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IDL: Docs cleanup. (#3618)
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@@ -1,7 +1,6 @@
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API Reference
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=============
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.. note::
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If you're just getting started with bgfx, you might get more out of these simple walkthroughs for how to use bgfx's API:
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@@ -28,7 +28,7 @@ funcptr.ReleaseFn
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.userData "void*" --- User defined data if needed.
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--- Color RGB/alpha/depth write. When it's not specified write will be disabled.
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flag.StateWrite { bits = 64, base = 1, section = "State Flags" }
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flag.StateWrite { bits = 64, base = 1, section = "State Flags", label = "Write" }
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.R --- Enable R write.
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.G --- Enable G write.
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.B --- Enable B write.
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@@ -38,7 +38,7 @@ flag.StateWrite { bits = 64, base = 1, section = "State Flags" }
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.Mask { "Rgb", "A", "Z" } --- Write all channels mask.
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--- Depth test state. When `BGFX_STATE_DEPTH_` is not specified depth test will be disabled.
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flag.StateDepthTest { bits = 64, shift = 4, range = 4, base = 1, desc = "Depth test state", section = "State Flags" }
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flag.StateDepthTest { bits = 64, shift = 4, range = 4, base = 1, desc = "Depth test state", section = "State Flags", label = "Depth Test" }
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.Less --- Enable depth test, less.
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.Lequal --- Enable depth test, less or equal.
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.Equal --- Enable depth test, equal.
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@@ -51,7 +51,7 @@ flag.StateDepthTest { bits = 64, shift = 4, range = 4, base = 1, desc = "Depth t
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--- Use BGFX_STATE_BLEND_FUNC(_src, _dst) or BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA)
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--- helper macros.
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flag.StateBlend { bits = 64, shift = 12, range = 16, base = 1, desc = "Blend state", section = "State Flags" }
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flag.StateBlend { bits = 64, shift = 12, range = 16, base = 1, desc = "Blend state", section = "State Flags", label = "Blend Mode" }
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.Zero --- 0, 0, 0, 0
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.One --- 1, 1, 1, 1
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.SrcColor --- Rs, Gs, Bs, As
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@@ -69,7 +69,7 @@ flag.StateBlend { bits = 64, shift = 12, range = 16, base = 1, desc = "Blend sta
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--- Use BGFX_STATE_BLEND_EQUATION(_equation) or BGFX_STATE_BLEND_EQUATION_SEPARATE(_equationRGB, _equationA)
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--- helper macros.
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flag.StateBlendEquation { bits = 64, shift = 28, range = 6, base = 0, desc = "Blend equation", section = "State Flags" }
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flag.StateBlendEquation { bits = 64, shift = 28, range = 6, base = 0, desc = "Blend equation", section = "State Flags", label = "Blend Equation" }
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.Add --- Blend add: src + dst.
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.Sub --- Blend subtract: src - dst.
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.Revsub --- Blend reverse subtract: dst - src.
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@@ -78,7 +78,7 @@ flag.StateBlendEquation { bits = 64, shift = 28, range = 6, base = 0, desc = "Bl
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()
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--- Cull state. When `BGFX_STATE_CULL_*` is not specified culling will be disabled.
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flag.StateCull { bits = 64, shift = 36, range = 2, base = 1, desc = "Culling mode", section = "State Flags" }
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flag.StateCull { bits = 64, shift = 36, range = 2, base = 1, desc = "Culling mode", section = "State Flags", label = "Primitive Culling" }
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.Cw --- Cull clockwise triangles.
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.Ccw --- Cull counter-clockwise triangles.
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()
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@@ -86,7 +86,7 @@ flag.StateCull { bits = 64, shift = 36, range = 2, base = 1, desc = "Culling mod
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--- Alpha reference value.
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flag.StateAlphaRef { bits = 64, shift = 40, range = 8, desc = "Alpha reference", "helper" }
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flag.StatePt { bits = 64, shift = 48, range = 3, base = 1, desc = "Primitive type", section = "State Flags" }
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flag.StatePt { bits = 64, shift = 48, range = 3, base = 1, desc = "Primitive type", section = "State Flags", label = "Primitive Type" }
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.Tristrip --- Tristrip.
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.Lines --- Lines.
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.Linestrip --- Line strip.
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@@ -98,7 +98,7 @@ flag.StatePointSize { bits = 64, shift = 52, range = 4, desc = "Point size", "he
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--- Enable MSAA write when writing into MSAA frame buffer.
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--- This flag is ignored when not writing into MSAA frame buffer.
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flag.State { bits = 64, range = 64, desc = "State", section = "State Flags" }
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flag.State { bits = 64, range = 64, desc = "State", section = "State Flags", label = "Misc" }
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.Msaa (57) --- Enable MSAA rasterization.
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.Lineaa (58) --- Enable line AA rasterization.
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.ConservativeRaster (59) --- Enable conservative rasterization.
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@@ -3348,6 +3348,17 @@ func.blit { section = "Blit" }
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-- Documentation sections for RST generation
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--------------------------------------------------------------------------------
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--- .. note::
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---
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--- If you're just getting started with bgfx, you might get more out of these simple walkthroughs for how to use bgfx's API:
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---
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--- - `Hello, bgfx! (tutorial) <https://dev.to/pperon/hello-bgfx-4dka>`_
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--- - `bgfx-minimal-example (repo on GitHub) <https://github.com/jpcy/bgfx-minimal-example#bgfx-minimal-example>`_
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--- - `Using the bgfx library with C++ on Ubuntu (tutorial) <https://www.sandeepnambiar.com/getting-started-with-bgfx/>`_
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--- - `Getting started with BGFX (playlist on Youtube) <https://www.youtube.com/playlist?list=PLwFtWV3PS6y_oTOfHjbE0Zk8N9_QuQlHy>`_
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--- - `Getting started with BGFX (repo on GitHub) <https://github.com/gamecoder-nz/Getting-Started-With-BGFX>`_
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section("API Reference", 0)
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--- General API for initialization, shutdown, frame management, debug, and querying renderer information.
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section("General", 1)
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@@ -94,18 +94,8 @@ function gen.gen()
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return prefix .. "_" .. suffix
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end
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-- Flag label mapping for "State Flags" section
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local state_flag_labels = {
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StateWrite = "Write",
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StateDepthTest = "Depth Test",
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StateBlend = "Blend Mode",
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StateBlendEquation = "Blend Equation",
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StateCull = "Primitive Culling",
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StatePt = "Primitive Type",
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State = "Misc",
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}
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local underlines = {
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[0] = "=",
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[1] = "-",
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[2] = "~",
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[3] = "*",
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@@ -117,21 +107,6 @@ function gen.gen()
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r[#r+1] = s or ""
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end
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-- Title
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emit("API Reference")
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emit("=============")
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emit()
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emit()
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emit(".. note::")
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emit()
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emit(" If you're just getting started with bgfx, you might get more out of these simple walkthroughs for how to use bgfx's API:")
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emit()
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emit(" - `Hello, bgfx! (tutorial) <https://dev.to/pperon/hello-bgfx-4dka>`_")
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emit(" - `bgfx-minimal-example (repo on GitHub) <https://github.com/jpcy/bgfx-minimal-example#bgfx-minimal-example>`_")
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emit(" - `Using the bgfx library with C++ on Ubuntu (tutorial) <https://www.sandeepnambiar.com/getting-started-with-bgfx/>`_")
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emit(" - `Getting started with BGFX (playlist on Youtube) <https://www.youtube.com/playlist?list=PLwFtWV3PS6y_oTOfHjbE0Zk8N9_QuQlHy>`_")
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emit(" - `Getting started with BGFX (repo on GitHub) <https://github.com/gamecoder-nz/Getting-Started-With-BGFX>`_")
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-- Determine leaf sections and build parent paths for item lookup.
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-- A leaf section is one not immediately followed by a deeper-level section.
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-- The path is "parent_title/title" (used to disambiguate duplicate titles).
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@@ -150,7 +125,9 @@ function gen.gen()
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end
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for _, sec in ipairs(idl.sections) do
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emit()
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if sec.level > 0 then
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emit()
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end
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-- Section header
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emit(sec.title)
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@@ -193,7 +170,6 @@ function gen.gen()
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-- Items (only for leaf sections)
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if sec._is_leaf then
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local items = section_items[sec._path] or section_items[sec.title] or {}
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local is_state_flags = (sec.title == "State Flags")
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local prev_kind = nil
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for _, entry in ipairs(items) do
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@@ -218,12 +194,9 @@ function gen.gen()
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elseif entry.kind == "flag" then
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local t = entry.item
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emit()
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if is_state_flags then
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local label = state_flag_labels[t.name]
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if label then
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emit("**" .. label .. "**")
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emit()
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end
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if t.label then
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emit("**" .. t.label .. "**")
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emit()
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end
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for _, fitem in ipairs(t.flag) do
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emit(".. doxygendefine:: " .. get_define_name(t, fitem))
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