Driver
Types
Properties
Represents the configuration properties for a driver. This object encapsulates various settings and preferences related to the driver's behavior, connection settings, and other operational parameters.
Represents a shader language used in graphical programming or rendering pipelines. This variable holds the specific type or version of the shader language being utilized. This variable plays a crucial role in identifying the type of shader syntax to use for compiling and running shaders.
Functions
Creates an array cubemap texture with the specified dimensions, format, type, and number of mipmap levels.
Creates a 2D array texture with the specified dimensions, format, type, and number of mipmap levels.
Creates an atomic counter buffer with the specified number of counters.
Creates a buffer texture for storing and operating on image or pixel data.
Creates a color buffer with the specified dimensions, format, and other parameters.
Creates a compute shader from the provided source code.
Creates and returns a new instance of ComputeStyleManager. This manager is used to handle styles for compute operations.
Creates a cubemap with the specified dimensions, format, type, mipmap levels, and session.
Creates a depth buffer with the specified dimensions, format, and additional configuration.
Creates a dynamic index buffer with the specified number of elements and index type, optionally associated with a session.
Creates a dynamic vertex buffer with the specified format and vertex count.
Creates a render target with the specified dimensions, content scale, and multisampling options.
Create a shader from code
Creates a shader storage buffer with the specified format and session.
Creates a new instance of ShadeStyleManager
used to manage shade styles.
Creates a 3D volume texture with the specified dimensions, format, and type.
Destroys the specified context, releasing any resources associated with it.
Renders instances of geometry using indexed drawing.
Renders geometry from the provided indexed vertex buffer using the specified shader and draw primitive.
Renders multiple instances of a set of primitives using the provided shader and vertex data.
Draws content from multiple vertex buffers using the specified shader and draw primitive.
Configures and returns the appropriate shader settings based on the specified shader type.