From e16cf7bb0607591abb1b0fd66b688dd3d730caf3 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=D0=91=D1=80=D0=B0=D0=BD=D0=B8=D0=BC=D0=B8=D1=80=20=D0=9A?= =?UTF-8?q?=D0=B0=D1=80=D0=B0=D1=9F=D0=B8=D1=9B?= Date: Fri, 25 Oct 2019 20:34:33 -0700 Subject: [PATCH] Cleanup. --- scripts/bgfx.idl | 254 ++++++++++++++++++++++++----------------------- 1 file changed, 131 insertions(+), 123 deletions(-) diff --git a/scripts/bgfx.idl b/scripts/bgfx.idl index c83b7336d..77d730996 100644 --- a/scripts/bgfx.idl +++ b/scripts/bgfx.idl @@ -120,69 +120,69 @@ flag.StencilFuncRef { bits = 32, shift = 0, range = 8, "helper" } flag.StencilFuncRmask { bits = 32, shift = 8, range = 8, "helper" } flag.Stencil { bits = 32, const } - .None (0x00000000) - .Mask (0xffffffff) - .Default (0x00000000) + .None (0x00000000) + .Mask (0xffffffff) + .Default (0x00000000) flag.StencilTest { bits = 32, shift = 16, range = 4 , base = 1, desc = "Stencil test" } - .Less --- Enable stencil test, less. - .Lequal --- Enable stencil test, less or equal. - .Equal --- Enable stencil test, equal. - .Gequal --- Enable stencil test, greater or equal. - .Greater --- Enable stencil test, greater. - .Notequal --- Enable stencil test, not equal. - .Never --- Enable stencil test, never. - .Always --- Enable stencil test, always. + .Less --- Enable stencil test, less. + .Lequal --- Enable stencil test, less or equal. + .Equal --- Enable stencil test, equal. + .Gequal --- Enable stencil test, greater or equal. + .Greater --- Enable stencil test, greater. + .Notequal --- Enable stencil test, not equal. + .Never --- Enable stencil test, never. + .Always --- Enable stencil test, always. () flag.StencilOpFailS { bits = 32, shift = 20, range = 4, base = 0, desc = "Stencil operation fail" } - .Zero --- Zero. - .Keep --- Keep. - .Replace --- Replace. - .Incr --- Increment and wrap. - .Incrsat --- Increment and clamp. - .Decr --- Decrement and wrap. - .Decrsat --- Decrement and clamp. - .Invert --- Invert. + .Zero --- Zero. + .Keep --- Keep. + .Replace --- Replace. + .Incr --- Increment and wrap. + .Incrsat --- Increment and clamp. + .Decr --- Decrement and wrap. + .Decrsat --- Decrement and clamp. + .Invert --- Invert. () flag.StencilOpFailZ { bits = 32, shift = 24, range = 4, base = 0, desc = "Stencil operation depth fail" } - .Zero --- Zero. - .Keep --- Keep. - .Replace --- Replace. - .Incr --- Increment and wrap. - .Incrsat --- Increment and clamp. - .Decr --- Decrement and wrap. - .Decrsat --- Decrement and clamp. - .Invert --- Invert. + .Zero --- Zero. + .Keep --- Keep. + .Replace --- Replace. + .Incr --- Increment and wrap. + .Incrsat --- Increment and clamp. + .Decr --- Decrement and wrap. + .Decrsat --- Decrement and clamp. + .Invert --- Invert. () flag.StencilOpPassZ { bits = 32, shift = 28, range = 4 , base = 0, desc = "Stencil operation depth pass" } - .Zero --- Zero. - .Keep --- Keep. - .Replace --- Replace. - .Incr --- Increment and wrap. - .Incrsat --- Increment and clamp. - .Decr --- Decrement and wrap. - .Decrsat --- Decrement and clamp. - .Invert --- Invert. + .Zero --- Zero. + .Keep --- Keep. + .Replace --- Replace. + .Incr --- Increment and wrap. + .Incrsat --- Increment and clamp. + .Decr --- Decrement and wrap. + .Decrsat --- Decrement and clamp. + .Invert --- Invert. () flag.Clear { bits = 16 } - .None --- No clear flags. - .Color --- Clear color. - .Depth --- Clear depth. - .Stencil --- Clear stencil. - .DiscardColor_0 --- Discard frame buffer attachment 0. - .DiscardColor_1 --- Discard frame buffer attachment 1. - .DiscardColor_2 --- Discard frame buffer attachment 2. - .DiscardColor_3 --- Discard frame buffer attachment 3. - .DiscardColor_4 --- Discard frame buffer attachment 4. - .DiscardColor_5 --- Discard frame buffer attachment 5. - .DiscardColor_6 --- Discard frame buffer attachment 6. - .DiscardColor_7 --- Discard frame buffer attachment 7. - .DiscardDepth --- Discard frame buffer depth attachment. - .DiscardStencil --- Discard frame buffer stencil attachment. + .None --- No clear flags. + .Color --- Clear color. + .Depth --- Clear depth. + .Stencil --- Clear stencil. + .DiscardColor_0 --- Discard frame buffer attachment 0. + .DiscardColor_1 --- Discard frame buffer attachment 1. + .DiscardColor_2 --- Discard frame buffer attachment 2. + .DiscardColor_3 --- Discard frame buffer attachment 3. + .DiscardColor_4 --- Discard frame buffer attachment 4. + .DiscardColor_5 --- Discard frame buffer attachment 5. + .DiscardColor_6 --- Discard frame buffer attachment 6. + .DiscardColor_7 --- Discard frame buffer attachment 7. + .DiscardDepth --- Discard frame buffer depth attachment. + .DiscardStencil --- Discard frame buffer stencil attachment. .DiscardColorMask { "DiscardColor_0", "DiscardColor_1", @@ -200,31 +200,31 @@ flag.Clear { bits = 16 } } flag.Debug { bits = 32 } - .None --- No debug. - .Wireframe --- Enable wireframe for all primitives. - .Ifh --- 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. - .Stats --- Enable statistics display. - .Text --- Enable debug text display. - .Profiler --- Enable profiler. + .None --- No debug. + .Wireframe --- Enable wireframe for all primitives. + .Ifh --- 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. + .Stats --- Enable statistics display. + .Text --- Enable debug text display. + .Profiler --- Enable profiler. () flag.BufferComputeFormat { bits = 16, shift = 0, range = 4, base = 1 } - ._8x1 --- 1 8-bit value - ._8x2 --- 2 8-bit values - ._8x4 --- 4 8-bit values - ._16x1 --- 1 16-bit value - ._16x2 --- 2 16-bit values - ._16x4 --- 4 16-bit values - ._32x1 --- 1 32-bit value - ._32x2 --- 2 32-bit values - ._32x4 --- 4 32-bit values + ._8x1 --- 1 8-bit value + ._8x2 --- 2 8-bit values + ._8x4 --- 4 8-bit values + ._16x1 --- 1 16-bit value + ._16x2 --- 2 16-bit values + ._16x4 --- 4 16-bit values + ._32x1 --- 1 32-bit value + ._32x2 --- 2 32-bit values + ._32x4 --- 4 32-bit values () flag.BufferComputeType { bits = 16, shift = 4, range = 2, base = 1 } - .Int --- Type `int`. - .Uint --- Type `uint`. - .Float --- Type `float`. + .Int --- Type `int`. + .Uint --- Type `uint`. + .Float --- Type `float`. () flag.Buffer { bits = 16, base = 8 } @@ -239,66 +239,66 @@ flag.Buffer { bits = 16, base = 8 } flag.Texture { bits = 64 } .None (0) - .MsaaSample (36) --- Texture will be used for MSAA sampling. - .Rt (37) --- Render target no MSAA. - .ComputeWrite (45) --- Texture will be used for compute write. - .Srgb (46) --- Sample texture as sRGB. - .BlitDst (47) --- Texture will be used as blit destination. - .ReadBack (48) --- Texture will be used for read back from GPU. + .MsaaSample (36) --- Texture will be used for MSAA sampling. + .Rt (37) --- Render target no MSAA. + .ComputeWrite (45) --- Texture will be used for compute write. + .Srgb (46) --- Sample texture as sRGB. + .BlitDst (47) --- Texture will be used as blit destination. + .ReadBack (48) --- Texture will be used for read back from GPU. () flag.TextureRtMsaa { bits = 64, shift = 36, range = 3 , base = 2 } - .X2 --- Render target MSAAx2 mode. - .X4 --- Render target MSAAx4 mode. - .X8 --- Render target MSAAx8 mode. - .X16 --- Render target MSAAx16 mode. + .X2 --- Render target MSAAx2 mode. + .X4 --- Render target MSAAx4 mode. + .X8 --- Render target MSAAx8 mode. + .X16 --- Render target MSAAx16 mode. () flag.TextureRt { bits = 64, shift = 36, range = 4 } - .WriteOnly (9) --- Render target will be used for writing + .WriteOnly (9) --- Render target will be used for writing --- Sampler flags. flag.SamplerU { bits = 32, shift = 0, range = 2, base = 1 } - .Mirror --- Wrap U mode: Mirror - .Clamp --- Wrap U mode: Clamp - .Border --- Wrap U mode: Border + .Mirror --- Wrap U mode: Mirror + .Clamp --- Wrap U mode: Clamp + .Border --- Wrap U mode: Border () flag.SamplerV { bits = 32, shift = 2, range = 2, base = 1 } - .Mirror --- Wrap V mode: Mirror - .Clamp --- Wrap V mode: Clamp - .Border --- Wrap V mode: Border + .Mirror --- Wrap V mode: Mirror + .Clamp --- Wrap V mode: Clamp + .Border --- Wrap V mode: Border () flag.SamplerW { bits = 32, shift = 4, range = 2, base = 1 } - .Mirror --- Wrap W mode: Mirror - .Clamp --- Wrap W mode: Clamp - .Border --- Wrap W mode: Border + .Mirror --- Wrap W mode: Mirror + .Clamp --- Wrap W mode: Clamp + .Border --- Wrap W mode: Border () flag.SamplerMin { bits = 32, shift = 6, range = 2, base = 1 } - .Point --- Min sampling mode: Point - .Anisotropic --- Min sampling mode: Anisotropic + .Point --- Min sampling mode: Point + .Anisotropic --- Min sampling mode: Anisotropic () flag.SamplerMag { bits = 32, shift = 8, range = 2, base = 1 } - .Point --- Mag sampling mode: Point - .Anisotropic --- Mag sampling mode: Anisotropic + .Point --- Mag sampling mode: Point + .Anisotropic --- Mag sampling mode: Anisotropic () flag.SamplerMip { bits = 32, shift = 10, range = 1, base = 1 } - .Point --- Mip sampling mode: Point + .Point --- Mip sampling mode: Point () flag.SamplerCompare { bits = 32 , shift = 16, range = 4, base = 1 } - .Less --- Compare when sampling depth texture: less. - .Lequal --- Compare when sampling depth texture: less or equal. - .Equal --- Compare when sampling depth texture: equal. - .Gequal --- Compare when sampling depth texture: greater or equal. - .Greater --- Compare when sampling depth texture: greater. - .Notequal --- Compare when sampling depth texture: not equal. - .Never --- Compare when sampling depth texture: never. - .Always --- Compare when sampling depth texture: always. + .Less --- Compare when sampling depth texture: less. + .Lequal --- Compare when sampling depth texture: less or equal. + .Equal --- Compare when sampling depth texture: equal. + .Gequal --- Compare when sampling depth texture: greater or equal. + .Greater --- Compare when sampling depth texture: greater. + .Notequal --- Compare when sampling depth texture: not equal. + .Never --- Compare when sampling depth texture: never. + .Always --- Compare when sampling depth texture: always. () flag.SamplerBorderColor { bits = 32, shift = 24, range = 4, "helper" } @@ -307,35 +307,43 @@ flag.SamplerReserved { bits = 32, shift = 28, range = 4 } flag.Sampler { bits = 32 } .None .SampleStencil (21) --- Sample stencil instead of depth. - .Point { "MinPoint", "MagPoint", "MipPoint" } - .UvwMirror { "UMirror", "VMirror", "WMirror" } - .UvwClamp { "UClamp", "VClamp", "WClamp" } - .UvwBorder { "UBorder", "VBorder", "WBorder" } - .BitsMask { "UMask", "VMask", "WMask", "MinMask", "MagMask", "MipMask", "CompareMask" } + .Point { "MinPoint", "MagPoint", "MipPoint" } + .UvwMirror { "UMirror", "VMirror", "WMirror" } + .UvwClamp { "UClamp", "VClamp", "WClamp" } + .UvwBorder { "UBorder", "VBorder", "WBorder" } + .BitsMask { + "UMask", + "VMask", + "WMask", + "MinMask", + "MagMask", + "MipMask", + "CompareMask" + } () flag.ResetMsaa { bits = 32, shift = 4, range = 3, base = 1 } - .X2 --- Enable 2x MSAA. - .X4 --- Enable 4x MSAA. - .X8 --- Enable 8x MSAA. - .X16 --- Enable 16x MSAA. + .X2 --- Enable 2x MSAA. + .X4 --- Enable 4x MSAA. + .X8 --- Enable 8x MSAA. + .X16 --- Enable 16x MSAA. () flag.Reset { bits = 32 } - .None (0) --- No reset flags. - .Fullscreen (1) --- Not supported yet. - .Vsync (8) --- Enable V-Sync. - .Maxanisotropy (9) --- Turn on/off max anisotropy. - .Capture (10) --- Begin screen capture. - .FlushAfterRender (14) --- Flush rendering after submitting to GPU. - .FlipAfterRender (15) --- This flag specifies where flip occurs. Default behavior is that flip occurs - --- before rendering new frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`. - .SrgbBackbuffer (16) --- Enable sRGB backbuffer. - .Hdr10 (17) --- Enable HDR10 rendering. - .Hidpi (18) --- Enable HiDPI rendering. - .DepthClamp (19) --- Enable depth clamp. - .Suspend (20) --- Suspend rendering. + .None ( 0) --- No reset flags. + .Fullscreen ( 1) --- Not supported yet. + .Vsync ( 8) --- Enable V-Sync. + .Maxanisotropy ( 9) --- Turn on/off max anisotropy. + .Capture (10) --- Begin screen capture. + .FlushAfterRender (14) --- Flush rendering after submitting to GPU. + .FlipAfterRender (15) --- This flag specifies where flip occurs. Default behavior is that flip occurs + --- before rendering new frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`. + .SrgbBackbuffer (16) --- Enable sRGB backbuffer. + .Hdr10 (17) --- Enable HDR10 rendering. + .Hidpi (18) --- Enable HiDPI rendering. + .DepthClamp (19) --- Enable depth clamp. + .Suspend (20) --- Suspend rendering. () flag.ResetFullscreen { bits = 32, shift = 0, range = 1, base = 1 }