mame/3rdparty/bgfx/examples/common/nanovg/nanovg_bgfx.h
Julian Sikorski 0837e7451a WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* Sync with bgfx upstream revision b91d0b6

* Sync with bx upstream revision d60912b

* Sync with bimg upstream revision bd81f60

* Add astc-codec decoder

* Rename VertexDecl to VertexLayout

* Rename UniformType enum Int1 to Sampler.

* Add NVN stub

* Fix unused-const-variable error on macOS

* Drop redundant explicit language parameters
buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only
applied to objective c++ files. As such, hardcoding -x offers no benefit while
preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on
macOS) from working.

* Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning

* Build bgfx as Objective-C++ on macOS
It is needed due to included headers

* Enable Direct3D12 and Vulkan bgfx rendering backends

* Enable building of spirv shaders

* Properly escape /c in cmd call

* Comment out dx12 bgfx renderer

* Honor VERBOSE setting during shaders build

* Only invert hlsl shader XYZ_TO_sRGB matrix for opengl

* Add spirv shaders

* OpenGL ES needs transposed matrix too

* Metal needs transposed matrix as well
2019-10-13 07:50:38 -04:00

74 lines
1.9 KiB
C++

/*
* Copyright 2011-2019 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#ifndef NANOVG_BGFX_H_HEADER_GUARD
#define NANOVG_BGFX_H_HEADER_GUARD
#include <bgfx/bgfx.h>
namespace bx { struct AllocatorI; }
struct NVGcontext;
struct NVGLUframebuffer
{
NVGcontext* ctx;
bgfx::FrameBufferHandle handle;
int image;
bgfx::ViewId viewId;
};
///
NVGcontext* nvgCreate(int32_t _edgeaa, bgfx::ViewId _viewId, bx::AllocatorI* _allocator);
///
NVGcontext* nvgCreate(int32_t _edgeaa, bgfx::ViewId _viewId);
///
void nvgDelete(NVGcontext* _ctx);
///
void nvgSetViewId(NVGcontext* _ctx, bgfx::ViewId _viewId);
///
uint16_t nvgGetViewId(struct NVGcontext* _ctx);
// Helper functions to create bgfx framebuffer to render to.
// Example:
// float scale = 2;
// NVGLUframebuffer* fb = nvgluCreateFramebuffer(ctx, 100 * scale, 100 * scale, 0);
// nvgluSetViewFramebuffer(VIEW_ID, fb);
// nvgluBindFramebuffer(fb);
// nvgBeginFrame(ctx, 100, 100, scale);
// // renders anything offscreen
// nvgEndFrame(ctx);
// nvgluBindFramebuffer(NULL);
//
// // Pastes the framebuffer rendering.
// nvgBeginFrame(ctx, 1024, 768, scale);
// NVGpaint paint = nvgImagePattern(ctx, 0, 0, 100, 100, 0, fb->image, 1);
// nvgBeginPath(ctx);
// nvgRect(ctx, 0, 0, 100, 100);
// nvgFillPaint(ctx, paint);
// nvgFill(ctx);
// nvgEndFrame(ctx);
///
NVGLUframebuffer* nvgluCreateFramebuffer(NVGcontext* _ctx, int32_t _width, int32_t _height, int32_t _imageFlags, bgfx::ViewId _viewId);
///
NVGLUframebuffer* nvgluCreateFramebuffer(NVGcontext* _ctx, int32_t _width, int32_t _height, int32_t _imageFlags);
///
void nvgluBindFramebuffer(NVGLUframebuffer* _framebuffer);
///
void nvgluDeleteFramebuffer(NVGLUframebuffer* _framebuffer);
///
void nvgluSetViewFramebuffer(bgfx::ViewId _viewId, NVGLUframebuffer* _framebuffer);
#endif // NANOVG_BGFX_H_HEADER_GUARD