module gfx import sokol.c pub const ( version = 1 used_import = c.used_import ) // setup and misc functions [inline] pub fn setup(desc &Desc) { C.sg_setup(desc) } [inline] pub fn shutdown() { C.sg_shutdown() } [inline] pub fn is_valid() bool { return C.sg_isvalid() } [inline] pub fn reset_state_cache() { C.sg_reset_state_cache() } // resource creation, destruction and updating [inline] pub fn make_buffer(desc &BufferDesc) Buffer { return C.sg_make_buffer(desc) } [inline] pub fn make_image(desc &ImageDesc) Image { return C.sg_make_image(desc) } [inline] pub fn make_shader(desc &ShaderDesc) Shader { return C.sg_make_shader(desc) } [inline] pub fn make_pipeline(desc &PipelineDesc) Pipeline { return C.sg_make_pipeline(desc) } [inline] pub fn make_pass(desc &PassDesc) Pass { return C.sg_make_pass(desc) } [inline] pub fn destroy_buffer(buf Buffer) { C.sg_destroy_buffer(buf) } [inline] pub fn destroy_image(img Image) { C.sg_destroy_image(img) } [inline] pub fn destroy_shader(shd Shader) { C.sg_destroy_shader(shd) } [inline] pub fn destroy_pipeline(pip Pipeline) { C.sg_destroy_pipeline(pip) } [inline] pub fn destroy_pass(pass Pass) { C.sg_destroy_pass(pass) } [inline] pub fn update_buffer(buf Buffer, data &Range) { C.sg_update_buffer(buf, data) } [inline] pub fn update_image(img Image, data &ImageData) { C.sg_update_image(img, data) } [inline] pub fn append_buffer(buf Buffer, data &Range) int { return C.sg_append_buffer(buf, data) } [inline] pub fn query_buffer_overflow(buf Buffer) bool { return C.sg_query_buffer_overflow(buf) } // rendering functions [inline] pub fn begin_default_pass(actions &PassAction, width int, height int) { C.sg_begin_default_pass(actions, width, height) } [inline] pub fn begin_pass(pass Pass, actions &PassAction) { C.sg_begin_pass(pass, actions) } [inline] pub fn apply_viewport(x int, y int, width int, height int, origin_top_left bool) { C.sg_apply_viewport(x, y, width, height, origin_top_left) } [inline] pub fn apply_scissor_rect(x int, y int, width int, height int, origin_top_left bool) { C.sg_apply_scissor_rect(x, y, width, height, origin_top_left) } [inline] pub fn apply_pipeline(pip Pipeline) { C.sg_apply_pipeline(pip) } [inline] pub fn apply_bindings(bindings &Bindings) { C.sg_apply_bindings(bindings) } [inline] pub fn apply_uniforms(stage ShaderStage, ub_index int, data &Range) { C.sg_apply_uniforms(int(stage), ub_index, data) } [inline] pub fn draw(base_element int, num_elements int, num_instances int) { C.sg_draw(base_element, num_elements, num_instances) } [inline] pub fn end_pass() { C.sg_end_pass() } [inline] pub fn commit() { C.sg_commit() } // getting information [inline] pub fn query_desc() Desc { return C.sg_query_desc() } [inline] pub fn query_backend() Backend { return C.sg_query_backend() } [inline] pub fn query_features() Features { return C.sg_query_features() } [inline] pub fn query_limits() Limits { return C.sg_query_limits() } [inline] pub fn query_pixelformat(fmt PixelFormat) PixelFormatInfo { return C.sg_query_pixelformat(fmt) } // get current state of a resource (INITIAL, ALLOC, VALID, FAILED, INVALID) [inline] pub fn query_buffer_state(buf Buffer) ResourceState { return ResourceState(C.sg_query_buffer_state(buf)) } [inline] pub fn query_image_state(img Image) ResourceState { return ResourceState(C.sg_query_image_state(img)) } [inline] pub fn query_shader_state(shd Shader) ResourceState { return ResourceState(C.sg_query_shader_state(shd)) } [inline] pub fn query_pipeline_state(pip Pipeline) ResourceState { return ResourceState(C.sg_query_pipeline_state(pip)) } [inline] pub fn query_pass_state(pass Pass) ResourceState { return ResourceState(C.sg_query_pass_state(pass)) } // get runtime information about a resource [inline] pub fn query_buffer_info(buf Buffer) BufferInfo { return C.sg_query_buffer_info(buf) } [inline] pub fn query_image_info(img Image) ImageInfo { return C.sg_query_image_info(img) } [inline] pub fn query_shader_info(shd Shader) ShaderInfo { return C.sg_query_shader_info(shd) } [inline] pub fn query_pipeline_info(pip Pipeline) PipelineInfo { return C.sg_query_pipeline_info(pip) } [inline] pub fn query_pass_info(pass Pass) PassInfo { return C.sg_query_pass_info(pass) } // get resource creation desc struct with their default values replaced [inline] pub fn query_buffer_defaults(desc &Buffer) BufferDesc { return C.sg_query_buffer_defaults(unsafe { &BufferDesc(voidptr(desc)) }) } [inline] pub fn query_image_defaults(desc &Image) ImageDesc { return C.sg_query_image_defaults(unsafe { &ImageDesc(voidptr(desc)) }) } [inline] pub fn query_shader_defaults(desc &Shader) ShaderDesc { return C.sg_query_shader_defaults(unsafe { &ShaderDesc(voidptr(desc)) }) } [inline] pub fn query_pipeline_defaults(desc &Pipeline) PipelineDesc { return C.sg_query_pipeline_defaults(unsafe { &PipelineDesc(voidptr(desc)) }) } [inline] pub fn query_pass_defaults(desc &Pass) PassDesc { return C.sg_query_pass_defaults(unsafe { &PassDesc(voidptr(desc)) }) } // rendering contexts (optional) [inline] pub fn setup_context() Context { return C.sg_setup_context() } [inline] pub fn activate_context(ctx_id Context) { C.sg_activate_context(ctx_id) } [inline] pub fn discard_context(ctx_id Context) { C.sg_discard_context(ctx_id) }