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bgfx/docs/idl.rst
2026-03-05 06:55:05 +00:00

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IDL — Interface Definition Language
====================================
bgfx uses a custom Interface Definition Language (IDL) to define its entire public API in a single
source-of-truth file: ``scripts/bgfx.idl``. From this file, code generators produce the C99 API,
C++ API, language bindings, and documentation — ensuring that all representations stay in sync.
For additional background and motivation, see the blog post:
`IDL — Interface Definition Language <https://bkaradzic.github.io/posts/idl/>`__.
Purpose
-------
The IDL serves several goals:
- **Single source of truth** — The API (types, functions, flags, enums, structs, handles) is
declared once in ``bgfx.idl``. All generated outputs derive from this file.
- **Multi-language bindings** — Code generators read the IDL and produce bindings for C99, C#, D,
Zig, Beef, C3, and potentially other languages.
- **Documentation generation** — The ``docs-rst.lua`` generator produces reStructuredText API
reference documentation from the IDL.
- **Consistency** — Changes to the API only need to be made in one place. The code generators
ensure that all bindings and documentation are updated automatically.
File overview
-------------
All IDL-related files live under ``scripts/``:
``bgfx.idl``
The IDL source file. Contains all type definitions, function declarations, flag/enum
definitions, struct layouts, handle types, documentation comments, and the section hierarchy
for the generated docs.
``idl.lua``
The IDL parser/runtime. Sets up the Lua environment that ``bgfx.idl`` executes in. Provides
the DSL keywords (``typedef``, ``enum``, ``flag``, ``struct``, ``handle``, ``func``,
``funcptr``, ``section``, ``version``, etc.) as Lua metatable-driven constructors.
``codegen.lua``
Shared code generation utilities. Reads the parsed IDL, resolves types, converts between
naming conventions (CamelCase ↔ underscore_case), and provides template expansion for
function signatures.
``bgfx-codegen.lua``
The main code generator. Reads the IDL via ``codegen.lua`` and produces the C99 header,
C++ header, C99-to-C++ bridge implementation, and the internal function ID tables.
``bindings-*.lua``
Per-language binding generators (``bindings-cs.lua``, ``bindings-d.lua``, ``bindings-zig.lua``,
``bindings-bf.lua``, ``bindings-c3.lua``). Each reads the IDL and outputs the API in the
target language's syntax and conventions.
``docs-rst.lua``
Generates reStructuredText API reference documentation (``docs/bgfx.rst``) from the IDL.
Running the code generators
----------------------------
The code generators are invoked via the makefile at the repository root:
.. code-block:: bash
make idl
This runs the Lua scripts that regenerate all C/C++ headers, language bindings, and documentation
from ``scripts/bgfx.idl``.
IDL syntax reference
---------------------
The IDL file is valid Lua, executed in a special environment that provides the DSL keywords.
Comments prefixed with ``---`` become documentation comments attached to the next declaration.
version
~~~~~~~
Declares the API version number:
.. code-block:: lua
version(140)
typedef
~~~~~~~
Declares a type alias. These map IDL type names to their C/C++ equivalents:
.. code-block:: lua
typedef "uint32_t"
typedef "ViewId"
typedef "CallbackI" { cname = "callback_interface" }
The optional table provides attributes. ``cname`` overrides the C binding name.
handle
~~~~~~
Declares an opaque handle type. Handles are type-safe 16-bit integers used to reference GPU
resources:
.. code-block:: lua
handle "TextureHandle"
handle "VertexBufferHandle"
enum
~~~~
Declares an enumeration. Each member can have a ``---`` documentation comment:
.. code-block:: lua
enum.TextureFormat { comment = "Texture formats:", section = "Textures" }
.BC1 --- DXT1 R5G6B5A1.
.BC2 --- DXT3 R5G6B5A4.
.Unknown --- Compressed formats above.
()
The ``()`` sentinel marks the end of the enum (generates a ``Count`` member). The ``section``
attribute controls where this type appears in the generated documentation hierarchy.
flag
~~~~
Declares a bitfield flag type. Similar to ``enum``, but members represent individual bits:
.. code-block:: lua
flag.StateWrite { bits = 64, base = 1, section = "State Flags", label = "Write" }
.R --- Enable R write.
.G --- Enable G write.
.B --- Enable B write.
.A --- Enable alpha write.
.Z (39) --- Enable depth write.
.Rgb { "R", "G", "B" } --- Enable RGB write.
.Mask { "Rgb", "A", "Z" } --- Write all channels mask.
Attributes:
- ``bits`` — Total bit width (32 or 64).
- ``shift`` — Bit offset where this flag group starts.
- ``range`` — Number of bits in this group.
- ``base`` — Starting value for auto-numbering.
- ``section`` — Documentation section.
- ``label`` — Display label for documentation grouping.
A member with a number in parentheses (e.g. ``.Z (39)``) sets an explicit bit position. Members
with a table of names (e.g. ``.Rgb { "R", "G", "B" }``) define combined masks.
struct
~~~~~~
Declares a data structure with typed fields:
.. code-block:: lua
struct.Init { ctor, section = "Initialization and Shutdown" }
.type "RendererType::Enum" --- Select rendering backend.
.vendorId "uint16_t" --- Vendor PCI ID. See: `BGFX_PCI_ID_*`.
.deviceId "uint16_t" --- Device ID.
.capabilities "uint64_t" --- Capabilities initialization mask.
.debug "bool" --- Enable device for debugging.
.profile "bool" --- Enable device for profiling.
Attributes:
- ``ctor`` — Generate a constructor with default values.
- ``namespace`` — Nest this struct inside another (e.g. ``namespace = "Caps"`` produces
``Caps::Limits``).
- ``section`` — Documentation section.
func
~~~~
Declares a function. The first string is the return type, followed by named parameters:
.. code-block:: lua
--- Advance to next frame.
func.frame { section = "Frame" }
"uint32_t" --- Current frame number.
.flags "uint8_t" --- Frame flags.
{ default = "BGFX_FRAME_NONE" }
Attributes:
- ``section`` — Documentation section.
- ``const`` — Mark as a const method (for class member functions).
- ``conly`` — Only emit in the C99 API, not in C++.
- ``cpponly`` — Only emit in the C++ API, not in C99.
- ``cppinline`` — Provide an inline C++ implementation string.
Parameters can have:
- ``{ default = "value" }`` — Default argument value.
- ``{ out }`` — Output parameter.
- ``{ inout }`` — Input/output parameter.
funcptr
~~~~~~~
Declares a function pointer type:
.. code-block:: lua
funcptr.ReleaseFn
"void"
.ptr "void*" --- Pointer to allocated data.
.userData "void*" --- User defined data if needed.
section
~~~~~~~
Declares a documentation section for organizing the generated API reference. Sections form a
hierarchy based on their level (0 = top-level heading, 1 = chapter, 2+ = subsections):
.. code-block:: lua
section("API Reference", 0)
section("General", 1)
section("Initialization and Shutdown", 2)
Types and functions reference their section via the ``section`` attribute. The documentation
generator (``docs-rst.lua``) uses the section tree to organize the output.
Documentation comments
~~~~~~~~~~~~~~~~~~~~~~~
Lines starting with ``---`` before a declaration become documentation comments. These are emitted
as Doxygen-style comments in the C/C++ headers and as descriptions in the generated docs:
.. code-block:: lua
--- Render frame.
---
--- @attention `bgfx::renderFrame` is a blocking call.
---
--- @warning This call should only be used on platforms that don't
--- allow creating a separate rendering thread.
---
func.renderFrame { section = "Platform specific" }
"RenderFrame::Enum"
.msecs "int32_t"
{ default = -1 }
Supported Doxygen tags in comments: ``@attention``, ``@warning``, ``@remarks``, ``@param``,
``@returns``.
Adding a new API function
--------------------------
To add a new function to the bgfx API:
1. Add the function declaration in ``scripts/bgfx.idl`` with the appropriate ``section`` attribute
and ``---`` documentation comments.
2. Run ``make idl`` to regenerate all headers, bindings, and documentation.
3. Implement the function in ``src/bgfx.cpp`` (and the renderer backends if needed).
4. Verify the generated output in ``include/bgfx/bgfx.h``, ``include/bgfx/c99/bgfx.h``, and the
binding files under ``bindings/``.