This commit is contained in:
Branimir Karadžić
2017-05-03 11:27:28 -07:00
parent ac378f9a6a
commit 38b0d2fe7c

View File

@@ -14,9 +14,9 @@
#define BGFX_STATE_DEPTH_WRITE UINT64_C(0x0000000000000004) //!< Enable depth write.
#define BGFX_STATE_DEPTH_TEST_LESS UINT64_C(0x0000000000000010) //!< Enable depth test, less.
#define BGFX_STATE_DEPTH_TEST_LEQUAL UINT64_C(0x0000000000000020) //!< Enable depth test, less equal.
#define BGFX_STATE_DEPTH_TEST_LEQUAL UINT64_C(0x0000000000000020) //!< Enable depth test, less or equal.
#define BGFX_STATE_DEPTH_TEST_EQUAL UINT64_C(0x0000000000000030) //!< Enable depth test, equal.
#define BGFX_STATE_DEPTH_TEST_GEQUAL UINT64_C(0x0000000000000040) //!< Enable depth test, greater equal.
#define BGFX_STATE_DEPTH_TEST_GEQUAL UINT64_C(0x0000000000000040) //!< Enable depth test, greater or equal.
#define BGFX_STATE_DEPTH_TEST_GREATER UINT64_C(0x0000000000000050) //!< Enable depth test, greater.
#define BGFX_STATE_DEPTH_TEST_NOTEQUAL UINT64_C(0x0000000000000060) //!< Enable depth test, not equal.
#define BGFX_STATE_DEPTH_TEST_NEVER UINT64_C(0x0000000000000070) //!< Enable depth test, never.
@@ -24,6 +24,8 @@
#define BGFX_STATE_DEPTH_TEST_SHIFT 4 //!< Depth test state bit shift.
#define BGFX_STATE_DEPTH_TEST_MASK UINT64_C(0x00000000000000f0) //!< Depth test state bit mask.
// Use BGFX_STATE_BLEND_FUNC(_src, _dst) or BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)
// helper macros.
#define BGFX_STATE_BLEND_ZERO UINT64_C(0x0000000000001000) //!<
#define BGFX_STATE_BLEND_ONE UINT64_C(0x0000000000002000) //!<
#define BGFX_STATE_BLEND_SRC_COLOR UINT64_C(0x0000000000003000) //!<
@@ -40,6 +42,8 @@
#define BGFX_STATE_BLEND_SHIFT 12 //!< Blend state bit shift.
#define BGFX_STATE_BLEND_MASK UINT64_C(0x000000000ffff000) //!< Blend state bit mask.
// Use BGFX_STATE_BLEND_EQUATION(_equation) or BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)
// helper macros.
#define BGFX_STATE_BLEND_EQUATION_ADD UINT64_C(0x0000000000000000) //!< Blend add: src + dst.
#define BGFX_STATE_BLEND_EQUATION_SUB UINT64_C(0x0000000010000000) //!< Blend subtract: src - dst.
#define BGFX_STATE_BLEND_EQUATION_REVSUB UINT64_C(0x0000000020000000) //!< Blend reverse subtract: dst - src.
@@ -104,7 +108,7 @@
| ( ( (uint64_t)(_srcA )|( (uint64_t)(_dstA )<<4) )<<8) \
)
#define BGFX_STATE_BLEND_EQUATION_SEPARATE(_rgb, _a) ( (uint64_t)(_rgb)|( (uint64_t)(_a)<<3) )
#define BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA) ( (uint64_t)(_equationRGB)|( (uint64_t)(_equationA)<<3) )
///
#define BGFX_STATE_BLEND_FUNC(_src, _dst) BGFX_STATE_BLEND_FUNC_SEPARATE(_src, _dst, _src, _dst)
@@ -260,8 +264,8 @@
#define BGFX_BUFFER_COMPUTE_READ UINT16_C(0x0100) //!< Buffer will be read by shader.
#define BGFX_BUFFER_COMPUTE_WRITE UINT16_C(0x0200) //!< Buffer will be used for writing.
#define BGFX_BUFFER_DRAW_INDIRECT UINT16_C(0x0400) //!< Buffer will be used for storing draw indirect commands.
#define BGFX_BUFFER_ALLOW_RESIZE UINT16_C(0x0800) //!<
#define BGFX_BUFFER_INDEX32 UINT16_C(0x1000) //!<
#define BGFX_BUFFER_ALLOW_RESIZE UINT16_C(0x0800) //!< Allow dynamic index/vertex buffer resize during update.
#define BGFX_BUFFER_INDEX32 UINT16_C(0x1000) //!< Index buffer contains 32-bit indices.
#define BGFX_BUFFER_COMPUTE_READ_WRITE (0 \
| BGFX_BUFFER_COMPUTE_READ \
@@ -270,56 +274,56 @@
///
#define BGFX_TEXTURE_NONE UINT32_C(0x00000000) //!<
#define BGFX_TEXTURE_U_MIRROR UINT32_C(0x00000001) //!<
#define BGFX_TEXTURE_U_CLAMP UINT32_C(0x00000002) //!<
#define BGFX_TEXTURE_U_BORDER UINT32_C(0x00000003) //!<
#define BGFX_TEXTURE_U_MIRROR UINT32_C(0x00000001) //!< Wrap U mode: Mirror
#define BGFX_TEXTURE_U_CLAMP UINT32_C(0x00000002) //!< Wrap U mode: Clamp
#define BGFX_TEXTURE_U_BORDER UINT32_C(0x00000003) //!< Wrap U mode: Border
#define BGFX_TEXTURE_U_SHIFT 0 //!<
#define BGFX_TEXTURE_U_MASK UINT32_C(0x00000003) //!<
#define BGFX_TEXTURE_V_MIRROR UINT32_C(0x00000004) //!<
#define BGFX_TEXTURE_V_CLAMP UINT32_C(0x00000008) //!<
#define BGFX_TEXTURE_V_BORDER UINT32_C(0x0000000c) //!<
#define BGFX_TEXTURE_V_MIRROR UINT32_C(0x00000004) //!< Wrap V mode: Mirror
#define BGFX_TEXTURE_V_CLAMP UINT32_C(0x00000008) //!< Wrap V mode: Clamp
#define BGFX_TEXTURE_V_BORDER UINT32_C(0x0000000c) //!< Wrap V mode: Border
#define BGFX_TEXTURE_V_SHIFT 2 //!<
#define BGFX_TEXTURE_V_MASK UINT32_C(0x0000000c) //!<
#define BGFX_TEXTURE_W_MIRROR UINT32_C(0x00000010) //!<
#define BGFX_TEXTURE_W_CLAMP UINT32_C(0x00000020) //!<
#define BGFX_TEXTURE_W_BORDER UINT32_C(0x00000030) //!<
#define BGFX_TEXTURE_W_MIRROR UINT32_C(0x00000010) //!< Wrap W mode: Mirror
#define BGFX_TEXTURE_W_CLAMP UINT32_C(0x00000020) //!< Wrap W mode: Clamp
#define BGFX_TEXTURE_W_BORDER UINT32_C(0x00000030) //!< Wrap W mode: Border
#define BGFX_TEXTURE_W_SHIFT 4 //!<
#define BGFX_TEXTURE_W_MASK UINT32_C(0x00000030) //!<
#define BGFX_TEXTURE_MIN_POINT UINT32_C(0x00000040) //!<
#define BGFX_TEXTURE_MIN_ANISOTROPIC UINT32_C(0x00000080) //!<
#define BGFX_TEXTURE_MIN_POINT UINT32_C(0x00000040) //!< Min sampling mode: Point
#define BGFX_TEXTURE_MIN_ANISOTROPIC UINT32_C(0x00000080) //!< Min sampling mode: Anisotropic
#define BGFX_TEXTURE_MIN_SHIFT 6 //!<
#define BGFX_TEXTURE_MIN_MASK UINT32_C(0x000000c0) //!<
#define BGFX_TEXTURE_MAG_POINT UINT32_C(0x00000100) //!<
#define BGFX_TEXTURE_MAG_ANISOTROPIC UINT32_C(0x00000200) //!<
#define BGFX_TEXTURE_MAG_POINT UINT32_C(0x00000100) //!< Mag sampling mode: Point
#define BGFX_TEXTURE_MAG_ANISOTROPIC UINT32_C(0x00000200) //!< Mag sampling mode: Anisotropic
#define BGFX_TEXTURE_MAG_SHIFT 8 //!<
#define BGFX_TEXTURE_MAG_MASK UINT32_C(0x00000300) //!<
#define BGFX_TEXTURE_MIP_POINT UINT32_C(0x00000400) //!<
#define BGFX_TEXTURE_MIP_POINT UINT32_C(0x00000400) //!< Mip sampling mode: Point
#define BGFX_TEXTURE_MIP_SHIFT 10 //!<
#define BGFX_TEXTURE_MIP_MASK UINT32_C(0x00000400) //!<
#define BGFX_TEXTURE_MSAA_SAMPLE UINT32_C(0x00000800) //!<
#define BGFX_TEXTURE_MSAA_SAMPLE UINT32_C(0x00000800) //!< Texture will be used for MSAA sampling.
#define BGFX_TEXTURE_RT UINT32_C(0x00001000) //!<
#define BGFX_TEXTURE_RT_MSAA_X2 UINT32_C(0x00002000) //!<
#define BGFX_TEXTURE_RT_MSAA_X4 UINT32_C(0x00003000) //!<
#define BGFX_TEXTURE_RT_MSAA_X8 UINT32_C(0x00004000) //!<
#define BGFX_TEXTURE_RT_MSAA_X16 UINT32_C(0x00005000) //!<
#define BGFX_TEXTURE_RT_MSAA_X2 UINT32_C(0x00002000) //!< Render target MSAAx2 mode.
#define BGFX_TEXTURE_RT_MSAA_X4 UINT32_C(0x00003000) //!< Render target MSAAx4 mode.
#define BGFX_TEXTURE_RT_MSAA_X8 UINT32_C(0x00004000) //!< Render target MSAAx8 mode.
#define BGFX_TEXTURE_RT_MSAA_X16 UINT32_C(0x00005000) //!< Render target MSAAx16 mode.
#define BGFX_TEXTURE_RT_MSAA_SHIFT 12 //!<
#define BGFX_TEXTURE_RT_MSAA_MASK UINT32_C(0x00007000) //!<
#define BGFX_TEXTURE_RT_WRITE_ONLY UINT32_C(0x00008000) //!<
#define BGFX_TEXTURE_RT_WRITE_ONLY UINT32_C(0x00008000) //!< Render target will be used for writing only.
#define BGFX_TEXTURE_RT_MASK UINT32_C(0x0000f000) //!<
#define BGFX_TEXTURE_COMPARE_LESS UINT32_C(0x00010000) //!<
#define BGFX_TEXTURE_COMPARE_LEQUAL UINT32_C(0x00020000) //!<
#define BGFX_TEXTURE_COMPARE_EQUAL UINT32_C(0x00030000) //!<
#define BGFX_TEXTURE_COMPARE_GEQUAL UINT32_C(0x00040000) //!<
#define BGFX_TEXTURE_COMPARE_GREATER UINT32_C(0x00050000) //!<
#define BGFX_TEXTURE_COMPARE_NOTEQUAL UINT32_C(0x00060000) //!<
#define BGFX_TEXTURE_COMPARE_NEVER UINT32_C(0x00070000) //!<
#define BGFX_TEXTURE_COMPARE_ALWAYS UINT32_C(0x00080000) //!<
#define BGFX_TEXTURE_COMPARE_LESS UINT32_C(0x00010000) //!< Compare when sampling depth texture: less.
#define BGFX_TEXTURE_COMPARE_LEQUAL UINT32_C(0x00020000) //!< Compare when sampling depth texture: less or equal.
#define BGFX_TEXTURE_COMPARE_EQUAL UINT32_C(0x00030000) //!< Compare when sampling depth texture: equal.
#define BGFX_TEXTURE_COMPARE_GEQUAL UINT32_C(0x00040000) //!< Compare when sampling depth texture: greater or equal.
#define BGFX_TEXTURE_COMPARE_GREATER UINT32_C(0x00050000) //!< Compare when sampling depth texture: greater.
#define BGFX_TEXTURE_COMPARE_NOTEQUAL UINT32_C(0x00060000) //!< Compare when sampling depth texture: not equal.
#define BGFX_TEXTURE_COMPARE_NEVER UINT32_C(0x00070000) //!< Compare when sampling depth texture: never.
#define BGFX_TEXTURE_COMPARE_ALWAYS UINT32_C(0x00080000) //!< Compare when sampling depth texture: always.
#define BGFX_TEXTURE_COMPARE_SHIFT 16 //!<
#define BGFX_TEXTURE_COMPARE_MASK UINT32_C(0x000f0000) //!<
#define BGFX_TEXTURE_COMPUTE_WRITE UINT32_C(0x00100000) //!<
#define BGFX_TEXTURE_SRGB UINT32_C(0x00200000) //!<
#define BGFX_TEXTURE_BLIT_DST UINT32_C(0x00400000) //!<
#define BGFX_TEXTURE_READ_BACK UINT32_C(0x00800000) //!<
#define BGFX_TEXTURE_COMPUTE_WRITE UINT32_C(0x00100000) //!< Texture will be used for compute write.
#define BGFX_TEXTURE_SRGB UINT32_C(0x00200000) //!< Sample texture as sRGB.
#define BGFX_TEXTURE_BLIT_DST UINT32_C(0x00400000) //!< Texture will be used as blit destination.
#define BGFX_TEXTURE_READ_BACK UINT32_C(0x00800000) //!< Texture will be used for read back from GPU.
#define BGFX_TEXTURE_BORDER_COLOR_SHIFT 24 //!<
#define BGFX_TEXTURE_BORDER_COLOR_MASK UINT32_C(0x0f000000) //!<
#define BGFX_TEXTURE_RESERVED_SHIFT 28 //!<