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