Shader buffer storage object management (ssbo) and rest of rlgl texture management functions.
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111
ReiLua_API.lua
111
ReiLua_API.lua
@@ -20,8 +20,6 @@ function RL.event( event ) end
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function RL.log( logLevel, message ) end
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---This function will be called on program close. Cleanup could be done here.
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function RL.exit() end
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---This function will be called on program close. Cleanup could be done here.
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function RL.exit() end
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-- Globals - ConfigFlags
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@@ -2290,7 +2288,7 @@ function RL.UpdateCamera3DPro( camera, movement, rotation, zoom ) end
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-- Core - Buffer management functions
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---Load Buffer. Type should be one of the Buffer types
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---Load Buffer. Type should be one of the Buffer types. Empty buffer will set data to NULL.
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---- Success return Buffer
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---@param buffer table
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---@param type integer
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@@ -6178,11 +6176,12 @@ function RL.rlDrawVertexArrayElementsInstanced( offset, count, buffer, instance
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---Load texture in GPU
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---- Success return int
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---@param data any
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---@param size table
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---@param format integer
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---@param mipmapCount integer
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---@return any id
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function RL.rlLoadTexture( size, format, mipmapCount ) end
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function RL.rlLoadTexture( data, size, format, mipmapCount ) end
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---Load depth texture/renderbuffer (to be attached to fbo)
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---- Success return int
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@@ -6191,11 +6190,64 @@ function RL.rlLoadTexture( size, format, mipmapCount ) end
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---@return any id
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function RL.rlLoadTextureDepth( size, useRenderBuffer ) end
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---Load texture cubemap
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---- Success return int
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---@param data any
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---@param size integer
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---@param format integer
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---@return any id
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function RL.rlLoadTextureCubemap( data, size, format ) end
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---Update GPU texture with new data
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---@param id integer
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---@param offset table
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---@param size table
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---@param format integer
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---@param data any
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---@return any RL.rlUpdateTexture
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function RL.rlUpdateTexture( id, offset, size, format, data ) end
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---Get OpenGL internal formats
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---- Success return int, int, int
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---@param format integer
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---@return any glInternalFormat
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---@return any glFormat
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---@return any glType
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function RL.rlGetGlTextureFormats( format ) end
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---Get name string for pixel format
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---- Success return string
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---@param format integer
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---@return any name
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function RL.rlGetPixelFormatName( format ) end
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---Unload texture from GPU memory
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---@param id integer
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---@return any RL.rlUnloadTexture
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function RL.rlUnloadTexture( id ) end
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---Generate mipmap data for selected texture
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---- Success return int
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---@param id integer
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---@param size table
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---@param format integer
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---@return any mipmapCount
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function RL.rlGenTextureMipmaps( id, size, format ) end
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---Read texture pixel data
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---- Success return Buffer
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---@param id integer
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---@param size table
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---@param format integer
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---@return any data
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function RL.rlReadTexturePixels( id, size, format ) end
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---Read screen pixel data (color buffer)
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---- Success return Buffer
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---@param size table
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---@return any data
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function RL.rlReadScreenPixels( size ) end
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-- RLGL - Framebuffer management (fbo)
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---Load an empty framebuffer
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@@ -6307,6 +6359,57 @@ function RL.rlLoadComputeShaderProgram( shaderId ) end
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---@return any RL.rlComputeShaderDispatch
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function RL.rlComputeShaderDispatch( groupX, groupY, groupZ ) end
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-- RLGL - Shader buffer storage object management (ssbo)
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---Load shader storage buffer object (SSBO)
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---- Success return int
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---@param size integer
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---@param data any
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---@param usageHint integer
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---@return any buffer
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function RL.rlLoadShaderBuffer( size, data, usageHint ) end
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---Unload shader storage buffer object (SSBO)
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---@param ssboId integer
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---@return any RL.rlUnloadShaderBuffer
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function RL.rlUnloadShaderBuffer( ssboId ) end
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---Update SSBO buffer data
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---@param id integer
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---@param data any
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---@param offset integer
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---@return any RL.rlUpdateShaderBuffer
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function RL.rlUpdateShaderBuffer( id, data, offset ) end
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---Bind SSBO buffer
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---@param id integer
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---@param index integer
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---@return any RL.rlBindShaderBuffer
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function RL.rlBindShaderBuffer( id, index ) end
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---Read SSBO buffer data (GPU->CPU)
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---- Success return Buffer
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---@param id integer
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---@param count integer
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---@param offset integer
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---@return any data
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function RL.rlReadShaderBuffer( id, count, offset ) end
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---Copy SSBO data between buffers
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---@param destId integer
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---@param srcId integer
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---@param destOffset integer
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---@param srcOffset integer
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---@param count integer
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---@return any RL.rlCopyShaderBuffer
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function RL.rlCopyShaderBuffer( destId, srcId, destOffset, srcOffset, count ) end
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---Get SSBO buffer size
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---- Success return int
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---@param id integer
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---@return any size
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function RL.rlGetShaderBufferSize( id ) end
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-- RLGL - Buffer management
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---Bind image texture
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