Driver
Types
Functions
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expect abstract fun createArrayCubemap(width: Int, layers: Int, format: ColorFormat, type: ColorType, levels: Int = 1, session: Session? = Session.active): ArrayCubemap
actual abstract fun createArrayCubemap(width: Int, layers: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session?): ArrayCubemap
actual abstract fun createArrayCubemap(width: Int, layers: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session?): ArrayCubemap
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expect abstract fun createArrayTexture(width: Int, height: Int, layers: Int, format: ColorFormat, type: ColorType, levels: Int = 1, session: Session? = Session.active): ArrayTexture
actual abstract fun createArrayTexture(width: Int, height: Int, layers: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session?): ArrayTexture
actual abstract fun createArrayTexture(width: Int, height: Int, layers: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session?): ArrayTexture
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expect abstract fun createAtomicCounterBuffer(counterCount: Int, session: Session? = Session.active): AtomicCounterBuffer
actual abstract fun createAtomicCounterBuffer(counterCount: Int, session: Session?): AtomicCounterBuffer
actual abstract fun createAtomicCounterBuffer(counterCount: Int, session: Session?): AtomicCounterBuffer
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expect abstract fun createBufferTexture(elementCount: Int, format: ColorFormat, type: ColorType, session: Session? = Session.active): BufferTexture
actual abstract fun createBufferTexture(elementCount: Int, format: ColorFormat, type: ColorType, session: Session?): BufferTexture
actual abstract fun createBufferTexture(elementCount: Int, format: ColorFormat, type: ColorType, session: Session?): BufferTexture
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expect abstract fun createColorBuffer(width: Int, height: Int, contentScale: Double, format: ColorFormat, type: ColorType, multisample: BufferMultisample = BufferMultisample.Disabled, levels: Int = 1, session: Session? = Session.active): ColorBuffer
actual abstract fun createColorBuffer(width: Int, height: Int, contentScale: Double, format: ColorFormat, type: ColorType, multisample: BufferMultisample, levels: Int, session: Session?): ColorBuffer
actual abstract fun createColorBuffer(width: Int, height: Int, contentScale: Double, format: ColorFormat, type: ColorType, multisample: BufferMultisample, levels: Int, session: Session?): ColorBuffer
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expect abstract fun createComputeShader(code: String, name: String, session: Session? = Session.active): ComputeShader
actual abstract fun createComputeShader(code: String, name: String, session: Session?): ComputeShader
actual abstract fun createComputeShader(code: String, name: String, session: Session?): ComputeShader
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expect abstract fun createComputeStyleManager(session: Session? = Session.root): ComputeStyleManager
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expect abstract fun createCubemap(width: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session? = Session.active): Cubemap
actual abstract fun createCubemap(width: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session?): Cubemap
actual abstract fun createCubemap(width: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session?): Cubemap
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expect abstract fun createDepthBuffer(width: Int, height: Int, format: DepthFormat, multisample: BufferMultisample = BufferMultisample.Disabled, session: Session? = Session.active): DepthBuffer
actual abstract fun createDepthBuffer(width: Int, height: Int, format: DepthFormat, multisample: BufferMultisample, session: Session?): DepthBuffer
actual abstract fun createDepthBuffer(width: Int, height: Int, format: DepthFormat, multisample: BufferMultisample, session: Session?): DepthBuffer
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expect abstract fun createDynamicIndexBuffer(elementCount: Int, type: IndexType, session: Session? = Session.active): IndexBuffer
actual abstract fun createDynamicIndexBuffer(elementCount: Int, type: IndexType, session: Session?): IndexBuffer
actual abstract fun createDynamicIndexBuffer(elementCount: Int, type: IndexType, session: Session?): IndexBuffer
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expect abstract fun createDynamicVertexBuffer(format: VertexFormat, vertexCount: Int, session: Session? = Session.active): VertexBuffer
actual abstract fun createDynamicVertexBuffer(format: VertexFormat, vertexCount: Int, session: Session?): VertexBuffer
actual abstract fun createDynamicVertexBuffer(format: VertexFormat, vertexCount: Int, session: Session?): VertexBuffer
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expect abstract fun createRenderTarget(width: Int, height: Int, contentScale: Double = 1.0, multisample: BufferMultisample = BufferMultisample.Disabled, session: Session? = Session.active): RenderTarget
actual abstract fun createRenderTarget(width: Int, height: Int, contentScale: Double, multisample: BufferMultisample, session: Session?): RenderTarget
actual abstract fun createRenderTarget(width: Int, height: Int, contentScale: Double, multisample: BufferMultisample, session: Session?): RenderTarget
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abstract fun createResourceThread(session: Session? = Session.active, f: () -> Unit): ResourceThread
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expect abstract fun createShader(vsCode: String, tcsCode: String?, tesCode: String?, gsCode: String?, fsCode: String, name: String, session: Session? = Session.active): Shader
Create a shader from code
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expect abstract fun createShaderStorageBuffer(format: ShaderStorageFormat, session: Session? = Session.active): ShaderStorageBuffer
actual abstract fun createShaderStorageBuffer(format: ShaderStorageFormat, session: Session?): ShaderStorageBuffer
actual abstract fun createShaderStorageBuffer(format: ShaderStorageFormat, session: Session?): ShaderStorageBuffer
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expect abstract fun createShadeStyleManager(name: String, vsGenerator: (ShadeStructure) -> String, tcsGenerator: (ShadeStructure) -> String? = null, tesGenerator: (ShadeStructure) -> String? = null, gsGenerator: (ShadeStructure) -> String? = null, fsGenerator: (ShadeStructure) -> String, session: Session? = Session.root): ShadeStyleManager
actual abstract fun createShadeStyleManager(name: String, vsGenerator: (ShadeStructure) -> String, tcsGenerator: (ShadeStructure) -> String?, tesGenerator: (ShadeStructure) -> String?, gsGenerator: (ShadeStructure) -> String?, fsGenerator: (ShadeStructure) -> String, session: Session?): ShadeStyleManager
actual abstract fun createShadeStyleManager(name: String, vsGenerator: (ShadeStructure) -> String, tcsGenerator: (ShadeStructure) -> String?, tesGenerator: (ShadeStructure) -> String?, gsGenerator: (ShadeStructure) -> String?, fsGenerator: (ShadeStructure) -> String, session: Session?): ShadeStyleManager
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abstract fun createStaticVertexBuffer(format: VertexFormat, buffer: Buffer, session: Session? = Session.active): VertexBuffer
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expect abstract fun createVolumeTexture(width: Int, height: Int, depth: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session? = Session.active): VolumeTexture
actual abstract fun createVolumeTexture(width: Int, height: Int, depth: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session?): VolumeTexture
actual abstract fun createVolumeTexture(width: Int, height: Int, depth: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session?): VolumeTexture
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expect abstract fun drawIndexedInstances(shader: Shader, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, drawPrimitive: DrawPrimitive, indexOffset: Int, indexCount: Int, instanceOffset: Int, instanceCount: Int, verticesPerPatch: Int = 0)
actual abstract fun drawIndexedInstances(shader: Shader, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, drawPrimitive: DrawPrimitive, indexOffset: Int, indexCount: Int, instanceOffset: Int, instanceCount: Int, verticesPerPatch: Int)
actual abstract fun drawIndexedInstances(shader: Shader, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, drawPrimitive: DrawPrimitive, indexOffset: Int, indexCount: Int, instanceOffset: Int, instanceCount: Int, verticesPerPatch: Int)
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expect abstract fun drawIndexedVertexBuffer(shader: Shader, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, indexOffset: Int, indexCount: Int, verticesPerPatch: Int = 0)
actual abstract fun drawIndexedVertexBuffer(shader: Shader, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, indexOffset: Int, indexCount: Int, verticesPerPatch: Int)
actual abstract fun drawIndexedVertexBuffer(shader: Shader, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, indexOffset: Int, indexCount: Int, verticesPerPatch: Int)
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expect abstract fun drawInstances(shader: Shader, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int, instanceOffset: Int, instanceCount: Int, verticesPerPatch: Int = 0)
actual abstract fun drawInstances(shader: Shader, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int, instanceOffset: Int, instanceCount: Int, verticesPerPatch: Int)
actual abstract fun drawInstances(shader: Shader, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int, instanceOffset: Int, instanceCount: Int, verticesPerPatch: Int)
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expect abstract fun drawVertexBuffer(shader: Shader, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int, verticesPerPatch: Int = 0)
actual abstract fun drawVertexBuffer(shader: Shader, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int, verticesPerPatch: Int)
actual abstract fun drawVertexBuffer(shader: Shader, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int, verticesPerPatch: Int)
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