module gfx pub struct C.sg_desc { _start_canary u32 buffer_pool_size int image_pool_size int shader_pool_size int pipeline_pool_size int pass_pool_size int context_pool_size int /* GL specific */ gl_force_gles2 bool /* Metal-specific */ mtl_device voidptr mtl_renderpass_descriptor_cb fn() voidptr mtl_drawable_cb fn() voidptr mtl_global_uniform_buffer_size int mtl_sampler_cache_size int /* D3D11-specific */ d3d11_device voidptr d3d11_device_context voidptr d3d11_render_target_view_cb fn() voidptr d3d11_depth_stencil_view_cb fn() voidptr _end_canary u32 } pub struct C.sg_pipeline_desc { pub mut: _start_canary u32 layout C.sg_layout_desc shader C.sg_shader primitive_type PrimitiveType index_type IndexType depth_stencil C.sg_depth_stencil_state blend C.sg_blend_state rasterizer C.sg_rasterizer_state label byteptr _end_canary u32 } pub struct C.sg_pipeline_info { } pub struct C.sg_pipeline { pub: id u32 } pub fn (p C.sg_pipeline) free() { C.sg_destroy_pipeline(p) } pub struct C.sg_bindings { pub mut: _start_canary u32 vertex_buffers [8]C.sg_buffer vertex_buffer_offsets [8]int index_buffer C.sg_buffer index_buffer_offset int vs_images [8]C.sg_image fs_images [8]C.sg_image _end_canary u32 } pub fn (mut b C.sg_bindings) set_vert_image(index int, img C.sg_image) { b.vs_images[index] = img } pub fn (mut b C.sg_bindings) set_frag_image(index int, img C.sg_image) { b.fs_images[index] = img } pub fn (b &C.sg_bindings) update_vert_buffer(index int, data voidptr, element_size int, element_count int) { C.sg_update_buffer(b.vertex_buffers[index], data, element_size * element_count) } pub fn (b &C.sg_bindings) append_vert_buffer(index int, data voidptr, element_size int, element_count int) int { return C.sg_append_buffer(b.vertex_buffers[index], data, element_size * element_count) } pub fn (b &C.sg_bindings) update_index_buffer(data voidptr, element_size int, element_count int) { C.sg_update_buffer(b.index_buffer, data, element_size * element_count) } pub fn (b &C.sg_bindings) append_index_buffer(data voidptr, element_size int, element_count int) int { return C.sg_append_buffer(b.index_buffer, data, element_size * element_count) } pub struct C.sg_shader_desc { pub mut: _start_canary u32 attrs [16]C.sg_shader_attr_desc vs C.sg_shader_stage_desc fs C.sg_shader_stage_desc label byteptr _end_canary u32 } pub fn (mut desc C.sg_shader_desc) set_vert_src(src string) &C.sg_shader_desc { desc.vs.source = src.str return desc } pub fn (mut desc C.sg_shader_desc) set_frag_src(src string) &C.sg_shader_desc { desc.fs.source = src.str return desc } pub fn (mut desc C.sg_shader_desc) set_vert_image(index int, name string) &C.sg_shader_desc { desc.vs.images[index].name = name.str desc.vs.images[index].@type = ._2d return desc } pub fn (mut desc C.sg_shader_desc) set_frag_image(index int, name string) &C.sg_shader_desc { desc.fs.images[index].name = name.str desc.fs.images[index].@type = ._2d return desc } pub fn (mut desc C.sg_shader_desc) set_vert_uniform_block_size(block_index, size int) &C.sg_shader_desc { desc.vs.uniform_blocks[block_index].size = size return desc } pub fn (mut desc C.sg_shader_desc) set_frag_uniform_block_size(block_index, size int) &C.sg_shader_desc { desc.fs.uniform_blocks[block_index].size = size return desc } pub fn (mut desc C.sg_shader_desc) set_vert_uniform(block_index int, uniform_index int, name string, @type UniformType, array_count int) &C.sg_shader_desc { desc.vs.uniform_blocks[block_index].uniforms[uniform_index].name = name.str desc.vs.uniform_blocks[block_index].uniforms[uniform_index].@type = @type return desc } pub fn (mut desc C.sg_shader_desc) set_frag_uniform(block_index int, uniform_index int, name string, @type UniformType, array_count int) &C.sg_shader_desc { desc.fs.uniform_blocks[block_index].uniforms[uniform_index].name = name.str desc.fs.uniform_blocks[block_index].uniforms[uniform_index].@type = @type return desc } pub fn (desc &C.sg_shader_desc) make_shader() C.sg_shader { return C.sg_make_shader(desc) } pub struct C.sg_shader_attr_desc { pub mut: name byteptr /* GLSL vertex attribute name (only required for GLES2) */ sem_name byteptr /* HLSL semantic name */ sem_index int /* HLSL semantic index */ } pub struct C.sg_shader_stage_desc { pub mut: source byteptr byte_code &byte byte_code_size int entry byteptr uniform_blocks [4]C.sg_shader_uniform_block_desc images [12]C.sg_shader_image_desc } pub fn (mut desc C.sg_shader_stage_desc) set_image(index int, name string) C.sg_shader_stage_desc { desc.images[index].name = name.str desc.images[index].@type = ._2d return *desc } pub struct C.sg_shader_uniform_block_desc { pub mut: size int uniforms [16]C.sg_shader_uniform_desc } pub struct C.sg_shader_uniform_desc { pub mut: name byteptr @type UniformType array_count int } pub struct C.sg_shader_image_desc { pub mut: name byteptr @type ImageType } pub struct C.sg_shader_info {} pub struct C.sg_context { id u32 } pub struct C.sg_shader { pub: id u32 } pub fn (s C.sg_shader) free() { C.sg_destroy_shader(s) } pub struct C.sg_pass_desc { pub mut: _start_canary u32 color_attachments [4]C.sg_attachment_desc depth_stencil_attachment C.sg_attachment_desc label byteptr _end_canary u32 } pub struct C.sg_pass_info { info C.sg_slot_info } pub struct C.sg_pass_action { pub mut: _start_canary u32 colors [4]C.sg_color_attachment_action depth C.sg_depth_attachment_action stencil C.sg_stencil_attachment_action _end_canary u32 } pub struct C.sg_pass { id u32 } pub fn (p C.sg_pass) free() { C.sg_destroy_pass(p) } pub struct C.sg_buffer_desc { pub mut: _start_canary u32 size int @type BufferType usage Usage content byteptr label byteptr /* GL specific */ gl_buffers [2]u32 /* Metal specific */ mtl_buffers [2]voidptr /* D3D11 specific */ d3d11_buffer voidptr _end_canary u32 } pub struct C.sg_buffer_info {} pub struct C.sg_buffer { id u32 } pub fn (b C.sg_buffer) free() { C.sg_destroy_buffer(b) } pub union DepthLayers { depth int layers int } pub struct C.sg_image_desc { pub mut: _start_canary u32 @type ImageType render_target bool width int height int depth DepthLayers // depth int // union { // int depth; // int layers; // }; num_mipmaps int usage Usage pixel_format PixelFormat sample_count int min_filter Filter mag_filter Filter wrap_u Wrap wrap_v Wrap wrap_w Wrap border_color BorderColor max_anisotropy u32 min_lod f32 max_lod f32 content C.sg_image_content label byteptr /* GL specific */ gl_textures [2]u32 /* Metal specific */ mtl_textures [2]voidptr /* D3D11 specific */ d3d11_texture voidptr _end_canary u32 } pub struct C.sg_image_info { pub mut: slot C.sg_slot_info /* resource pool slot info */ upd_frame_index u32 /* frame index of last sg_update_image() */ num_slots int /* number of renaming-slots for dynamically updated images */ active_slot int /* currently active write-slot for dynamically updated images */ } pub struct C.sg_image { pub: id u32 } pub fn (i C.sg_image) free() { C.sg_destroy_image(i) } pub struct C.sg_image_content { pub mut: subimage [6][16]C.sg_subimage_content } pub struct C.sg_subimage_content { pub mut: ptr voidptr /* pointer to subimage data */ size int /* size in bytes of pointed-to subimage data */ } pub struct C.sg_features { pub: instancing bool /* hardware instancing supported */ origin_top_left bool /* framebuffer and texture origin is in top left corner */ multiple_render_targets bool /* offscreen render passes can have multiple render targets attached */ msaa_render_targets bool /* offscreen render passes support MSAA antialiasing */ imagetype_3d bool /* creation of SG_IMAGETYPE_3D images is supported */ imagetype_array bool /* creation of SG_IMAGETYPE_ARRAY images is supported */ image_clamp_to_border bool /* border color and clamp-to-border UV-wrap mode is supported */ } pub struct C.sg_limits { pub: max_image_size_2d u32 /* max width/height of SG_IMAGETYPE_2D images */ max_image_size_cube u32 /* max width/height of SG_IMAGETYPE_CUBE images */ max_image_size_3d u32 /* max width/height/depth of SG_IMAGETYPE_3D images */ max_image_size_array u32 /* max width/height pf SG_IMAGETYPE_ARRAY images */ max_image_array_layers u32 /* max number of layers in SG_IMAGETYPE_ARRAY images */ max_vertex_attrs u32 /* <= SG_MAX_VERTEX_ATTRIBUTES (only on some GLES2 impls) */ } pub struct C.sg_layout_desc { pub mut: buffers [8]C.sg_buffer_layout_desc attrs [16]C.sg_vertex_attr_desc } pub struct C.sg_buffer_layout_desc { pub mut: stride int step_func VertexStep step_rate int } pub struct C.sg_vertex_attr_desc { pub mut: buffer_index int offset int format VertexFormat } pub struct C.sg_depth_stencil_state { stencil_front sg_stencil_state stencil_back sg_stencil_state depth_compare_func CompareFunc depth_write_enabled bool stencil_enabled bool stencil_read_mask byte stencil_write_mask byte stencil_ref byte } pub struct C.sg_stencil_state { fail_op StencilOp depth_fail_op StencilOp pass_op StencilOp compare_func CompareFunc } pub struct C.sg_blend_state { enabled bool src_factor_rgb BlendFactor dst_factor_rgb BlendFactor op_rgb BlendOp src_factor_alpha BlendFactor dst_factor_alpha BlendFactor op_alpha BlendOp color_write_mask byte color_attachment_count int color_format PixelFormat depth_format PixelFormat blend_color [4]f32 } pub struct C.sg_rasterizer_state { pub mut: alpha_to_coverage_enabled bool cull_mode CullMode face_winding FaceWinding sample_count int depth_bias f32 depth_bias_slope_scale f32 depth_bias_clamp f32 } pub struct C.sg_color_attachment_action { pub mut: action Action val [4]f32 } /* pub fn (mut action C.sg_color_attachment_action) set_color_values(r, g, b, a f32) { action.val[0] = r action.val[1] = g action.val[2] = b action.val[3] = a } */ pub struct C.sg_depth_attachment_action { pub mut: action Action val f32 } pub struct C.sg_stencil_attachment_action { pub mut: action Action val byte } pub struct C.sg_pixelformat_info { pub: sample bool /* pixel format can be sampled in shaders */ filter bool /* pixel format can be sampled with filtering */ render bool /* pixel format can be used as render target */ blend bool /* alpha-blending is supported */ msaa bool /* pixel format can be used as MSAA render target */ depth bool /* pixel format is a depth format */ } pub struct C.sg_attachment_desc { pub mut: image C.sg_image mip_level int face int // image sg_image // mip_level int // union { // face int // layer int // slice int // } }