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 context C.sg_context_desc /* // 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_context_desc { /* sg_pixel_format color_format; sg_pixel_format depth_format; int sample_count; sg_wgpu_context_desc wgpu; */ sample_count int gl C.sg_gl_context_desc metal C.sg_metal_context_desc d3d11 C.sg_d3d11_context_desc color_format PixelFormat depth_format PixelFormat } pub struct C.sg_gl_context_desc { gl_force_gles2 bool } pub struct C.sg_metal_context_desc { device voidptr renderpass_descriptor_cb fn () voidptr drawable_cb fn () voidptr } pub struct C.sg_d3d11_context_desc { device voidptr device_context voidptr render_target_view_cb fn () voidptr depth_stencil_view_cb fn () voidptr } pub struct C.sg_color_state { pub mut: pixel_format PixelFormat write_mask ColorMask blend C.sg_blend_state } pub struct C.sg_pipeline_desc { pub mut: _start_canary u32 shader C.sg_shader layout C.sg_layout_desc depth C.sg_depth_state stencil C.sg_stencil_state color_count int colors [4]C.sg_color_state // C.SG_MAX_COLOR_ATTACHMENTS primitive_type PrimitiveType index_type IndexType cull_mode CullMode face_winding FaceWinding sample_count int blend_color C.sg_color alpha_to_coverage_enabled bool 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) { range := C.sg_range{ ptr: data size: size_t(element_size * element_count) } C.sg_update_buffer(b.vertex_buffers[index], &range) } pub fn (b &C.sg_bindings) append_vert_buffer(index int, data voidptr, element_size int, element_count int) int { range := C.sg_range{ ptr: data size: size_t(element_size * element_count) } return C.sg_append_buffer(b.vertex_buffers[index], &range) } pub fn (b &C.sg_bindings) update_index_buffer(data voidptr, element_size int, element_count int) { range := C.sg_range{ ptr: data size: size_t(element_size * element_count) } C.sg_update_buffer(b.index_buffer, &range) } pub fn (b &C.sg_bindings) append_index_buffer(data voidptr, element_size int, element_count int) int { range := C.sg_range{ ptr: data size: size_t(element_size * element_count) } return C.sg_append_buffer(b.index_buffer, &range) } 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].image_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].image_type = ._2d return desc } pub fn (mut desc C.sg_shader_desc) set_vert_uniform_block_size(block_index int, size size_t) &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 int, size size_t) &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 bytecode C.sg_range 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].image_type = ._2d return *desc } pub struct C.sg_shader_uniform_block_desc { pub mut: size size_t 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 image_type ImageType } pub struct C.sg_shader_info { } pub struct C.sg_context { id u32 } pub struct C.sg_range { pub mut: ptr voidptr size size_t } pub struct C.sg_color { pub mut: r f32 g f32 b f32 a f32 } 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_pass_attachment_desc depth_stencil_attachment C.sg_pass_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 size_t @type BufferType usage Usage data C.sg_range 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 struct 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 num_slices int 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 data C.sg_image_data label byteptr // GL specific gl_textures [2]u32 gl_texture_target u32 // Metal specific mtl_textures [2]voidptr // D3D11 specific d3d11_texture voidptr d3d11_shader_resource_view voidptr // WebGPU specific wgpu_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_data { pub mut: //subimage [C.SG_CUBEFACE_NUM][C.SG_MAX_MIPMAPS]C.sg_range subimage [6][16]C.sg_range } 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 mrt_independent_blend_state bool // multiple-render-target rendering can use per-render-target blend state mrt_independent_write_mask bool // multiple-render-target rendering can use per-render-target color write masks } 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_stencil_state { enabled bool front C.sg_stencil_face_state back C.sg_stencil_face_state read_mask byte write_mask byte ref byte } pub struct C.sg_depth_state { pixel_format PixelFormat compare CompareFunc write_enabled bool bias f32 bias_slope_scale f32 bias_clamp f32 } pub struct C.sg_stencil_face_state { fail_op StencilOp depth_fail_op StencilOp pass_op StencilOp compare_func CompareFunc } pub struct C.sg_blend_state { pub mut: enabled bool src_factor_rgb BlendFactor dst_factor_rgb BlendFactor op_rgb BlendOp src_factor_alpha BlendFactor dst_factor_alpha BlendFactor op_alpha BlendOp } pub struct C.sg_color_attachment_action { pub mut: action Action value C.sg_color } /* 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 value f32 } pub struct C.sg_stencil_attachment_action { pub mut: action Action value 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_pass_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 // } }