = extern struct {
+ idx: c_ushort,
+};
+
+pub const FrameBufferHandle = extern struct {
+ idx: c_ushort,
+};
+
+pub const IndexBufferHandle = extern struct {
+ idx: c_ushort,
+};
+
+pub const IndirectBufferHandle = extern struct {
+ idx: c_ushort,
+};
+
+pub const OcclusionQueryHandle = extern struct {
+ idx: c_ushort,
+};
+
+pub const ProgramHandle = extern struct {
+ idx: c_ushort,
+};
+
+pub const ShaderHandle = extern struct {
+ idx: c_ushort,
+};
+
+pub const TextureHandle = extern struct {
+ idx: c_ushort,
+};
+
+pub const UniformHandle = extern struct {
+ idx: c_ushort,
+};
+
+pub const VertexBufferHandle = extern struct {
+ idx: c_ushort,
+};
+
+pub const VertexLayoutHandle = extern struct {
+ idx: c_ushort,
+};
+
+
+/// Init attachment.
+/// Render target texture handle.
+/// Access. See `Access::Enum`.
+/// Cubemap side or depth layer/slice to use.
+/// Number of texture layer/slice(s) in array to use.
+/// Mip level.
+/// Resolve flags. See: `BGFX_RESOLVE_*`
+pub extern fn bgfx_attachment_init(self: [*c]Attachment, handle: TextureHandle, access: Access, layer: u16, numLayers: u16, mip: u16, resolve: u8) callconv(.C) void;
+
+/// Start VertexLayout.
+/// Renderer backend type. See: `bgfx::RendererType`
+pub extern fn bgfx_vertex_layout_begin(self: [*c]VertexLayout, rendererType: RendererType) callconv(.C) [*c]VertexLayout;
+
+/// Add attribute to VertexLayout.
+/// @remarks Must be called between begin/end.
+/// Attribute semantics. See: `bgfx::Attrib`
+/// Number of elements 1, 2, 3 or 4.
+/// Element type.
+/// 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.
+/// Packaging rule for vertexPack, vertexUnpack, and vertexConvert for AttribType::Uint8 and AttribType::Int16. Unpacking code must be implemented inside vertex shader.
+pub extern fn bgfx_vertex_layout_add(self: [*c]VertexLayout, attrib: Attrib, num: u8, type: AttribType, normalized: bool, asInt: bool) callconv(.C) [*c]VertexLayout;
+
+/// Decode attribute.
+/// Attribute semantics. See: `bgfx::Attrib`
+/// Number of elements.
+/// Element type.
+/// Attribute is normalized.
+/// Attribute is packed as int.
+pub extern fn bgfx_vertex_layout_decode(self: [*c]VertexLayout, attrib: Attrib, num: [*c]u8 , type: [*c]AttribType, normalized: [*c]bool, asInt: [*c]bool) callconv(.C) void;
+
+/// Returns `true` if VertexLayout contains attribute.
+/// Attribute semantics. See: `bgfx::Attrib`
+pub extern fn bgfx_vertex_layout_has(self: [*c]VertexLayout, attrib: Attrib) callconv(.C) bool;
+
+/// Skip `_num` bytes in vertex stream.
+/// Number of bytes to skip.
+pub extern fn bgfx_vertex_layout_skip(self: [*c]VertexLayout, num: u8) callconv(.C) [*c]VertexLayout;
+
+/// End VertexLayout.
+pub extern fn bgfx_vertex_layout_end(self: [*c]VertexLayout) callconv(.C) void;
+
+/// Pack vertex attribute into vertex stream format.
+/// Value to be packed into vertex stream.
+/// `true` if input value is already normalized.
+/// Attribute to pack.
+/// Vertex stream layout.
+/// Destination vertex stream where data will be packed.
+/// Vertex index that will be modified.
+pub extern fn bgfx_vertex_pack(input: f32, inputNormalized: bool, attr: Attrib, layout: [*c]VertexLayout, data: ?*anyopaque, index: u32) callconv(.C) void;
+
+/// Unpack vertex attribute from vertex stream format.
+/// Result of unpacking.
+/// Attribute to unpack.
+/// Vertex stream layout.
+/// Source vertex stream from where data will be unpacked.
+/// Vertex index that will be unpacked.
+pub extern fn bgfx_vertex_unpack(output: f32, attr: Attrib, layout: [*c]VertexLayout, data: ?*anyopaque, index: u32) callconv(.C) void;
+
+/// Converts vertex stream data from one vertex stream format to another.
+/// Destination vertex stream layout.
+/// Destination vertex stream.
+/// Source vertex stream layout.
+/// Source vertex stream data.
+/// Number of vertices to convert from source to destination.
+pub extern fn bgfx_vertex_convert(dstLayout: [*c]VertexLayout, dstData: ?*anyopaque, srcLayout: [*c]VertexLayout, srcData: ?*anyopaque, num: u32) callconv(.C) void;
+
+/// Weld vertices.
+/// Welded vertices remapping table. The size of buffer must be the same as number of vertices.
+/// Vertex stream layout.
+/// Vertex stream.
+/// Number of vertices in vertex stream.
+/// Set to `true` if input indices are 32-bit.
+/// Error tolerance for vertex position comparison.
+pub extern fn bgfx_weld_vertices(output: ?*anyopaque, layout: [*c]VertexLayout, data: ?*anyopaque, num: u32, index32: bool, epsilon: f32) callconv(.C) u32;
+
+/// Convert index buffer for use with different primitive topologies.
+/// Conversion type, see `TopologyConvert::Enum`.
+/// Destination index buffer. If this argument is NULL function will return number of indices after conversion.
+/// Destination index buffer in bytes. It must be large enough to contain output indices. If destination size is insufficient index buffer will be truncated.
+/// Source indices.
+/// Number of input indices.
+/// Set to `true` if input indices are 32-bit.
+pub extern fn bgfx_topology_convert(conversion: TopologyConvert, dst: ?*anyopaque, dstSize: u32, indices: ?*anyopaque, numIndices: u32, index32: bool) callconv(.C) u32;
+
+/// Sort indices.
+/// Sort order, see `TopologySort::Enum`.
+/// Destination index buffer.
+/// Destination index buffer in bytes. It must be large enough to contain output indices. If destination size is insufficient index buffer will be truncated.
+/// Direction (vector must be normalized).
+/// Position.
+/// Pointer to first vertex represented as float x, y, z. Must contain at least number of vertices referencende by index buffer.
+/// Vertex stride.
+/// Source indices.
+/// Number of input indices.
+/// Set to `true` if input indices are 32-bit.
+pub extern fn bgfx_topology_sort_tri_list(sort: TopologySort, dst: ?*anyopaque, dstSize: u32, dir: f32, pos: f32, vertices: ?*anyopaque, stride: u32, indices: ?*anyopaque, numIndices: u32, index32: bool) callconv(.C) void;
+
+/// Returns supported backend API renderers.
+/// Maximum number of elements in _enum array.
+/// Array where supported renderers will be written.
+pub extern fn bgfx_get_supported_renderers(max: u8, enumeration: [*c]RendererType) callconv(.C) u8;
+
+/// Returns name of renderer.
+/// Renderer backend type. See: `bgfx::RendererType`
+pub extern fn bgfx_get_renderer_name(type: RendererType) callconv(.C) [*c]const u8;
+
+pub extern fn bgfx_init_ctor(init: [*c]Init) callconv(.C) void;
+
+/// Initialize the bgfx library.
+/// Initialization parameters. See: `bgfx::Init` for more info.
+pub extern fn bgfx_init(init: [*c]Init) callconv(.C) bool;
+
+/// Shutdown bgfx library.
+pub extern fn bgfx_shutdown() callconv(.C) void;
+
+/// Reset graphic settings and back-buffer size.
+/// @attention This call doesn’t change the window size, it just resizes
+/// the back-buffer. Your windowing code controls the window size.
+/// Back-buffer width.
+/// Back-buffer height.
+/// See: `BGFX_RESET_*` for more info. - `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_FLUSH_AFTER_RENDER` - Flush rendering after submitting to GPU. - `BGFX_RESET_FLIP_AFTER_RENDER` - This flag specifies where flip occurs. Default behaviour is that flip occurs before rendering new frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`. - `BGFX_RESET_SRGB_BACKBUFFER` - Enable sRGB back-buffer.
+/// Texture format. See: `TextureFormat::Enum`.
+pub extern fn bgfx_reset(width: u32, height: u32, flags: u32, format: TextureFormat) callconv(.C) void;
+
+/// 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.
+/// Capture frame with graphics debugger.
+pub extern fn bgfx_frame(capture: bool) callconv(.C) u32;
+
+/// Returns current renderer backend API type.
+/// @remarks
+/// Library must be initialized.
+pub extern fn bgfx_get_renderer_type() callconv(.C) RendererType;
+
+/// Returns renderer capabilities.
+/// @remarks
+/// Library must be initialized.
+pub extern fn bgfx_get_caps() callconv(.C) [*c]Caps;
+
+/// Returns performance counters.
+/// @attention Pointer returned is valid until `bgfx::frame` is called.
+pub extern fn bgfx_get_stats() callconv(.C) [*c]Stats;
+
+/// Allocate buffer to pass to bgfx calls. Data will be freed inside bgfx.
+/// Size to allocate.
+pub extern fn bgfx_alloc(size: u32) callconv(.C) [*c]Memory;
+
+/// Allocate buffer and copy data into it. Data will be freed inside bgfx.
+/// Pointer to data to be copied.
+/// Size of data to be copied.
+pub extern fn bgfx_copy(data: ?*anyopaque, size: u32) callconv(.C) [*c]Memory;
+
+/// Make reference to data to pass to bgfx. Unlike `bgfx::alloc`, this call
+/// doesn't allocate memory for data. It just copies the _data pointer. You
+/// can pass `ReleaseFn` function pointer to release this memory after it's
+/// consumed, otherwise you must make sure _data is available for at least 2
+/// `bgfx::frame` calls. `ReleaseFn` function must be able to be called
+/// from any thread.
+/// @attention Data passed must be available for at least 2 `bgfx::frame` calls.
+/// Pointer to data.
+/// Size of data.
+pub extern fn bgfx_make_ref(data: ?*anyopaque, size: u32) callconv(.C) [*c]Memory;
+
+/// Make reference to data to pass to bgfx. Unlike `bgfx::alloc`, this call
+/// doesn't allocate memory for data. It just copies the _data pointer. You
+/// can pass `ReleaseFn` function pointer to release this memory after it's
+/// consumed, otherwise you must make sure _data is available for at least 2
+/// `bgfx::frame` calls. `ReleaseFn` function must be able to be called
+/// from any thread.
+/// @attention Data passed must be available for at least 2 `bgfx::frame` calls.
+/// Pointer to data.
+/// Size of data.
+/// Callback function to release memory after use.
+/// User data to be passed to callback function.
+pub extern fn bgfx_make_ref_release(data: ?*anyopaque, size: u32, releaseFn: ?*anyopaque, userData: ?*anyopaque) callconv(.C) [*c]Memory;
+
+/// Set debug flags.
+/// Available flags: - `BGFX_DEBUG_IFH` - Infinitely fast hardware. When this flag is set all rendering calls will be skipped. This is useful when profiling to quickly assess potential bottlenecks between CPU and GPU. - `BGFX_DEBUG_PROFILER` - Enable profiler. - `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.
+pub extern fn bgfx_set_debug(debug: u32) callconv(.C) void;
+
+/// Clear internal debug text buffer.
+/// Background color.
+/// Default 8x16 or 8x8 font.
+pub extern fn bgfx_dbg_text_clear(attr: u8, small: bool) callconv(.C) void;
+
+/// Print formatted data to internal debug text character-buffer (VGA-compatible text mode).
+/// Position x from the left corner of the window.
+/// Position y from the top corner of the window.
+/// Color palette. Where top 4-bits represent index of background, and bottom 4-bits represent foreground color from standard VGA text palette (ANSI escape codes).
+/// `printf` style format.
+pub extern fn bgfx_dbg_text_printf(x: u16, y: u16, attr: u8, format: [*c]const u8, ...) callconv(.C) void;
+
+/// Print formatted data from variable argument list to internal debug text character-buffer (VGA-compatible text mode).
+/// Position x from the left corner of the window.
+/// Position y from the top corner of the window.
+/// Color palette. Where top 4-bits represent index of background, and bottom 4-bits represent foreground color from standard VGA text palette (ANSI escape codes).
+/// `printf` style format.
+/// Variable arguments list for format string.
+pub extern fn bgfx_dbg_text_vprintf(x: u16, y: u16, attr: u8, format: [*c]const u8, argList: ?*anyopaque) callconv(.C) void;
+
+/// Draw image into internal debug text buffer.
+/// Position x from the left corner of the window.
+/// Position y from the top corner of the window.
+/// Image width.
+/// Image height.
+/// Raw image data (character/attribute raw encoding).
+/// Image pitch in bytes.
+pub extern fn bgfx_dbg_text_image(x: u16, y: u16, width: u16, height: u16, data: ?*anyopaque, pitch: u16) callconv(.C) void;
+
+/// Create static index buffer.
+/// Index buffer data.
+/// 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 a different amount of data is passed. If this flag is not specified, and more data is passed on update, the buffer will be trimmed to fit the 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.
+pub extern fn bgfx_create_index_buffer(mem: [*c]Memory, flags: u16) callconv(.C) IndexBufferHandle;
+
+/// Set static index buffer debug name.
+/// Static index buffer handle.
+/// Static index buffer name.
+/// Static index buffer name length (if length is INT32_MAX, it's expected that _name is zero terminated string.
+pub extern fn bgfx_set_index_buffer_name(handle: IndexBufferHandle, name: [*c]const u8, len: i32) callconv(.C) void;
+
+/// Destroy static index buffer.
+/// Static index buffer handle.
+pub extern fn bgfx_destroy_index_buffer(handle: IndexBufferHandle) callconv(.C) void;
+
+/// Create vertex layout.
+/// Vertex layout.
+pub extern fn bgfx_create_vertex_layout(layout: [*c]VertexLayout) callconv(.C) VertexLayoutHandle;
+
+/// Destroy vertex layout.
+/// Vertex layout handle.
+pub extern fn bgfx_destroy_vertex_layout(layoutHandle: VertexLayoutHandle) callconv(.C) void;
+
+/// Create static vertex buffer.
+/// Vertex buffer data.
+/// Vertex layout.
+/// 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 a different amount of data is passed. If this flag is not specified, and more data is passed on update, the buffer will be trimmed to fit the 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.
+pub extern fn bgfx_create_vertex_buffer(mem: [*c]Memory, layout: [*c]VertexLayout, flags: u16) callconv(.C) VertexBufferHandle;
+
+/// Set static vertex buffer debug name.
+/// Static vertex buffer handle.
+/// Static vertex buffer name.
+/// Static vertex buffer name length (if length is INT32_MAX, it's expected that _name is zero terminated string.
+pub extern fn bgfx_set_vertex_buffer_name(handle: VertexBufferHandle, name: [*c]const u8, len: i32) callconv(.C) void;
+
+/// Destroy static vertex buffer.
+/// Static vertex buffer handle.
+pub extern fn bgfx_destroy_vertex_buffer(handle: VertexBufferHandle) callconv(.C) void;
+
+/// Create empty dynamic index buffer.
+/// Number of indices.
+/// 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 a different amount of data is passed. If this flag is not specified, and more data is passed on update, the buffer will be trimmed to fit the 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.
+pub extern fn bgfx_create_dynamic_index_buffer(num: u32, flags: u16) callconv(.C) DynamicIndexBufferHandle;
+
+/// Create a dynamic index buffer and initialize it.
+/// Index buffer data.
+/// 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 a different amount of data is passed. If this flag is not specified, and more data is passed on update, the buffer will be trimmed to fit the 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.
+pub extern fn bgfx_create_dynamic_index_buffer_mem(mem: [*c]Memory, flags: u16) callconv(.C) DynamicIndexBufferHandle;
+
+/// Update dynamic index buffer.
+/// Dynamic index buffer handle.
+/// Start index.
+/// Index buffer data.
+pub extern fn bgfx_update_dynamic_index_buffer(handle: DynamicIndexBufferHandle, startIndex: u32, mem: [*c]Memory) callconv(.C) void;
+
+/// Destroy dynamic index buffer.
+/// Dynamic index buffer handle.
+pub extern fn bgfx_destroy_dynamic_index_buffer(handle: DynamicIndexBufferHandle) callconv(.C) void;
+
+/// Create empty dynamic vertex buffer.
+/// Number of vertices.
+/// Vertex layout.
+/// 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 a different amount of data is passed. If this flag is not specified, and more data is passed on update, the buffer will be trimmed to fit the 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.
+pub extern fn bgfx_create_dynamic_vertex_buffer(num: u32, layout: [*c]VertexLayout, flags: u16) callconv(.C) DynamicVertexBufferHandle;
+
+/// Create dynamic vertex buffer and initialize it.
+/// Vertex buffer data.
+/// Vertex layout.
+/// 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 a different amount of data is passed. If this flag is not specified, and more data is passed on update, the buffer will be trimmed to fit the 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.
+pub extern fn bgfx_create_dynamic_vertex_buffer_mem(mem: [*c]Memory, layout: [*c]VertexLayout, flags: u16) callconv(.C) DynamicVertexBufferHandle;
+
+/// Update dynamic vertex buffer.
+/// Dynamic vertex buffer handle.
+/// Start vertex.
+/// Vertex buffer data.
+pub extern fn bgfx_update_dynamic_vertex_buffer(handle: DynamicVertexBufferHandle, startVertex: u32, mem: [*c]Memory) callconv(.C) void;
+
+/// Destroy dynamic vertex buffer.
+/// Dynamic vertex buffer handle.
+pub extern fn bgfx_destroy_dynamic_vertex_buffer(handle: DynamicVertexBufferHandle) callconv(.C) void;
+
+/// Returns number of requested or maximum available indices.
+/// Number of required indices.
+/// Set to `true` if input indices will be 32-bit.
+pub extern fn bgfx_get_avail_transient_index_buffer(num: u32, index32: bool) callconv(.C) u32;
+
+/// Returns number of requested or maximum available vertices.
+/// Number of required vertices.
+/// Vertex layout.
+pub extern fn bgfx_get_avail_transient_vertex_buffer(num: u32, layout: [*c]VertexLayout) callconv(.C) u32;
+
+/// Returns number of requested or maximum available instance buffer slots.
+/// Number of required instances.
+/// Stride per instance.
+pub extern fn bgfx_get_avail_instance_data_buffer(num: u32, stride: u16) callconv(.C) u32;
+
+/// Allocate transient index buffer.
+/// TransientIndexBuffer structure is filled and is valid for the duration of frame, and it can be reused for multiple draw calls.
+/// Number of indices to allocate.
+/// Set to `true` if input indices will be 32-bit.
+pub extern fn bgfx_alloc_transient_index_buffer(tib: [*c]TransientIndexBuffer, num: u32, index32: bool) callconv(.C) void;
+
+/// Allocate transient vertex buffer.
+/// TransientVertexBuffer structure is filled and is valid for the duration of frame, and it can be reused for multiple draw calls.
+/// Number of vertices to allocate.
+/// Vertex layout.
+pub extern fn bgfx_alloc_transient_vertex_buffer(tvb: [*c]TransientVertexBuffer, num: u32, layout: [*c]VertexLayout) callconv(.C) void;
+
+/// Check for required space and allocate transient vertex and index
+/// buffers. If both space requirements are satisfied function returns
+/// true.
+/// TransientVertexBuffer structure is filled and is valid for the duration of frame, and it can be reused for multiple draw calls.
+/// Vertex layout.
+/// Number of vertices to allocate.
+/// TransientIndexBuffer structure is filled and is valid for the duration of frame, and it can be reused for multiple draw calls.
+/// Number of indices to allocate.
+/// Set to `true` if input indices will be 32-bit.
+pub extern fn bgfx_alloc_transient_buffers(tvb: [*c]TransientVertexBuffer, layout: [*c]VertexLayout, numVertices: u32, tib: [*c]TransientIndexBuffer, numIndices: u32, index32: bool) callconv(.C) bool;
+
+/// Allocate instance data buffer.
+/// InstanceDataBuffer structure is filled and is valid for duration of frame, and it can be reused for multiple draw calls.
+/// Number of instances.
+/// Instance stride. Must be multiple of 16.
+pub extern fn bgfx_alloc_instance_data_buffer(idb: [*c]InstanceDataBuffer, num: u32, stride: u16) callconv(.C) void;
+
+/// Create draw indirect buffer.
+/// Number of indirect calls.
+pub extern fn bgfx_create_indirect_buffer(num: u32) callconv(.C) IndirectBufferHandle;
+
+/// Destroy draw indirect buffer.
+/// Indirect buffer handle.
+pub extern fn bgfx_destroy_indirect_buffer(handle: IndirectBufferHandle) callconv(.C) void;
+
+/// Create shader from memory buffer.
+/// Shader binary.
+pub extern fn bgfx_create_shader(mem: [*c]Memory) callconv(.C) ShaderHandle;
+
+/// Returns the number of uniforms and uniform handles used inside a shader.
+/// @remarks
+/// Only non-predefined uniforms are returned.
+/// Shader handle.
+/// UniformHandle array where data will be stored.
+/// Maximum capacity of array.
+pub extern fn bgfx_get_shader_uniforms(handle: ShaderHandle, uniforms: [*c]UniformHandle, max: u16) callconv(.C) u16;
+
+/// Set shader debug name.
+/// Shader handle.
+/// Shader name.
+/// Shader name length (if length is INT32_MAX, it's expected that _name is zero terminated string).
+pub extern fn bgfx_set_shader_name(handle: ShaderHandle, name: [*c]const u8, len: i32) callconv(.C) void;
+
+/// Destroy shader.
+/// @remark Once a shader program is created with _handle,
+/// it is safe to destroy that shader.
+/// Shader handle.
+pub extern fn bgfx_destroy_shader(handle: ShaderHandle) callconv(.C) void;
+
+/// Create program with vertex and fragment shaders.
+/// Vertex shader.
+/// Fragment shader.
+/// If true, shaders will be destroyed when program is destroyed.
+pub extern fn bgfx_create_program(vsh: ShaderHandle, fsh: ShaderHandle, destroyShaders: bool) callconv(.C) ProgramHandle;
+
+/// Create program with compute shader.
+/// Compute shader.
+/// If true, shaders will be destroyed when program is destroyed.
+pub extern fn bgfx_create_compute_program(csh: ShaderHandle, destroyShaders: bool) callconv(.C) ProgramHandle;
+
+/// Destroy program.
+/// Program handle.
+pub extern fn bgfx_destroy_program(handle: ProgramHandle) callconv(.C) void;
+
+/// Validate texture parameters.
+/// Depth dimension of volume texture.
+/// Indicates that texture contains cubemap.
+/// Number of layers in texture array.
+/// Texture format. See: `TextureFormat::Enum`.
+/// Texture flags. See `BGFX_TEXTURE_*`.
+pub extern fn bgfx_is_texture_valid(depth: u16, cubeMap: bool, numLayers: u16, format: TextureFormat, flags: u64) callconv(.C) bool;
+
+/// Validate frame buffer parameters.
+/// Number of attachments.
+/// Attachment texture info. See: `bgfx::Attachment`.
+pub extern fn bgfx_is_frame_buffer_valid(num: u8, attachment: [*c]Attachment) callconv(.C) bool;
+
+/// Calculate amount of memory required for texture.
+/// Resulting texture info structure. See: `TextureInfo`.
+/// Width.
+/// Height.
+/// Depth dimension of volume texture.
+/// Indicates that texture contains cubemap.
+/// Indicates that texture contains full mip-map chain.
+/// Number of layers in texture array.
+/// Texture format. See: `TextureFormat::Enum`.
+pub extern fn bgfx_calc_texture_size(info: [*c]TextureInfo, width: u16, height: u16, depth: u16, cubeMap: bool, hasMips: bool, numLayers: u16, format: TextureFormat) callconv(.C) void;
+
+/// Create texture from memory buffer.
+/// DDS, KTX or PVR texture binary data.
+/// Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) flags. Default texture sampling mode is linear, and wrap mode is repeat. - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap mode. - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic sampling.
+/// Skip top level mips when parsing texture.
+/// When non-`NULL` is specified it returns parsed texture information.
+pub extern fn bgfx_create_texture(mem: [*c]Memory, flags: u64, skip: u8, info: [*c]TextureInfo) callconv(.C) TextureHandle;
+
+/// Create 2D texture.
+/// Width.
+/// Height.
+/// Indicates that texture contains full mip-map chain.
+/// Number of layers in texture array. Must be 1 if caps `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
+/// Texture format. See: `TextureFormat::Enum`.
+/// Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) flags. Default texture sampling mode is linear, and wrap mode is repeat. - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap mode. - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic sampling.
+/// Texture data. If `_mem` is non-NULL, created texture will be immutable. If `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than 1, expected memory layout is texture and all mips together for each array element.
+pub extern fn bgfx_create_texture_2d(width: u16, height: u16, hasMips: bool, numLayers: u16, format: TextureFormat, flags: u64, mem: [*c]Memory) callconv(.C) TextureHandle;
+
+/// Create texture with size based on back-buffer ratio. Texture will maintain ratio
+/// if back buffer resolution changes.
+/// Texture size in respect to back-buffer size. See: `BackbufferRatio::Enum`.
+/// Indicates that texture contains full mip-map chain.
+/// Number of layers in texture array. Must be 1 if caps `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
+/// Texture format. See: `TextureFormat::Enum`.
+/// Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) flags. Default texture sampling mode is linear, and wrap mode is repeat. - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap mode. - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic sampling.
+pub extern fn bgfx_create_texture_2d_scaled(ratio: BackbufferRatio, hasMips: bool, numLayers: u16, format: TextureFormat, flags: u64) callconv(.C) TextureHandle;
+
+/// Create 3D texture.
+/// Width.
+/// Height.
+/// Depth.
+/// Indicates that texture contains full mip-map chain.
+/// Texture format. See: `TextureFormat::Enum`.
+/// Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) flags. Default texture sampling mode is linear, and wrap mode is repeat. - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap mode. - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic sampling.
+/// Texture data. If `_mem` is non-NULL, created texture will be immutable. If `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than 1, expected memory layout is texture and all mips together for each array element.
+pub extern fn bgfx_create_texture_3d(width: u16, height: u16, depth: u16, hasMips: bool, format: TextureFormat, flags: u64, mem: [*c]Memory) callconv(.C) TextureHandle;
+
+/// Create Cube texture.
+/// Cube side size.
+/// Indicates that texture contains full mip-map chain.
+/// Number of layers in texture array. Must be 1 if caps `BGFX_CAPS_TEXTURE_2D_ARRAY` flag is not set.
+/// Texture format. See: `TextureFormat::Enum`.
+/// Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) flags. Default texture sampling mode is linear, and wrap mode is repeat. - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap mode. - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic sampling.
+/// Texture data. If `_mem` is non-NULL, created texture will be immutable. If `_mem` is NULL content of the texture is uninitialized. When `_numLayers` is more than 1, expected memory layout is texture and all mips together for each array element.
+pub extern fn bgfx_create_texture_cube(size: u16, hasMips: bool, numLayers: u16, format: TextureFormat, flags: u64, mem: [*c]Memory) callconv(.C) TextureHandle;
+
+/// Update 2D texture.
+/// @attention It's valid to update only mutable texture. See `bgfx::createTexture2D` for more info.
+/// Texture handle.
+/// Layer in texture array.
+/// Mip level.
+/// X offset in texture.
+/// Y offset in texture.
+/// Width of texture block.
+/// Height of texture block.
+/// Texture update data.
+/// Pitch of input image (bytes). When _pitch is set to UINT16_MAX, it will be calculated internally based on _width.
+pub extern fn bgfx_update_texture_2d(handle: TextureHandle, layer: u16, mip: u8, x: u16, y: u16, width: u16, height: u16, mem: [*c]Memory, pitch: u16) callconv(.C) void;
+
+/// Update 3D texture.
+/// @attention It's valid to update only mutable texture. See `bgfx::createTexture3D` for more info.
+/// Texture handle.
+/// Mip level.
+/// X offset in texture.
+/// Y offset in texture.
+/// Z offset in texture.
+/// Width of texture block.
+/// Height of texture block.
+/// Depth of texture block.
+/// Texture update data.
+pub extern fn bgfx_update_texture_3d(handle: TextureHandle, mip: u8, x: u16, y: u16, z: u16, width: u16, height: u16, depth: u16, mem: [*c]Memory) callconv(.C) void;
+
+/// Update Cube texture.
+/// @attention It's valid to update only mutable texture. See `bgfx::createTextureCube` for more info.
+/// Texture handle.
+/// Layer in texture array.
+/// Cubemap side `BGFX_CUBE_MAP__`, where 0 is +X, 1 is -X, 2 is +Y, 3 is -Y, 4 is +Z, and 5 is -Z. +----------+ |-z 2| | ^ +y | | | | Unfolded cube: | +---->+x | +----------+----------+----------+----------+ |+y 1|+y 4|+y 0|+y 5| | ^ -x | ^ +z | ^ +x | ^ -z | | | | | | | | | | | +---->+z | +---->+x | +---->-z | +---->-x | +----------+----------+----------+----------+ |+z 3| | ^ -y | | | | | +---->+x | +----------+
+/// Mip level.
+/// X offset in texture.
+/// Y offset in texture.
+/// Width of texture block.
+/// Height of texture block.
+/// Texture update data.
+/// Pitch of input image (bytes). When _pitch is set to UINT16_MAX, it will be calculated internally based on _width.
+pub extern fn bgfx_update_texture_cube(handle: TextureHandle, layer: u16, side: u8, mip: u8, x: u16, y: u16, width: u16, height: u16, mem: [*c]Memory, pitch: u16) callconv(.C) void;
+
+/// Read back texture content.
+/// @attention Texture must be created with `BGFX_TEXTURE_READ_BACK` flag.
+/// @attention Availability depends on: `BGFX_CAPS_TEXTURE_READ_BACK`.
+/// Texture handle.
+/// Destination buffer.
+/// Mip level.
+pub extern fn bgfx_read_texture(handle: TextureHandle, data: ?*anyopaque, mip: u8) callconv(.C) u32;
+
+/// Set texture debug name.
+/// Texture handle.
+/// Texture name.
+/// Texture name length (if length is INT32_MAX, it's expected that _name is zero terminated string.
+pub extern fn bgfx_set_texture_name(handle: TextureHandle, name: [*c]const u8, len: i32) callconv(.C) void;
+
+/// Returns texture direct access pointer.
+/// @attention Availability depends on: `BGFX_CAPS_TEXTURE_DIRECT_ACCESS`. This feature
+/// is available on GPUs that have unified memory architecture (UMA) support.
+/// Texture handle.
+pub extern fn bgfx_get_direct_access_ptr(handle: TextureHandle) callconv(.C) ?*anyopaque;
+
+/// Destroy texture.
+/// Texture handle.
+pub extern fn bgfx_destroy_texture(handle: TextureHandle) callconv(.C) void;
+
+/// Create frame buffer (simple).
+/// Texture width.
+/// Texture height.
+/// Texture format. See: `TextureFormat::Enum`.
+/// Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) flags. Default texture sampling mode is linear, and wrap mode is repeat. - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap mode. - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic sampling.
+pub extern fn bgfx_create_frame_buffer(width: u16, height: u16, format: TextureFormat, textureFlags: u64) callconv(.C) FrameBufferHandle;
+
+/// Create frame buffer with size based on back-buffer ratio. Frame buffer will maintain ratio
+/// if back buffer resolution changes.
+/// Frame buffer size in respect to back-buffer size. See: `BackbufferRatio::Enum`.
+/// Texture format. See: `TextureFormat::Enum`.
+/// Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) flags. Default texture sampling mode is linear, and wrap mode is repeat. - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap mode. - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic sampling.
+pub extern fn bgfx_create_frame_buffer_scaled(ratio: BackbufferRatio, format: TextureFormat, textureFlags: u64) callconv(.C) FrameBufferHandle;
+
+/// Create MRT frame buffer from texture handles (simple).
+/// Number of texture handles.
+/// Texture attachments.
+/// If true, textures will be destroyed when frame buffer is destroyed.
+pub extern fn bgfx_create_frame_buffer_from_handles(num: u8, handles: [*c]TextureHandle, destroyTexture: bool) callconv(.C) FrameBufferHandle;
+
+/// Create MRT frame buffer from texture handles with specific layer and
+/// mip level.
+/// Number of attachments.
+/// Attachment texture info. See: `bgfx::Attachment`.
+/// If true, textures will be destroyed when frame buffer is destroyed.
+pub extern fn bgfx_create_frame_buffer_from_attachment(num: u8, attachment: [*c]Attachment, destroyTexture: bool) callconv(.C) FrameBufferHandle;
+
+/// Create frame buffer for multiple window rendering.
+/// @remarks
+/// Frame buffer cannot be used for sampling.
+/// @attention Availability depends on: `BGFX_CAPS_SWAP_CHAIN`.
+/// OS' target native window handle.
+/// Window back buffer width.
+/// Window back buffer height.
+/// Window back buffer color format.
+/// Window back buffer depth format.
+pub extern fn bgfx_create_frame_buffer_from_nwh(nwh: ?*anyopaque, width: u16, height: u16, format: TextureFormat, depthFormat: TextureFormat) callconv(.C) FrameBufferHandle;
+
+/// Set frame buffer debug name.
+/// Frame buffer handle.
+/// Frame buffer name.
+/// Frame buffer name length (if length is INT32_MAX, it's expected that _name is zero terminated string.
+pub extern fn bgfx_set_frame_buffer_name(handle: FrameBufferHandle, name: [*c]const u8, len: i32) callconv(.C) void;
+
+/// Obtain texture handle of frame buffer attachment.
+/// Frame buffer handle.
+pub extern fn bgfx_get_texture(handle: FrameBufferHandle, attachment: u8) callconv(.C) TextureHandle;
+
+/// Destroy frame buffer.
+/// Frame buffer handle.
+pub extern fn bgfx_destroy_frame_buffer(handle: FrameBufferHandle) callconv(.C) void;
+
+/// Create shader uniform parameter.
+/// @remarks
+/// 1. Uniform names are unique. It's valid to call `bgfx::createUniform`
+/// multiple times with the same uniform name. The library will always
+/// return the same handle, but the handle reference count will be
+/// incremented. This means that the same number of `bgfx::destroyUniform`
+/// must be called to properly destroy the uniform.
+/// 2. Predefined uniforms (declared in `bgfx_shader.sh`):
+/// - `u_viewRect vec4(x, y, width, height)` - view rectangle for current
+/// view, in pixels.
+/// - `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.
+/// Uniform name in shader.
+/// Type of uniform (See: `bgfx::UniformType`).
+/// Number of elements in array.
+pub extern fn bgfx_create_uniform(name: [*c]const u8, type: UniformType, num: u16) callconv(.C) UniformHandle;
+
+/// Retrieve uniform info.
+/// Handle to uniform object.
+/// Uniform info.
+pub extern fn bgfx_get_uniform_info(handle: UniformHandle, info: [*c]UniformInfo) callconv(.C) void;
+
+/// Destroy shader uniform parameter.
+/// Handle to uniform object.
+pub extern fn bgfx_destroy_uniform(handle: UniformHandle) callconv(.C) void;
+
+/// Create occlusion query.
+pub extern fn bgfx_create_occlusion_query() callconv(.C) OcclusionQueryHandle;
+
+/// Retrieve occlusion query result from previous frame.
+/// Handle to occlusion query object.
+/// Number of pixels that passed test. This argument can be `NULL` if result of occlusion query is not needed.
+pub extern fn bgfx_get_result(handle: OcclusionQueryHandle, result: [*c]i32) callconv(.C) OcclusionQueryResult;
+
+/// Destroy occlusion query.
+/// Handle to occlusion query object.
+pub extern fn bgfx_destroy_occlusion_query(handle: OcclusionQueryHandle) callconv(.C) void;
+
+/// Set palette color value.
+/// Index into palette.
+/// RGBA floating point values.
+pub extern fn bgfx_set_palette_color(index: u8, rgba: f32) callconv(.C) void;
+
+/// Set palette color value.
+/// Index into palette.
+/// Packed 32-bit RGBA value.
+pub extern fn bgfx_set_palette_color_rgba8(index: u8, rgba: u32) callconv(.C) void;
+
+/// Set view name.
+/// @remarks
+/// This is debug only feature.
+/// In graphics debugger view name will appear as:
+/// "nnnc "
+/// ^ ^ ^
+/// | +--- compute (C)
+/// +------ view id
+/// View id.
+/// View name.
+pub extern fn bgfx_set_view_name(id: u16, name: [*c]const u8) callconv(.C) void;
+
+/// Set view rectangle. Draw primitive outside view will be clipped.
+/// View id.
+/// Position x from the left corner of the window.
+/// Position y from the top corner of the window.
+/// Width of view port region.
+/// Height of view port region.
+pub extern fn bgfx_set_view_rect(id: u16, x: u16, y: u16, width: u16, height: u16) callconv(.C) void;
+
+/// Set view rectangle. Draw primitive outside view will be clipped.
+/// View id.
+/// Position x from the left corner of the window.
+/// Position y from the top corner of the window.
+/// Width and height will be set in respect to back-buffer size. See: `BackbufferRatio::Enum`.
+pub extern fn bgfx_set_view_rect_ratio(id: u16, x: u16, y: u16, ratio: BackbufferRatio) callconv(.C) void;
+
+/// Set view scissor. Draw primitive outside view will be clipped. When
+/// _x, _y, _width and _height are set to 0, scissor will be disabled.
+/// View id.
+/// Position x from the left corner of the window.
+/// Position y from the top corner of the window.
+/// Width of view scissor region.
+/// Height of view scissor region.
+pub extern fn bgfx_set_view_scissor(id: u16, x: u16, y: u16, width: u16, height: u16) callconv(.C) void;
+
+/// Set view clear flags.
+/// View id.
+/// Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear operation. See: `BGFX_CLEAR_*`.
+/// Color clear value.
+/// Depth clear value.
+/// Stencil clear value.
+pub extern fn bgfx_set_view_clear(id: u16, flags: u16, rgba: u32, depth: f32, stencil: u8) callconv(.C) void;
+
+/// Set view clear flags with different clear color for each
+/// frame buffer texture. `bgfx::setPaletteColor` must be used to set up a
+/// clear color palette.
+/// View id.
+/// Clear flags. Use `BGFX_CLEAR_NONE` to remove any clear operation. See: `BGFX_CLEAR_*`.
+/// Depth clear value.
+/// Stencil clear value.
+/// Palette index for frame buffer attachment 0.
+/// Palette index for frame buffer attachment 1.
+/// Palette index for frame buffer attachment 2.
+/// Palette index for frame buffer attachment 3.
+/// Palette index for frame buffer attachment 4.
+/// Palette index for frame buffer attachment 5.
+/// Palette index for frame buffer attachment 6.
+/// Palette index for frame buffer attachment 7.
+pub extern fn bgfx_set_view_clear_mrt(id: u16, flags: u16, depth: f32, stencil: u8, c0: u8, c1: u8, c2: u8, c3: u8, c4: u8, c5: u8, c6: u8, c7: u8) callconv(.C) void;
+
+/// Set view sorting mode.
+/// @remarks
+/// View mode must be set prior calling `bgfx::submit` for the view.
+/// View id.
+/// View sort mode. See `ViewMode::Enum`.
+pub extern fn bgfx_set_view_mode(id: u16, mode: ViewMode) callconv(.C) void;
+
+/// Set view frame buffer.
+/// @remarks
+/// Not persistent after `bgfx::reset` call.
+/// View id.
+/// Frame buffer handle. Passing `BGFX_INVALID_HANDLE` as frame buffer handle will draw primitives from this view into default back buffer.
+pub extern fn bgfx_set_view_frame_buffer(id: u16, handle: FrameBufferHandle) callconv(.C) void;
+
+/// Set view's view matrix and projection matrix,
+/// all draw primitives in this view will use these two matrices.
+/// View id.
+/// View matrix.
+/// Projection matrix.
+pub extern fn bgfx_set_view_transform(id: u16, view: ?*anyopaque, proj: ?*anyopaque) callconv(.C) void;
+
+/// Post submit view reordering.
+/// First view id.
+/// Number of views to remap.
+/// View remap id table. Passing `NULL` will reset view ids to default state.
+pub extern fn bgfx_set_view_order(id: u16, num: u16, order: [*c]c_ushort) callconv(.C) void;
+
+/// Reset all view settings to default.
+pub extern fn bgfx_reset_view(id: u16) callconv(.C) void;
+
+/// Begin submitting draw calls from thread.
+/// Explicitly request an encoder for a worker thread.
+pub extern fn bgfx_encoder_begin(forThread: bool) callconv(.C) [*c]Encoder;
+
+/// End submitting draw calls from thread.
+/// Encoder.
+pub extern fn bgfx_encoder_end(encoder: [*c]Encoder) callconv(.C) void;
+
+/// Sets a debug marker. This allows you to group graphics calls together for easy browsing in
+/// graphics debugging tools.
+/// Marker string.
+pub extern fn bgfx_encoder_set_marker(self: [*c]Encoder, marker: [*c]const u8) callconv(.C) void;
+
+/// Set render states for draw primitive.
+/// @remarks
+/// 1. To set up more complex states use:
+/// `BGFX_STATE_ALPHA_REF(_ref)`,
+/// `BGFX_STATE_POINT_SIZE(_size)`,
+/// `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
+/// `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`,
+/// `BGFX_STATE_BLEND_EQUATION(_equation)`,
+/// `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)`
+/// 2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend
+/// equation is specified.
+/// State flags. Default state for primitive type is triangles. See: `BGFX_STATE_DEFAULT`. - `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_WRITE_*` - Enable R, G, B, A or Z write. - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing. - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type.
+/// Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and `BGFX_STATE_BLEND_INV_FACTOR` blend modes.
+pub extern fn bgfx_encoder_set_state(self: [*c]Encoder, state: u64, rgba: u32) callconv(.C) void;
+
+/// Set condition for rendering.
+/// Occlusion query handle.
+/// Render if occlusion query is visible.
+pub extern fn bgfx_encoder_set_condition(self: [*c]Encoder, handle: OcclusionQueryHandle, visible: bool) callconv(.C) void;
+
+/// Set stencil test state.
+/// Front stencil state.
+/// Back stencil state. If back is set to `BGFX_STENCIL_NONE` _fstencil is applied to both front and back facing primitives.
+pub extern fn bgfx_encoder_set_stencil(self: [*c]Encoder, fstencil: u32, bstencil: u32) callconv(.C) void;
+
+/// Set scissor for draw primitive.
+/// @remark
+/// To scissor for all primitives in view see `bgfx::setViewScissor`.
+/// Position x from the left corner of the window.
+/// Position y from the top corner of the window.
+/// Width of view scissor region.
+/// Height of view scissor region.
+pub extern fn bgfx_encoder_set_scissor(self: [*c]Encoder, x: u16, y: u16, width: u16, height: u16) callconv(.C) u16;
+
+/// Set scissor from cache for draw primitive.
+/// @remark
+/// To scissor for all primitives in view see `bgfx::setViewScissor`.
+/// Index in scissor cache.
+pub extern fn bgfx_encoder_set_scissor_cached(self: [*c]Encoder, cache: u16) callconv(.C) void;
+
+/// Set model matrix for draw primitive. If it is not called,
+/// the model will be rendered with an identity model matrix.
+/// Pointer to first matrix in array.
+/// Number of matrices in array.
+pub extern fn bgfx_encoder_set_transform(self: [*c]Encoder, mtx: ?*anyopaque, num: u16) callconv(.C) u32;
+
+/// Set model matrix from matrix cache for draw primitive.
+/// Index in matrix cache.
+/// Number of matrices from cache.
+pub extern fn bgfx_encoder_set_transform_cached(self: [*c]Encoder, cache: u32, num: u16) callconv(.C) void;
+
+/// Reserve matrices in internal matrix cache.
+/// @attention Pointer returned can be modified until `bgfx::frame` is called.
+/// Pointer to `Transform` structure.
+/// Number of matrices.
+pub extern fn bgfx_encoder_alloc_transform(self: [*c]Encoder, transform: [*c]Transform, num: u16) callconv(.C) u32;
+
+/// Set shader uniform parameter for draw primitive.
+/// Uniform.
+/// Pointer to uniform data.
+/// Number of elements. Passing `UINT16_MAX` will use the _num passed on uniform creation.
+pub extern fn bgfx_encoder_set_uniform(self: [*c]Encoder, handle: UniformHandle, value: ?*anyopaque, num: u16) callconv(.C) void;
+
+/// Set index buffer for draw primitive.
+/// Index buffer.
+/// First index to render.
+/// Number of indices to render.
+pub extern fn bgfx_encoder_set_index_buffer(self: [*c]Encoder, handle: IndexBufferHandle, firstIndex: u32, numIndices: u32) callconv(.C) void;
+
+/// Set index buffer for draw primitive.
+/// Dynamic index buffer.
+/// First index to render.
+/// Number of indices to render.
+pub extern fn bgfx_encoder_set_dynamic_index_buffer(self: [*c]Encoder, handle: DynamicIndexBufferHandle, firstIndex: u32, numIndices: u32) callconv(.C) void;
+
+/// Set index buffer for draw primitive.
+/// Transient index buffer.
+/// First index to render.
+/// Number of indices to render.
+pub extern fn bgfx_encoder_set_transient_index_buffer(self: [*c]Encoder, tib: [*c]TransientIndexBuffer, firstIndex: u32, numIndices: u32) callconv(.C) void;
+
+/// Set vertex buffer for draw primitive.
+/// Vertex stream.
+/// Vertex buffer.
+/// First vertex to render.
+/// Number of vertices to render.
+pub extern fn bgfx_encoder_set_vertex_buffer(self: [*c]Encoder, stream: u8, handle: VertexBufferHandle, startVertex: u32, numVertices: u32) callconv(.C) void;
+
+/// Set vertex buffer for draw primitive.
+/// Vertex stream.
+/// Vertex buffer.
+/// First vertex to render.
+/// Number of vertices to render.
+/// Vertex layout for aliasing vertex buffer. If invalid handle is used, vertex layout used for creation of vertex buffer will be used.
+pub extern fn bgfx_encoder_set_vertex_buffer_with_layout(self: [*c]Encoder, stream: u8, handle: VertexBufferHandle, startVertex: u32, numVertices: u32, layoutHandle: VertexLayoutHandle) callconv(.C) void;
+
+/// Set vertex buffer for draw primitive.
+/// Vertex stream.
+/// Dynamic vertex buffer.
+/// First vertex to render.
+/// Number of vertices to render.
+pub extern fn bgfx_encoder_set_dynamic_vertex_buffer(self: [*c]Encoder, stream: u8, handle: DynamicVertexBufferHandle, startVertex: u32, numVertices: u32) callconv(.C) void;
+
+pub extern fn bgfx_encoder_set_dynamic_vertex_buffer_with_layout(self: [*c]Encoder, stream: u8, handle: DynamicVertexBufferHandle, startVertex: u32, numVertices: u32, layoutHandle: VertexLayoutHandle) callconv(.C) void;
+
+/// Set vertex buffer for draw primitive.
+/// Vertex stream.
+/// Transient vertex buffer.
+/// First vertex to render.
+/// Number of vertices to render.
+pub extern fn bgfx_encoder_set_transient_vertex_buffer(self: [*c]Encoder, stream: u8, tvb: [*c]TransientVertexBuffer, startVertex: u32, numVertices: u32) callconv(.C) void;
+
+/// Set vertex buffer for draw primitive.
+/// Vertex stream.
+/// Transient vertex buffer.
+/// First vertex to render.
+/// Number of vertices to render.
+/// Vertex layout for aliasing vertex buffer. If invalid handle is used, vertex layout used for creation of vertex buffer will be used.
+pub extern fn bgfx_encoder_set_transient_vertex_buffer_with_layout(self: [*c]Encoder, stream: u8, tvb: [*c]TransientVertexBuffer, startVertex: u32, numVertices: u32, layoutHandle: VertexLayoutHandle) callconv(.C) void;
+
+/// Set number of vertices for auto generated vertices use in conjunction
+/// with gl_VertexID.
+/// @attention Availability depends on: `BGFX_CAPS_VERTEX_ID`.
+/// Number of vertices.
+pub extern fn bgfx_encoder_set_vertex_count(self: [*c]Encoder, numVertices: u32) callconv(.C) void;
+
+/// Set instance data buffer for draw primitive.
+/// Transient instance data buffer.
+/// First instance data.
+/// Number of data instances.
+pub extern fn bgfx_encoder_set_instance_data_buffer(self: [*c]Encoder, idb: [*c]InstanceDataBuffer, start: u32, num: u32) callconv(.C) void;
+
+/// Set instance data buffer for draw primitive.
+/// Vertex buffer.
+/// First instance data.
+/// Number of data instances. Set instance data buffer for draw primitive.
+pub extern fn bgfx_encoder_set_instance_data_from_vertex_buffer(self: [*c]Encoder, handle: VertexBufferHandle, startVertex: u32, num: u32) callconv(.C) void;
+
+/// Set instance data buffer for draw primitive.
+/// Dynamic vertex buffer.
+/// First instance data.
+/// Number of data instances.
+pub extern fn bgfx_encoder_set_instance_data_from_dynamic_vertex_buffer(self: [*c]Encoder, handle: DynamicVertexBufferHandle, startVertex: u32, num: u32) callconv(.C) void;
+
+/// Set number of instances for auto generated instances use in conjunction
+/// with gl_InstanceID.
+/// @attention Availability depends on: `BGFX_CAPS_VERTEX_ID`.
+pub extern fn bgfx_encoder_set_instance_count(self: [*c]Encoder, numInstances: u32) callconv(.C) void;
+
+/// Set texture stage for draw primitive.
+/// Texture unit.
+/// Program sampler.
+/// Texture handle.
+/// Texture sampling mode. Default value UINT32_MAX uses texture sampling settings from the texture. - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap mode. - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic sampling.
+pub extern fn bgfx_encoder_set_texture(self: [*c]Encoder, stage: u8, sampler: UniformHandle, handle: TextureHandle, flags: u32) callconv(.C) void;
+
+/// Submit an empty primitive for rendering. Uniforms and draw state
+/// will be applied but no geometry will be submitted. Useful in cases
+/// when no other draw/compute primitive is submitted to view, but it's
+/// desired to execute clear view.
+/// @remark
+/// These empty draw calls will sort before ordinary draw calls.
+/// View id.
+pub extern fn bgfx_encoder_touch(self: [*c]Encoder, id: u16) callconv(.C) void;
+
+/// Submit primitive for rendering.
+/// View id.
+/// Program.
+/// Depth for sorting.
+/// Discard or preserve states. See `BGFX_DISCARD_*`.
+pub extern fn bgfx_encoder_submit(self: [*c]Encoder, id: u16, program: ProgramHandle, depth: u32, flags: u8) callconv(.C) void;
+
+/// Submit primitive with occlusion query for rendering.
+/// View id.
+/// Program.
+/// Occlusion query.
+/// Depth for sorting.
+/// Discard or preserve states. See `BGFX_DISCARD_*`.
+pub extern fn bgfx_encoder_submit_occlusion_query(self: [*c]Encoder, id: u16, program: ProgramHandle, occlusionQuery: OcclusionQueryHandle, depth: u32, flags: u8) callconv(.C) void;
+
+/// Submit primitive for rendering with index and instance data info from
+/// indirect buffer.
+/// View id.
+/// Program.
+/// Indirect buffer.
+/// First element in indirect buffer.
+/// Number of dispatches.
+/// Depth for sorting.
+/// Discard or preserve states. See `BGFX_DISCARD_*`.
+pub extern fn bgfx_encoder_submit_indirect(self: [*c]Encoder, id: u16, program: ProgramHandle, indirectHandle: IndirectBufferHandle, start: u16, num: u16, depth: u32, flags: u8) callconv(.C) void;
+
+/// Set compute index buffer.
+/// Compute stage.
+/// Index buffer handle.
+/// Buffer access. See `Access::Enum`.
+pub extern fn bgfx_encoder_set_compute_index_buffer(self: [*c]Encoder, stage: u8, handle: IndexBufferHandle, access: Access) callconv(.C) void;
+
+/// Set compute vertex buffer.
+/// Compute stage.
+/// Vertex buffer handle.
+/// Buffer access. See `Access::Enum`.
+pub extern fn bgfx_encoder_set_compute_vertex_buffer(self: [*c]Encoder, stage: u8, handle: VertexBufferHandle, access: Access) callconv(.C) void;
+
+/// Set compute dynamic index buffer.
+/// Compute stage.
+/// Dynamic index buffer handle.
+/// Buffer access. See `Access::Enum`.
+pub extern fn bgfx_encoder_set_compute_dynamic_index_buffer(self: [*c]Encoder, stage: u8, handle: DynamicIndexBufferHandle, access: Access) callconv(.C) void;
+
+/// Set compute dynamic vertex buffer.
+/// Compute stage.
+/// Dynamic vertex buffer handle.
+/// Buffer access. See `Access::Enum`.
+pub extern fn bgfx_encoder_set_compute_dynamic_vertex_buffer(self: [*c]Encoder, stage: u8, handle: DynamicVertexBufferHandle, access: Access) callconv(.C) void;
+
+/// Set compute indirect buffer.
+/// Compute stage.
+/// Indirect buffer handle.
+/// Buffer access. See `Access::Enum`.
+pub extern fn bgfx_encoder_set_compute_indirect_buffer(self: [*c]Encoder, stage: u8, handle: IndirectBufferHandle, access: Access) callconv(.C) void;
+
+/// Set compute image from texture.
+/// Compute stage.
+/// Texture handle.
+/// Mip level.
+/// Image access. See `Access::Enum`.
+/// Texture format. See: `TextureFormat::Enum`.
+pub extern fn bgfx_encoder_set_image(self: [*c]Encoder, stage: u8, handle: TextureHandle, mip: u8, access: Access, format: TextureFormat) callconv(.C) void;
+
+/// Dispatch compute.
+/// View id.
+/// Compute program.
+/// Number of groups X.
+/// Number of groups Y.
+/// Number of groups Z.
+/// Discard or preserve states. See `BGFX_DISCARD_*`.
+pub extern fn bgfx_encoder_dispatch(self: [*c]Encoder, id: u16, program: ProgramHandle, numX: u32, numY: u32, numZ: u32, flags: u8) callconv(.C) void;
+
+/// Dispatch compute indirect.
+/// View id.
+/// Compute program.
+/// Indirect buffer.
+/// First element in indirect buffer.
+/// Number of dispatches.
+/// Discard or preserve states. See `BGFX_DISCARD_*`.
+pub extern fn bgfx_encoder_dispatch_indirect(self: [*c]Encoder, id: u16, program: ProgramHandle, indirectHandle: IndirectBufferHandle, start: u16, num: u16, flags: u8) callconv(.C) void;
+
+/// Discard previously set state for draw or compute call.
+/// Discard or preserve states. See `BGFX_DISCARD_*`.
+pub extern fn bgfx_encoder_discard(self: [*c]Encoder, flags: u8) callconv(.C) void;
+
+/// Blit 2D texture region between two 2D textures.
+/// @attention Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag.
+/// @attention Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`.
+/// View id.
+/// Destination texture handle.
+/// Destination texture mip level.
+/// Destination texture X position.
+/// Destination texture Y position.
+/// If texture is 2D this argument should be 0. If destination texture is cube this argument represents destination texture cube face. For 3D texture this argument represents destination texture Z position.
+/// Source texture handle.
+/// Source texture mip level.
+/// Source texture X position.
+/// Source texture Y position.
+/// If texture is 2D this argument should be 0. If source texture is cube this argument represents source texture cube face. For 3D texture this argument represents source texture Z position.
+/// Width of region.
+/// Height of region.
+/// If texture is 3D this argument represents depth of region, otherwise it's unused.
+pub extern fn bgfx_encoder_blit(self: [*c]Encoder, id: u16, dst: TextureHandle, dstMip: u8, dstX: u16, dstY: u16, dstZ: u16, src: TextureHandle, srcMip: u8, srcX: u16, srcY: u16, srcZ: u16, width: u16, height: u16, depth: u16) callconv(.C) void;
+
+/// Request screen shot of window back buffer.
+/// @remarks
+/// `bgfx::CallbackI::screenShot` must be implemented.
+/// @attention Frame buffer handle must be created with OS' target native window handle.
+/// Frame buffer handle. If handle is `BGFX_INVALID_HANDLE` request will be made for main window back buffer.
+/// Will be passed to `bgfx::CallbackI::screenShot` callback.
+pub extern fn bgfx_request_screen_shot(handle: FrameBufferHandle, filePath: [*c]const u8) callconv(.C) void;
+
+/// Render frame.
+/// @attention `bgfx::renderFrame` is blocking call. It waits for
+/// `bgfx::frame` to be called from API thread to process frame.
+/// If timeout value is passed call will timeout and return even
+/// if `bgfx::frame` is not called.
+/// @warning This call should be only used on platforms that don't
+/// allow creating separate rendering thread. If it is called before
+/// to bgfx::init, render thread won't be created by bgfx::init call.
+/// Timeout in milliseconds.
+pub extern fn bgfx_render_frame(msecs: i32) callconv(.C) RenderFrame;
+
+/// Set platform data.
+/// @warning Must be called before `bgfx::init`.
+/// Platform data.
+pub extern fn bgfx_set_platform_data(data: [*c]PlatformData) callconv(.C) void;
+
+/// Get internal data for interop.
+/// @attention It's expected you understand some bgfx internals before you
+/// use this call.
+/// @warning Must be called only on render thread.
+pub extern fn bgfx_get_internal_data() callconv(.C) [*c]InternalData;
+
+/// Override internal texture with externally created texture. Previously
+/// created internal texture will released.
+/// @attention It's expected you understand some bgfx internals before you
+/// use this call.
+/// @warning Must be called only on render thread.
+/// Texture handle.
+/// Native API pointer to texture.
+pub extern fn bgfx_override_internal_texture_ptr(handle: TextureHandle, ptr: usize) callconv(.C) usize;
+
+/// Override internal texture by creating new texture. Previously created
+/// internal texture will released.
+/// @attention It's expected you understand some bgfx internals before you
+/// use this call.
+/// @returns Native API pointer to texture. If result is 0, texture is not created yet from the
+/// main thread.
+/// @warning Must be called only on render thread.
+/// Texture handle.
+/// Width.
+/// Height.
+/// Number of mip-maps.
+/// Texture format. See: `TextureFormat::Enum`.
+/// Texture creation (see `BGFX_TEXTURE_*`.), and sampler (see `BGFX_SAMPLER_*`) flags. Default texture sampling mode is linear, and wrap mode is repeat. - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap mode. - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic sampling.
+pub extern fn bgfx_override_internal_texture(handle: TextureHandle, width: u16, height: u16, numMips: u8, format: TextureFormat, flags: u64) callconv(.C) usize;
+
+/// Sets a debug marker. This allows you to group graphics calls together for easy browsing in
+/// graphics debugging tools.
+/// Marker string.
+pub extern fn bgfx_set_marker(marker: [*c]const u8) callconv(.C) void;
+
+/// Set render states for draw primitive.
+/// @remarks
+/// 1. To set up more complex states use:
+/// `BGFX_STATE_ALPHA_REF(_ref)`,
+/// `BGFX_STATE_POINT_SIZE(_size)`,
+/// `BGFX_STATE_BLEND_FUNC(_src, _dst)`,
+/// `BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)`,
+/// `BGFX_STATE_BLEND_EQUATION(_equation)`,
+/// `BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)`
+/// 2. `BGFX_STATE_BLEND_EQUATION_ADD` is set when no other blend
+/// equation is specified.
+/// State flags. Default state for primitive type is triangles. See: `BGFX_STATE_DEFAULT`. - `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_WRITE_*` - Enable R, G, B, A or Z write. - `BGFX_STATE_MSAA` - Enable hardware multisample antialiasing. - `BGFX_STATE_PT_[TRISTRIP/LINES/POINTS]` - Primitive type.
+/// Sets blend factor used by `BGFX_STATE_BLEND_FACTOR` and `BGFX_STATE_BLEND_INV_FACTOR` blend modes.
+pub extern fn bgfx_set_state(state: u64, rgba: u32) callconv(.C) void;
+
+/// Set condition for rendering.
+/// Occlusion query handle.
+/// Render if occlusion query is visible.
+pub extern fn bgfx_set_condition(handle: OcclusionQueryHandle, visible: bool) callconv(.C) void;
+
+/// Set stencil test state.
+/// Front stencil state.
+/// Back stencil state. If back is set to `BGFX_STENCIL_NONE` _fstencil is applied to both front and back facing primitives.
+pub extern fn bgfx_set_stencil(fstencil: u32, bstencil: u32) callconv(.C) void;
+
+/// Set scissor for draw primitive.
+/// @remark
+/// To scissor for all primitives in view see `bgfx::setViewScissor`.
+/// Position x from the left corner of the window.
+/// Position y from the top corner of the window.
+/// Width of view scissor region.
+/// Height of view scissor region.
+pub extern fn bgfx_set_scissor(x: u16, y: u16, width: u16, height: u16) callconv(.C) u16;
+
+/// Set scissor from cache for draw primitive.
+/// @remark
+/// To scissor for all primitives in view see `bgfx::setViewScissor`.
+/// Index in scissor cache.
+pub extern fn bgfx_set_scissor_cached(cache: u16) callconv(.C) void;
+
+/// Set model matrix for draw primitive. If it is not called,
+/// the model will be rendered with an identity model matrix.
+/// Pointer to first matrix in array.
+/// Number of matrices in array.
+pub extern fn bgfx_set_transform(mtx: ?*anyopaque, num: u16) callconv(.C) u32;
+
+/// Set model matrix from matrix cache for draw primitive.
+/// Index in matrix cache.
+/// Number of matrices from cache.
+pub extern fn bgfx_set_transform_cached(cache: u32, num: u16) callconv(.C) void;
+
+/// Reserve matrices in internal matrix cache.
+/// @attention Pointer returned can be modified until `bgfx::frame` is called.
+/// Pointer to `Transform` structure.
+/// Number of matrices.
+pub extern fn bgfx_alloc_transform(transform: [*c]Transform, num: u16) callconv(.C) u32;
+
+/// Set shader uniform parameter for draw primitive.
+/// Uniform.
+/// Pointer to uniform data.
+/// Number of elements. Passing `UINT16_MAX` will use the _num passed on uniform creation.
+pub extern fn bgfx_set_uniform(handle: UniformHandle, value: ?*anyopaque, num: u16) callconv(.C) void;
+
+/// Set index buffer for draw primitive.
+/// Index buffer.
+/// First index to render.
+/// Number of indices to render.
+pub extern fn bgfx_set_index_buffer(handle: IndexBufferHandle, firstIndex: u32, numIndices: u32) callconv(.C) void;
+
+/// Set index buffer for draw primitive.
+/// Dynamic index buffer.
+/// First index to render.
+/// Number of indices to render.
+pub extern fn bgfx_set_dynamic_index_buffer(handle: DynamicIndexBufferHandle, firstIndex: u32, numIndices: u32) callconv(.C) void;
+
+/// Set index buffer for draw primitive.
+/// Transient index buffer.
+/// First index to render.
+/// Number of indices to render.
+pub extern fn bgfx_set_transient_index_buffer(tib: [*c]TransientIndexBuffer, firstIndex: u32, numIndices: u32) callconv(.C) void;
+
+/// Set vertex buffer for draw primitive.
+/// Vertex stream.
+/// Vertex buffer.
+/// First vertex to render.
+/// Number of vertices to render.
+pub extern fn bgfx_set_vertex_buffer(stream: u8, handle: VertexBufferHandle, startVertex: u32, numVertices: u32) callconv(.C) void;
+
+/// Set vertex buffer for draw primitive.
+/// Vertex stream.
+/// Vertex buffer.
+/// First vertex to render.
+/// Number of vertices to render.
+/// Vertex layout for aliasing vertex buffer. If invalid handle is used, vertex layout used for creation of vertex buffer will be used.
+pub extern fn bgfx_set_vertex_buffer_with_layout(stream: u8, handle: VertexBufferHandle, startVertex: u32, numVertices: u32, layoutHandle: VertexLayoutHandle) callconv(.C) void;
+
+/// Set vertex buffer for draw primitive.
+/// Vertex stream.
+/// Dynamic vertex buffer.
+/// First vertex to render.
+/// Number of vertices to render.
+pub extern fn bgfx_set_dynamic_vertex_buffer(stream: u8, handle: DynamicVertexBufferHandle, startVertex: u32, numVertices: u32) callconv(.C) void;
+
+/// Set vertex buffer for draw primitive.
+/// Vertex stream.
+/// Dynamic vertex buffer.
+/// First vertex to render.
+/// Number of vertices to render.
+/// Vertex layout for aliasing vertex buffer. If invalid handle is used, vertex layout used for creation of vertex buffer will be used.
+pub extern fn bgfx_set_dynamic_vertex_buffer_with_layout(stream: u8, handle: DynamicVertexBufferHandle, startVertex: u32, numVertices: u32, layoutHandle: VertexLayoutHandle) callconv(.C) void;
+
+/// Set vertex buffer for draw primitive.
+/// Vertex stream.
+/// Transient vertex buffer.
+/// First vertex to render.
+/// Number of vertices to render.
+pub extern fn bgfx_set_transient_vertex_buffer(stream: u8, tvb: [*c]TransientVertexBuffer, startVertex: u32, numVertices: u32) callconv(.C) void;
+
+/// Set vertex buffer for draw primitive.
+/// Vertex stream.
+/// Transient vertex buffer.
+/// First vertex to render.
+/// Number of vertices to render.
+/// Vertex layout for aliasing vertex buffer. If invalid handle is used, vertex layout used for creation of vertex buffer will be used.
+pub extern fn bgfx_set_transient_vertex_buffer_with_layout(stream: u8, tvb: [*c]TransientVertexBuffer, startVertex: u32, numVertices: u32, layoutHandle: VertexLayoutHandle) callconv(.C) void;
+
+/// Set number of vertices for auto generated vertices use in conjunction
+/// with gl_VertexID.
+/// @attention Availability depends on: `BGFX_CAPS_VERTEX_ID`.
+/// Number of vertices.
+pub extern fn bgfx_set_vertex_count(numVertices: u32) callconv(.C) void;
+
+/// Set instance data buffer for draw primitive.
+/// Transient instance data buffer.
+/// First instance data.
+/// Number of data instances.
+pub extern fn bgfx_set_instance_data_buffer(idb: [*c]InstanceDataBuffer, start: u32, num: u32) callconv(.C) void;
+
+/// Set instance data buffer for draw primitive.
+/// Vertex buffer.
+/// First instance data.
+/// Number of data instances. Set instance data buffer for draw primitive.
+pub extern fn bgfx_set_instance_data_from_vertex_buffer(handle: VertexBufferHandle, startVertex: u32, num: u32) callconv(.C) void;
+
+/// Set instance data buffer for draw primitive.
+/// Dynamic vertex buffer.
+/// First instance data.
+/// Number of data instances.
+pub extern fn bgfx_set_instance_data_from_dynamic_vertex_buffer(handle: DynamicVertexBufferHandle, startVertex: u32, num: u32) callconv(.C) void;
+
+/// Set number of instances for auto generated instances use in conjunction
+/// with gl_InstanceID.
+/// @attention Availability depends on: `BGFX_CAPS_VERTEX_ID`.
+pub extern fn bgfx_set_instance_count(numInstances: u32) callconv(.C) void;
+
+/// Set texture stage for draw primitive.
+/// Texture unit.
+/// Program sampler.
+/// Texture handle.
+/// Texture sampling mode. Default value UINT32_MAX uses texture sampling settings from the texture. - `BGFX_SAMPLER_[U/V/W]_[MIRROR/CLAMP]` - Mirror or clamp to edge wrap mode. - `BGFX_SAMPLER_[MIN/MAG/MIP]_[POINT/ANISOTROPIC]` - Point or anisotropic sampling.
+pub extern fn bgfx_set_texture(stage: u8, sampler: UniformHandle, handle: TextureHandle, flags: u32) callconv(.C) void;
+
+/// Submit an empty primitive for rendering. Uniforms and draw state
+/// will be applied but no geometry will be submitted.
+/// @remark
+/// These empty draw calls will sort before ordinary draw calls.
+/// View id.
+pub extern fn bgfx_touch(id: u16) callconv(.C) void;
+
+/// Submit primitive for rendering.
+/// View id.
+/// Program.
+/// Depth for sorting.
+/// Which states to discard for next draw. See `BGFX_DISCARD_*`.
+pub extern fn bgfx_submit(id: u16, program: ProgramHandle, depth: u32, flags: u8) callconv(.C) void;
+
+/// Submit primitive with occlusion query for rendering.
+/// View id.
+/// Program.
+/// Occlusion query.
+/// Depth for sorting.
+/// Which states to discard for next draw. See `BGFX_DISCARD_*`.
+pub extern fn bgfx_submit_occlusion_query(id: u16, program: ProgramHandle, occlusionQuery: OcclusionQueryHandle, depth: u32, flags: u8) callconv(.C) void;
+
+/// Submit primitive for rendering with index and instance data info from
+/// indirect buffer.
+/// View id.
+/// Program.
+/// Indirect buffer.
+/// First element in indirect buffer.
+/// Number of dispatches.
+/// Depth for sorting.
+/// Which states to discard for next draw. See `BGFX_DISCARD_*`.
+pub extern fn bgfx_submit_indirect(id: u16, program: ProgramHandle, indirectHandle: IndirectBufferHandle, start: u16, num: u16, depth: u32, flags: u8) callconv(.C) void;
+
+/// Set compute index buffer.
+/// Compute stage.
+/// Index buffer handle.
+/// Buffer access. See `Access::Enum`.
+pub extern fn bgfx_set_compute_index_buffer(stage: u8, handle: IndexBufferHandle, access: Access) callconv(.C) void;
+
+/// Set compute vertex buffer.
+/// Compute stage.
+/// Vertex buffer handle.
+/// Buffer access. See `Access::Enum`.
+pub extern fn bgfx_set_compute_vertex_buffer(stage: u8, handle: VertexBufferHandle, access: Access) callconv(.C) void;
+
+/// Set compute dynamic index buffer.
+/// Compute stage.
+/// Dynamic index buffer handle.
+/// Buffer access. See `Access::Enum`.
+pub extern fn bgfx_set_compute_dynamic_index_buffer(stage: u8, handle: DynamicIndexBufferHandle, access: Access) callconv(.C) void;
+
+/// Set compute dynamic vertex buffer.
+/// Compute stage.
+/// Dynamic vertex buffer handle.
+/// Buffer access. See `Access::Enum`.
+pub extern fn bgfx_set_compute_dynamic_vertex_buffer(stage: u8, handle: DynamicVertexBufferHandle, access: Access) callconv(.C) void;
+
+/// Set compute indirect buffer.
+/// Compute stage.
+/// Indirect buffer handle.
+/// Buffer access. See `Access::Enum`.
+pub extern fn bgfx_set_compute_indirect_buffer(stage: u8, handle: IndirectBufferHandle, access: Access) callconv(.C) void;
+
+/// Set compute image from texture.
+/// Compute stage.
+/// Texture handle.
+/// Mip level.
+/// Image access. See `Access::Enum`.
+/// Texture format. See: `TextureFormat::Enum`.
+pub extern fn bgfx_set_image(stage: u8, handle: TextureHandle, mip: u8, access: Access, format: TextureFormat) callconv(.C) void;
+
+/// Dispatch compute.
+/// View id.
+/// Compute program.
+/// Number of groups X.
+/// Number of groups Y.
+/// Number of groups Z.
+/// Discard or preserve states. See `BGFX_DISCARD_*`.
+pub extern fn bgfx_dispatch(id: u16, program: ProgramHandle, numX: u32, numY: u32, numZ: u32, flags: u8) callconv(.C) void;
+
+/// Dispatch compute indirect.
+/// View id.
+/// Compute program.
+/// Indirect buffer.
+/// First element in indirect buffer.
+/// Number of dispatches.
+/// Discard or preserve states. See `BGFX_DISCARD_*`.
+pub extern fn bgfx_dispatch_indirect(id: u16, program: ProgramHandle, indirectHandle: IndirectBufferHandle, start: u16, num: u16, flags: u8) callconv(.C) void;
+
+/// Discard previously set state for draw or compute call.
+/// Draw/compute states to discard.
+pub extern fn bgfx_discard(flags: u8) callconv(.C) void;
+
+/// Blit 2D texture region between two 2D textures.
+/// @attention Destination texture must be created with `BGFX_TEXTURE_BLIT_DST` flag.
+/// @attention Availability depends on: `BGFX_CAPS_TEXTURE_BLIT`.
+/// View id.
+/// Destination texture handle.
+/// Destination texture mip level.
+/// Destination texture X position.
+/// Destination texture Y position.
+/// If texture is 2D this argument should be 0. If destination texture is cube this argument represents destination texture cube face. For 3D texture this argument represents destination texture Z position.
+/// Source texture handle.
+/// Source texture mip level.
+/// Source texture X position.
+/// Source texture Y position.
+/// If texture is 2D this argument should be 0. If source texture is cube this argument represents source texture cube face. For 3D texture this argument represents source texture Z position.
+/// Width of region.
+/// Height of region.
+/// If texture is 3D this argument represents depth of region, otherwise it's unused.
+pub extern fn bgfx_blit(id: u16, dst: TextureHandle, dstMip: u8, dstX: u16, dstY: u16, dstZ: u16, src: TextureHandle, srcMip: u8, srcX: u16, srcY: u16, srcZ: u16, width: u16, height: u16, depth: u16) callconv(.C) void;
+
+
diff --git a/scripts/bindings-zig.lua b/scripts/bindings-zig.lua
new file mode 100644
index 000000000..046d63821
--- /dev/null
+++ b/scripts/bindings-zig.lua
@@ -0,0 +1,413 @@
+local codegen = require "codegen"
+local idl = codegen.idl "bgfx.idl"
+
+local zig_template = [[
+// Copyright 2011-2022 Branimir Karadzic. All rights reserved.
+// License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
+
+
+//
+// AUTO GENERATED! DO NOT EDIT!
+//
+
+
+const std = @import("std");
+
+$types
+
+$funcs
+
+]]
+
+local function isempty(s)
+ return s == nil or s == ''
+end
+
+local function hasPrefix(str, prefix)
+ return prefix == "" or str:sub(1, #prefix) == prefix
+end
+
+local function hasSuffix(str, suffix)
+ return suffix == "" or str:sub(- #suffix) == suffix
+end
+
+local function convert_type_0(arg)
+
+ if hasPrefix(arg.ctype, "uint64_t") then
+ return arg.ctype:gsub("uint64_t", "u64")
+ elseif hasPrefix(arg.ctype, "int64_t") then
+ return arg.ctype:gsub("int64_t", "i64")
+ elseif hasPrefix(arg.ctype, "uint32_t") then
+ return arg.ctype:gsub("uint32_t", "u32")
+ elseif hasPrefix(arg.ctype, "int32_t") then
+ return arg.ctype:gsub("int32_t", "i32")
+ elseif hasPrefix(arg.ctype, "uint16_t") then
+ return arg.ctype:gsub("uint16_t", "u16")
+ elseif hasPrefix(arg.ctype, "bgfx_view_id_t") then
+ return arg.ctype:gsub("bgfx_view_id_t", "u16")
+ elseif hasPrefix(arg.ctype, "uint8_t") then
+ return arg.ctype:gsub("uint8_t", "u8")
+ elseif hasPrefix(arg.ctype, "uintptr_t") then
+ return arg.ctype:gsub("uintptr_t", "usize")
+ elseif hasPrefix(arg.ctype, "float") then
+ return arg.ctype:gsub("float", "f32")
+ -- elseif arg.ctype == "bgfx_caps_gpu_t" then
+ -- return arg.ctype:gsub("bgfx_caps_gpu_t", "u32")
+ elseif arg.ctype == "const char*" then
+ return "[*c]const u8"
+ elseif hasPrefix(arg.ctype, "char") then
+ return arg.ctype:gsub("char", "u8")
+ elseif hasSuffix(arg.fulltype, "Handle") then
+ return arg.fulltype
+ elseif arg.ctype == "..." then
+ return "..."
+ elseif arg.ctype == "va_list"
+ or arg.fulltype == "bx::AllocatorI*"
+ or arg.fulltype == "CallbackI*"
+ or arg.fulltype == "ReleaseFn" then
+ return "?*anyopaque"
+ elseif arg.fulltype == "const ViewId*" then
+ return "[*c]c_ushort"
+ end
+
+ return arg.fulltype
+end
+
+local function convert_type(arg)
+ local ctype = convert_type_0(arg)
+ ctype = ctype:gsub("::Enum", "")
+ ctype = ctype:gsub(" &", "*")
+ ctype = ctype:gsub("&", "*")
+ ctype = ctype:gsub("char", "u8")
+ ctype = ctype:gsub("float", "f32")
+ if hasPrefix(ctype, "const ") then
+ ctype = ctype:gsub("const ", "")
+ end
+ if hasSuffix(ctype, "void*") then
+ ctype = ctype:gsub("void%*", "?*anyopaque");
+ elseif hasSuffix(ctype, "*") then
+ ctype = "[*c]" .. ctype:gsub("*", "")
+ end
+
+ return ctype
+end
+
+local function convert_struct_type(arg)
+ local ctype = convert_type(arg)
+ if hasPrefix(arg.ctype, "bool") then
+ ctype = ctype:gsub("bool", "bool")
+ end
+ return ctype
+end
+
+local function convert_ret_type(arg)
+ return convert_type(arg)
+end
+
+local converter = {}
+local yield = coroutine.yield
+local indent = ""
+
+local gen = {}
+
+function gen.gen()
+ local r = zig_template:gsub("$(%l+)", function(what)
+ local tmp = {}
+ for _, object in ipairs(idl[what]) do
+ local co = coroutine.create(converter[what])
+ local any
+ while true do
+ local ok, v = coroutine.resume(co, object)
+ assert(ok, debug.traceback(co, v))
+ if not v then
+ break
+ end
+ table.insert(tmp, v)
+ any = true
+ end
+ if any and tmp[#tmp] ~= "" then
+ table.insert(tmp, "")
+ end
+ end
+ return table.concat(tmp, "\n")
+ end)
+ return r
+end
+
+-- function gen.gen_dllname()
+-- return csharp_dllname_template
+-- end
+
+local combined = { "State", "Stencil", "Buffer", "Texture", "Sampler", "Reset" }
+
+for _, v in ipairs(combined) do
+ combined[v] = {}
+end
+
+local lastCombinedFlag
+
+local function FlagBlock(typ)
+ local format = "0x%08x"
+ local enumType = "c_uint"
+ if typ.bits == 64 then
+ format = "0x%016x"
+ enumType = "c_ulong"
+ elseif typ.bits == 16 then
+ format = "0x%04x"
+ enumType = "c_ushort"
+ end
+
+ yield("pub const " .. typ.name .. "Flags = enum(" .. enumType .. ") {")
+
+ for idx, flag in ipairs(typ.flag) do
+
+ if flag.comment ~= nil then
+ if idx ~= 1 then
+ yield("")
+ end
+
+ for _, comment in ipairs(flag.comment) do
+ yield(" /// " .. comment)
+ end
+ end
+
+ local flagName = flag.name:gsub("_", "")
+ yield(" "
+ .. flagName
+ .. string.rep(" ", 22 - #(flagName))
+ .. " = "
+ .. string.format(flag.format or format, flag.value)
+ .. ","
+ )
+ end
+
+ if typ.shift then
+ yield(" "
+ .. "Shift"
+ .. string.rep(" ", 22 - #("Shift"))
+ .. " = "
+ .. flag.shift
+ )
+ end
+
+ -- generate Mask
+ if typ.mask then
+ yield(" "
+ .. "Mask"
+ .. string.rep(" ", 22 - #("Mask"))
+ .. " = "
+ .. string.format(format, flag.mask)
+ )
+ end
+
+ yield("};")
+end
+
+local function lastCombinedFlagBlock()
+ if lastCombinedFlag then
+ local typ = combined[lastCombinedFlag]
+ if typ then
+ FlagBlock(combined[lastCombinedFlag])
+ yield("")
+ end
+ lastCombinedFlag = nil
+ end
+end
+
+local enum = {}
+
+local function convert_array(member)
+ if string.find(member.array, "::") then
+ return string.format("[%d]", enum[member.array])
+ else
+ return member.array
+ end
+end
+
+local function convert_struct_member(member)
+ if member.array then
+ return member.name .. ": " .. convert_array(member) .. convert_struct_type(member)
+ else
+ return member.name .. ": " .. convert_struct_type(member)
+ end
+end
+
+local namespace = ""
+
+function converter.types(typ)
+ if typ.handle then
+ lastCombinedFlagBlock()
+
+ yield("pub const " .. typ.name .. " = extern struct {")
+ yield(" idx: c_ushort,")
+ yield("};")
+ elseif hasSuffix(typ.name, "::Enum") then
+ lastCombinedFlagBlock()
+
+ yield("pub const " .. typ.typename .. " = enum(c_int) {")
+ for idx, enum in ipairs(typ.enum) do
+
+ if enum.comment ~= nil then
+ if idx ~= 1 then
+ yield("")
+ end
+
+ for _, comment in ipairs(enum.comment) do
+ yield(" /// " .. comment)
+ end
+ end
+
+ yield(" " .. enum.name .. ",")
+ end
+ yield("");
+ yield(" Count")
+ yield("};")
+
+ enum["[" .. typ.typename .. "::Count]"] = #typ.enum
+
+ elseif typ.bits ~= nil then
+ local prefix, name = typ.name:match "(%u%l+)(.*)"
+ if prefix ~= lastCombinedFlag then
+ lastCombinedFlagBlock()
+ lastCombinedFlag = prefix
+ end
+ local combinedFlag = combined[prefix]
+ if combinedFlag then
+ combinedFlag.bits = typ.bits
+ combinedFlag.name = prefix
+ local flags = combinedFlag.flag or {}
+ combinedFlag.flag = flags
+ local lookup = combinedFlag.lookup or {}
+ combinedFlag.lookup = lookup
+ for _, flag in ipairs(typ.flag) do
+ local flagName = name .. flag.name:gsub("_", "")
+ local value = flag.value
+ if value == nil then
+ -- It's a combined flag
+ value = 0
+ for _, v in ipairs(flag) do
+ value = value | assert(lookup[name .. v], v .. " is not defined for " .. flagName)
+ end
+ end
+ lookup[flagName] = value
+ table.insert(flags, {
+ name = flagName,
+ value = value,
+ comment = flag.comment,
+ })
+ end
+
+ if typ.shift then
+ table.insert(flags, {
+ name = name .. "Shift",
+ value = typ.shift,
+ format = "%d",
+ comment = typ.comment,
+ })
+ end
+
+ if typ.mask then
+ -- generate Mask
+ table.insert(flags, {
+ name = name .. "Mask",
+ value = typ.mask,
+ comment = typ.comment,
+ })
+ lookup[name .. "Mask"] = typ.mask
+ end
+ else
+ FlagBlock(typ)
+ end
+ elseif typ.struct ~= nil then
+
+ local skip = false
+
+ if typ.namespace ~= nil then
+ if namespace ~= typ.namespace then
+ yield("pub const " .. typ.namespace .. " = extern struct {")
+ -- yield("{")
+ namespace = typ.namespace
+ indent = " "
+ end
+ elseif namespace ~= "" then
+ indent = " "
+ namespace = ""
+ skip = true
+ end
+
+ if not skip then
+ yield(indent .. "pub const " .. typ.name .. " = extern struct {")
+ -- yield(indent .. "{")
+ end
+
+ for _, member in ipairs(typ.struct) do
+ yield(
+ indent .. indent .. convert_struct_member(member) .. ","
+ )
+ end
+
+ yield(indent .. "};")
+ end
+end
+
+function converter.funcs(func)
+
+ if func.cpponly then
+ return
+ end
+
+ if func.comments ~= nil then
+ for _, line in ipairs(func.comments) do
+ yield("/// " .. line)
+ end
+
+ local hasParams = false
+
+ for _, arg in ipairs(func.args) do
+ if arg.comment ~= nil then
+ local comment = table.concat(arg.comment, " ")
+
+ yield("/// "
+ .. comment
+ .. ""
+ )
+
+ hasParams = true
+ end
+ end
+ end
+
+ local args = {}
+ if func.this ~= nil then
+ args[1] = "self: [*c]" .. func.this_type.type
+ end
+ for _, arg in ipairs(func.args) do
+ local argName = arg.name:gsub("_", "")
+ argName = argName:gsub("enum", "enumeration")
+ if not isempty(argName) then
+ table.insert(args, argName .. ": " .. convert_type(arg))
+ else
+ table.insert(args, convert_type(arg))
+ end
+ end
+ yield("pub extern fn bgfx_" .. func.cname .. "(" .. table.concat(args, ", ") .. ") callconv(.C) " .. convert_ret_type(func.ret) .. ";")
+end
+
+-- printtable("idl types", idl.types)
+-- printtable("idl funcs", idl.funcs)
+
+function gen.write(codes, outputfile)
+ local out = assert(io.open(outputfile, "wb"))
+ out:write(codes)
+ out:close()
+ print("Generating: " .. outputfile)
+end
+
+if (...) == nil then
+ -- run `lua bindings-cs.lua` in command line
+ print(gen.gen())
+end
+
+return gen
diff --git a/scripts/genie.lua b/scripts/genie.lua
index 4a2d441c0..2f4682e50 100644
--- a/scripts/genie.lua
+++ b/scripts/genie.lua
@@ -84,6 +84,9 @@ newaction {
local csgen = require "bindings-bf"
csgen.write(csgen.gen(), "../bindings/bf/bgfx.bf")
+
+ local ziggen = require "bindings-zig"
+ ziggen.write(ziggen.gen(), "../bindings/zig/bgfx.zig")
end
os.exit()