Sorted caps.

This commit is contained in:
Бранимир Караџић
2024-06-28 08:16:09 -07:00
parent a476c5b9a4
commit 2529e1abc7
7 changed files with 189 additions and 188 deletions

View File

@@ -1036,136 +1036,136 @@ public static class bgfx
/// </summary>
DrawIndirect = 0x0000000000000010,
/// <summary>
/// Draw indirect with indirect count is supported.
/// </summary>
DrawIndirectCount = 0x0000000000000020,
/// <summary>
/// Fragment depth is available in fragment shader.
/// </summary>
FragmentDepth = 0x0000000000000020,
FragmentDepth = 0x0000000000000040,
/// <summary>
/// Fragment ordering is available in fragment shader.
/// </summary>
FragmentOrdering = 0x0000000000000040,
FragmentOrdering = 0x0000000000000080,
/// <summary>
/// Graphics debugger is present.
/// </summary>
GraphicsDebugger = 0x0000000000000080,
GraphicsDebugger = 0x0000000000000100,
/// <summary>
/// HDR10 rendering is supported.
/// </summary>
Hdr10 = 0x0000000000000100,
Hdr10 = 0x0000000000000200,
/// <summary>
/// HiDPI rendering is supported.
/// </summary>
Hidpi = 0x0000000000000200,
Hidpi = 0x0000000000000400,
/// <summary>
/// Image Read/Write is supported.
/// </summary>
ImageRw = 0x0000000000000400,
ImageRw = 0x0000000000000800,
/// <summary>
/// 32-bit indices are supported.
/// </summary>
Index32 = 0x0000000000000800,
Index32 = 0x0000000000001000,
/// <summary>
/// Instancing is supported.
/// </summary>
Instancing = 0x0000000000001000,
Instancing = 0x0000000000002000,
/// <summary>
/// Occlusion query is supported.
/// </summary>
OcclusionQuery = 0x0000000000002000,
OcclusionQuery = 0x0000000000004000,
/// <summary>
/// PrimitiveID is available in fragment shader.
/// </summary>
PrimitiveId = 0x0000000000008000,
/// <summary>
/// Renderer is on separate thread.
/// </summary>
RendererMultithreaded = 0x0000000000004000,
RendererMultithreaded = 0x0000000000010000,
/// <summary>
/// Multiple windows are supported.
/// </summary>
SwapChain = 0x0000000000008000,
/// <summary>
/// 2D texture array is supported.
/// </summary>
Texture2dArray = 0x0000000000010000,
/// <summary>
/// 3D textures are supported.
/// </summary>
Texture3d = 0x0000000000020000,
SwapChain = 0x0000000000020000,
/// <summary>
/// Texture blit is supported.
/// </summary>
TextureBlit = 0x0000000000040000,
/// <summary>
/// Transparent back buffer supported.
/// </summary>
TransparentBackbuffer = 0x0000000000080000,
TextureCompareReserved = 0x0000000000100000,
/// <summary>
/// Texture compare less equal mode is supported.
/// </summary>
TextureCompareLequal = 0x0000000000200000,
TextureCompareLequal = 0x0000000000080000,
TextureCompareReserved = 0x0000000000100000,
/// <summary>
/// Cubemap texture array is supported.
/// </summary>
TextureCubeArray = 0x0000000000400000,
TextureCubeArray = 0x0000000000200000,
/// <summary>
/// CPU direct access to GPU texture memory.
/// </summary>
TextureDirectAccess = 0x0000000000800000,
TextureDirectAccess = 0x0000000000400000,
/// <summary>
/// Read-back texture is supported.
/// </summary>
TextureReadBack = 0x0000000001000000,
TextureReadBack = 0x0000000000800000,
/// <summary>
/// 2D texture array is supported.
/// </summary>
Texture2dArray = 0x0000000001000000,
/// <summary>
/// 3D textures are supported.
/// </summary>
Texture3d = 0x0000000002000000,
/// <summary>
/// Transparent back buffer supported.
/// </summary>
TransparentBackbuffer = 0x0000000004000000,
/// <summary>
/// Vertex attribute half-float is supported.
/// </summary>
VertexAttribHalf = 0x0000000002000000,
VertexAttribHalf = 0x0000000008000000,
/// <summary>
/// Vertex attribute 10_10_10_2 is supported.
/// </summary>
VertexAttribUint10 = 0x0000000004000000,
VertexAttribUint10 = 0x0000000010000000,
/// <summary>
/// Rendering with VertexID only is supported.
/// </summary>
VertexId = 0x0000000008000000,
/// <summary>
/// PrimitiveID is available in fragment shader.
/// </summary>
PrimitiveId = 0x0000000010000000,
VertexId = 0x0000000020000000,
/// <summary>
/// Viewport layer is available in vertex shader.
/// </summary>
ViewportLayerArray = 0x0000000020000000,
/// <summary>
/// Draw indirect with indirect count is supported.
/// </summary>
DrawIndirectCount = 0x0000000040000000,
ViewportLayerArray = 0x0000000040000000,
/// <summary>
/// All texture compare modes are supported.
/// </summary>
TextureCompareAll = 0x0000000000300000,
TextureCompareAll = 0x0000000000180000,
}
[AllowDuplicates]

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@@ -1035,136 +1035,136 @@ public static partial class bgfx
/// </summary>
DrawIndirect = 0x0000000000000010,
/// <summary>
/// Draw indirect with indirect count is supported.
/// </summary>
DrawIndirectCount = 0x0000000000000020,
/// <summary>
/// Fragment depth is available in fragment shader.
/// </summary>
FragmentDepth = 0x0000000000000020,
FragmentDepth = 0x0000000000000040,
/// <summary>
/// Fragment ordering is available in fragment shader.
/// </summary>
FragmentOrdering = 0x0000000000000040,
FragmentOrdering = 0x0000000000000080,
/// <summary>
/// Graphics debugger is present.
/// </summary>
GraphicsDebugger = 0x0000000000000080,
GraphicsDebugger = 0x0000000000000100,
/// <summary>
/// HDR10 rendering is supported.
/// </summary>
Hdr10 = 0x0000000000000100,
Hdr10 = 0x0000000000000200,
/// <summary>
/// HiDPI rendering is supported.
/// </summary>
Hidpi = 0x0000000000000200,
Hidpi = 0x0000000000000400,
/// <summary>
/// Image Read/Write is supported.
/// </summary>
ImageRw = 0x0000000000000400,
ImageRw = 0x0000000000000800,
/// <summary>
/// 32-bit indices are supported.
/// </summary>
Index32 = 0x0000000000000800,
Index32 = 0x0000000000001000,
/// <summary>
/// Instancing is supported.
/// </summary>
Instancing = 0x0000000000001000,
Instancing = 0x0000000000002000,
/// <summary>
/// Occlusion query is supported.
/// </summary>
OcclusionQuery = 0x0000000000002000,
OcclusionQuery = 0x0000000000004000,
/// <summary>
/// PrimitiveID is available in fragment shader.
/// </summary>
PrimitiveId = 0x0000000000008000,
/// <summary>
/// Renderer is on separate thread.
/// </summary>
RendererMultithreaded = 0x0000000000004000,
RendererMultithreaded = 0x0000000000010000,
/// <summary>
/// Multiple windows are supported.
/// </summary>
SwapChain = 0x0000000000008000,
/// <summary>
/// 2D texture array is supported.
/// </summary>
Texture2dArray = 0x0000000000010000,
/// <summary>
/// 3D textures are supported.
/// </summary>
Texture3d = 0x0000000000020000,
SwapChain = 0x0000000000020000,
/// <summary>
/// Texture blit is supported.
/// </summary>
TextureBlit = 0x0000000000040000,
/// <summary>
/// Transparent back buffer supported.
/// </summary>
TransparentBackbuffer = 0x0000000000080000,
TextureCompareReserved = 0x0000000000100000,
/// <summary>
/// Texture compare less equal mode is supported.
/// </summary>
TextureCompareLequal = 0x0000000000200000,
TextureCompareLequal = 0x0000000000080000,
TextureCompareReserved = 0x0000000000100000,
/// <summary>
/// Cubemap texture array is supported.
/// </summary>
TextureCubeArray = 0x0000000000400000,
TextureCubeArray = 0x0000000000200000,
/// <summary>
/// CPU direct access to GPU texture memory.
/// </summary>
TextureDirectAccess = 0x0000000000800000,
TextureDirectAccess = 0x0000000000400000,
/// <summary>
/// Read-back texture is supported.
/// </summary>
TextureReadBack = 0x0000000001000000,
TextureReadBack = 0x0000000000800000,
/// <summary>
/// 2D texture array is supported.
/// </summary>
Texture2dArray = 0x0000000001000000,
/// <summary>
/// 3D textures are supported.
/// </summary>
Texture3d = 0x0000000002000000,
/// <summary>
/// Transparent back buffer supported.
/// </summary>
TransparentBackbuffer = 0x0000000004000000,
/// <summary>
/// Vertex attribute half-float is supported.
/// </summary>
VertexAttribHalf = 0x0000000002000000,
VertexAttribHalf = 0x0000000008000000,
/// <summary>
/// Vertex attribute 10_10_10_2 is supported.
/// </summary>
VertexAttribUint10 = 0x0000000004000000,
VertexAttribUint10 = 0x0000000010000000,
/// <summary>
/// Rendering with VertexID only is supported.
/// </summary>
VertexId = 0x0000000008000000,
/// <summary>
/// PrimitiveID is available in fragment shader.
/// </summary>
PrimitiveId = 0x0000000010000000,
VertexId = 0x0000000020000000,
/// <summary>
/// Viewport layer is available in vertex shader.
/// </summary>
ViewportLayerArray = 0x0000000020000000,
/// <summary>
/// Draw indirect with indirect count is supported.
/// </summary>
DrawIndirectCount = 0x0000000040000000,
ViewportLayerArray = 0x0000000040000000,
/// <summary>
/// All texture compare modes are supported.
/// </summary>
TextureCompareAll = 0x0000000000300000,
TextureCompareAll = 0x0000000000180000,
}
[Flags]

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@@ -10,7 +10,7 @@ import bindbc.bgfx.config;
import bindbc.common.types: c_int64, c_uint64, va_list;
static import bgfx.fakeenum;
enum uint apiVersion = 127;
enum uint apiVersion = 128;
alias ViewID = ushort;
@@ -497,33 +497,33 @@ enum CapFlags: CapFlags_{
compute = 0x0000_0000_0000_0004, ///Compute shaders are supported.
conservativeRaster = 0x0000_0000_0000_0008, ///Conservative rasterization is supported.
drawIndirect = 0x0000_0000_0000_0010, ///Draw indirect is supported.
fragmentDepth = 0x0000_0000_0000_0020, ///Fragment depth is available in fragment shader.
fragmentOrdering = 0x0000_0000_0000_0040, ///Fragment ordering is available in fragment shader.
graphicsDebugger = 0x0000_0000_0000_0080, ///Graphics debugger is present.
hdr10 = 0x0000_0000_0000_0100, ///HDR10 rendering is supported.
hiDPI = 0x0000_0000_0000_0200, ///HiDPI rendering is supported.
imageRW = 0x0000_0000_0000_0400, ///Image Read/Write is supported.
index32 = 0x0000_0000_0000_0800, ///32-bit indices are supported.
instancing = 0x0000_0000_0000_1000, ///Instancing is supported.
occlusionQuery = 0x0000_0000_0000_2000, ///Occlusion query is supported.
rendererMultithreaded = 0x0000_0000_0000_4000, ///Renderer is on separate thread.
swapChain = 0x0000_0000_0000_8000, ///Multiple windows are supported.
texture2DArray = 0x0000_0000_0001_0000, ///2D texture array is supported.
texture3D = 0x0000_0000_0002_0000, ///3D textures are supported.
drawIndirectCount = 0x0000_0000_0000_0020, ///Draw indirect with indirect count is supported.
fragmentDepth = 0x0000_0000_0000_0040, ///Fragment depth is available in fragment shader.
fragmentOrdering = 0x0000_0000_0000_0080, ///Fragment ordering is available in fragment shader.
graphicsDebugger = 0x0000_0000_0000_0100, ///Graphics debugger is present.
hdr10 = 0x0000_0000_0000_0200, ///HDR10 rendering is supported.
hiDPI = 0x0000_0000_0000_0400, ///HiDPI rendering is supported.
imageRW = 0x0000_0000_0000_0800, ///Image Read/Write is supported.
index32 = 0x0000_0000_0000_1000, ///32-bit indices are supported.
instancing = 0x0000_0000_0000_2000, ///Instancing is supported.
occlusionQuery = 0x0000_0000_0000_4000, ///Occlusion query is supported.
primitiveID = 0x0000_0000_0000_8000, ///PrimitiveID is available in fragment shader.
rendererMultithreaded = 0x0000_0000_0001_0000, ///Renderer is on separate thread.
swapChain = 0x0000_0000_0002_0000, ///Multiple windows are supported.
textureBlit = 0x0000_0000_0004_0000, ///Texture blit is supported.
transparentBackbuffer = 0x0000_0000_0008_0000, ///Transparent back buffer supported.
textureCompareLEqual = 0x0000_0000_0008_0000, ///Texture compare less equal mode is supported.
textureCompareReserved = 0x0000_0000_0010_0000,
textureCompareLEqual = 0x0000_0000_0020_0000, ///Texture compare less equal mode is supported.
textureCubeArray = 0x0000_0000_0040_0000, ///Cubemap texture array is supported.
textureDirectAccess = 0x0000_0000_0080_0000, ///CPU direct access to GPU texture memory.
textureReadBack = 0x0000_0000_0100_0000, ///Read-back texture is supported.
vertexAttribHalf = 0x0000_0000_0200_0000, ///Vertex attribute half-float is supported.
vertexAttribUint10 = 0x0000_0000_0400_0000, ///Vertex attribute 10_10_10_2 is supported.
vertexID = 0x0000_0000_0800_0000, ///Rendering with VertexID only is supported.
primitiveID = 0x0000_0000_1000_0000, ///PrimitiveID is available in fragment shader.
viewportLayerArray = 0x0000_0000_2000_0000, ///Viewport layer is available in vertex shader.
drawIndirectCount = 0x0000_0000_4000_0000, ///Draw indirect with indirect count is supported.
textureCompareAll = 0x0000_0000_0030_0000, ///All texture compare modes are supported.
textureCubeArray = 0x0000_0000_0020_0000, ///Cubemap texture array is supported.
textureDirectAccess = 0x0000_0000_0040_0000, ///CPU direct access to GPU texture memory.
textureReadBack = 0x0000_0000_0080_0000, ///Read-back texture is supported.
texture2DArray = 0x0000_0000_0100_0000, ///2D texture array is supported.
texture3D = 0x0000_0000_0200_0000, ///3D textures are supported.
transparentBackbuffer = 0x0000_0000_0400_0000, ///Transparent back buffer supported.
vertexAttribHalf = 0x0000_0000_0800_0000, ///Vertex attribute half-float is supported.
vertexAttribUint10 = 0x0000_0000_1000_0000, ///Vertex attribute 10_10_10_2 is supported.
vertexID = 0x0000_0000_2000_0000, ///Rendering with VertexID only is supported.
viewportLayerArray = 0x0000_0000_4000_0000, ///Viewport layer is available in vertex shader.
textureCompareAll = 0x0000_0000_0018_0000, ///All texture compare modes are supported.
}
alias CapsFormat_ = uint;

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@@ -641,84 +641,84 @@ pub const CapsFlags_ConservativeRaster: CapsFlags = 0x0000000000000008;
/// Draw indirect is supported.
pub const CapsFlags_DrawIndirect: CapsFlags = 0x0000000000000010;
/// Draw indirect with indirect count is supported.
pub const CapsFlags_DrawIndirectCount: CapsFlags = 0x0000000000000020;
/// Fragment depth is available in fragment shader.
pub const CapsFlags_FragmentDepth: CapsFlags = 0x0000000000000020;
pub const CapsFlags_FragmentDepth: CapsFlags = 0x0000000000000040;
/// Fragment ordering is available in fragment shader.
pub const CapsFlags_FragmentOrdering: CapsFlags = 0x0000000000000040;
pub const CapsFlags_FragmentOrdering: CapsFlags = 0x0000000000000080;
/// Graphics debugger is present.
pub const CapsFlags_GraphicsDebugger: CapsFlags = 0x0000000000000080;
pub const CapsFlags_GraphicsDebugger: CapsFlags = 0x0000000000000100;
/// HDR10 rendering is supported.
pub const CapsFlags_Hdr10: CapsFlags = 0x0000000000000100;
pub const CapsFlags_Hdr10: CapsFlags = 0x0000000000000200;
/// HiDPI rendering is supported.
pub const CapsFlags_Hidpi: CapsFlags = 0x0000000000000200;
pub const CapsFlags_Hidpi: CapsFlags = 0x0000000000000400;
/// Image Read/Write is supported.
pub const CapsFlags_ImageRw: CapsFlags = 0x0000000000000400;
pub const CapsFlags_ImageRw: CapsFlags = 0x0000000000000800;
/// 32-bit indices are supported.
pub const CapsFlags_Index32: CapsFlags = 0x0000000000000800;
pub const CapsFlags_Index32: CapsFlags = 0x0000000000001000;
/// Instancing is supported.
pub const CapsFlags_Instancing: CapsFlags = 0x0000000000001000;
pub const CapsFlags_Instancing: CapsFlags = 0x0000000000002000;
/// Occlusion query is supported.
pub const CapsFlags_OcclusionQuery: CapsFlags = 0x0000000000002000;
pub const CapsFlags_OcclusionQuery: CapsFlags = 0x0000000000004000;
/// PrimitiveID is available in fragment shader.
pub const CapsFlags_PrimitiveId: CapsFlags = 0x0000000000008000;
/// Renderer is on separate thread.
pub const CapsFlags_RendererMultithreaded: CapsFlags = 0x0000000000004000;
pub const CapsFlags_RendererMultithreaded: CapsFlags = 0x0000000000010000;
/// Multiple windows are supported.
pub const CapsFlags_SwapChain: CapsFlags = 0x0000000000008000;
/// 2D texture array is supported.
pub const CapsFlags_Texture2DArray: CapsFlags = 0x0000000000010000;
/// 3D textures are supported.
pub const CapsFlags_Texture3D: CapsFlags = 0x0000000000020000;
pub const CapsFlags_SwapChain: CapsFlags = 0x0000000000020000;
/// Texture blit is supported.
pub const CapsFlags_TextureBlit: CapsFlags = 0x0000000000040000;
/// Transparent back buffer supported.
pub const CapsFlags_TransparentBackbuffer: CapsFlags = 0x0000000000080000;
/// Texture compare less equal mode is supported.
pub const CapsFlags_TextureCompareLequal: CapsFlags = 0x0000000000080000;
pub const CapsFlags_TextureCompareReserved: CapsFlags = 0x0000000000100000;
/// Texture compare less equal mode is supported.
pub const CapsFlags_TextureCompareLequal: CapsFlags = 0x0000000000200000;
/// Cubemap texture array is supported.
pub const CapsFlags_TextureCubeArray: CapsFlags = 0x0000000000400000;
pub const CapsFlags_TextureCubeArray: CapsFlags = 0x0000000000200000;
/// CPU direct access to GPU texture memory.
pub const CapsFlags_TextureDirectAccess: CapsFlags = 0x0000000000800000;
pub const CapsFlags_TextureDirectAccess: CapsFlags = 0x0000000000400000;
/// Read-back texture is supported.
pub const CapsFlags_TextureReadBack: CapsFlags = 0x0000000001000000;
pub const CapsFlags_TextureReadBack: CapsFlags = 0x0000000000800000;
/// 2D texture array is supported.
pub const CapsFlags_Texture2DArray: CapsFlags = 0x0000000001000000;
/// 3D textures are supported.
pub const CapsFlags_Texture3D: CapsFlags = 0x0000000002000000;
/// Transparent back buffer supported.
pub const CapsFlags_TransparentBackbuffer: CapsFlags = 0x0000000004000000;
/// Vertex attribute half-float is supported.
pub const CapsFlags_VertexAttribHalf: CapsFlags = 0x0000000002000000;
pub const CapsFlags_VertexAttribHalf: CapsFlags = 0x0000000008000000;
/// Vertex attribute 10_10_10_2 is supported.
pub const CapsFlags_VertexAttribUint10: CapsFlags = 0x0000000004000000;
pub const CapsFlags_VertexAttribUint10: CapsFlags = 0x0000000010000000;
/// Rendering with VertexID only is supported.
pub const CapsFlags_VertexId: CapsFlags = 0x0000000008000000;
/// PrimitiveID is available in fragment shader.
pub const CapsFlags_PrimitiveId: CapsFlags = 0x0000000010000000;
pub const CapsFlags_VertexId: CapsFlags = 0x0000000020000000;
/// Viewport layer is available in vertex shader.
pub const CapsFlags_ViewportLayerArray: CapsFlags = 0x0000000020000000;
/// Draw indirect with indirect count is supported.
pub const CapsFlags_DrawIndirectCount: CapsFlags = 0x0000000040000000;
pub const CapsFlags_ViewportLayerArray: CapsFlags = 0x0000000040000000;
/// All texture compare modes are supported.
pub const CapsFlags_TextureCompareAll: CapsFlags = 0x0000000000300000;
pub const CapsFlags_TextureCompareAll: CapsFlags = 0x0000000000180000;
pub const CapsFormatFlags = u32;
/// Texture format is not supported.