Driver

expect interface Driver(source)

Driver interface. This is the internal interface

actual interface Driver(source)

Driver interface. This is the internal interface

actual interface Driver(source)

Driver interface. This is the internal interface

Types

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expect object Companion
actual object Companion
actual object Companion

Properties

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expect abstract val activeRenderTarget: RenderTarget
actual abstract val activeRenderTarget: RenderTarget
actual abstract val activeRenderTarget: RenderTarget
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expect abstract val contextID: Long
actual abstract val contextID: Long
actual abstract val contextID: Long
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expect abstract val fontImageMapManager: FontMapManager
actual abstract val fontImageMapManager: FontMapManager
actual abstract val fontImageMapManager: FontMapManager
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expect abstract val properties: DriverProperties

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.

actual abstract val properties: DriverProperties
actual abstract val properties: DriverProperties
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expect abstract val shaderGenerators: ShaderGenerators
actual abstract val shaderGenerators: ShaderGenerators
actual abstract val shaderGenerators: ShaderGenerators
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expect abstract val shaderLanguage: ShaderLanguage

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.

actual abstract val shaderLanguage: ShaderLanguage
actual abstract val shaderLanguage: ShaderLanguage

Functions

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expect abstract fun clear(color: ColorRGBa)

Clears the current graphical context with the specified color.

actual abstract fun clear(color: ColorRGBa)
actual abstract fun clear(color: ColorRGBa)
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expect abstract fun createArrayCubemap(width: Int, layers: Int, format: ColorFormat, type: ColorType, levels: Int = 1, session: Session? = Session.active): ArrayCubemap

Creates an array cubemap texture with the specified dimensions, format, type, and number of mipmap levels.

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

Creates a 2D array texture with the specified dimensions, format, type, and number of mipmap levels.

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

Creates an atomic counter buffer with the specified number of counters.

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

Creates a buffer texture for storing and operating on image or pixel data.

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

Creates a color buffer with the specified dimensions, format, and other parameters.

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

Creates a compute shader from the provided source code.

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

Creates and returns a new instance of ComputeStyleManager. This manager is used to handle styles for compute operations.

actual abstract fun createComputeStyleManager(session: Session?): ComputeStyleManager
actual abstract fun createComputeStyleManager(session: Session?): ComputeStyleManager
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expect abstract fun createCubemap(width: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session? = Session.active): Cubemap

Creates a cubemap with the specified dimensions, format, type, mipmap levels, and session.

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

Creates a depth buffer with the specified dimensions, format, and additional configuration.

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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abstract fun createDrawThread(session: Session? = Session.active): DrawThread
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expect abstract fun createDynamicIndexBuffer(elementCount: Int, type: IndexType, session: Session? = Session.active): IndexBuffer

Creates a dynamic index buffer with the specified number of elements and index type, optionally associated with a session.

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

Creates a dynamic vertex buffer with the specified format and vertex count.

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

Creates a render target with the specified dimensions, content scale, and multisampling options.

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

actual abstract fun createShader(vsCode: String, tcsCode: String?, tesCode: String?, gsCode: String?, fsCode: String, name: String, session: Session?): Shader

Create a shader from code

actual abstract fun createShader(vsCode: String, tcsCode: String?, tesCode: String?, gsCode: String?, fsCode: String, name: String, session: Session?): Shader

Create a shader from code

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expect abstract fun createShaderStorageBuffer(format: ShaderStorageFormat, session: Session? = Session.active): ShaderStorageBuffer

Creates a shader storage buffer with the specified format and session.

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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

Creates a new instance of ShadeStyleManager used to manage shade styles.

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

Creates a 3D volume texture with the specified dimensions, format, and type.

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 destroyContext(context: Long)

Destroys the specified context, releasing any resources associated with it.

actual abstract fun destroyContext(context: Long)
actual abstract fun destroyContext(context: Long)
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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)

Renders instances of geometry using indexed drawing.

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)

Renders geometry from the provided indexed vertex buffer using the specified shader and draw primitive.

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)

Renders multiple instances of a set of primitives using the provided shader and vertex data.

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)

Draws content from multiple vertex buffers using the specified shader and draw primitive.

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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expect abstract fun finish()

waits for all drawing to complete

actual abstract fun finish()

waits for all drawing to complete

actual abstract fun finish()

waits for all drawing to complete

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expect abstract fun internalShaderResource(resourceId: String): String
actual abstract fun internalShaderResource(resourceId: String): String
actual abstract fun internalShaderResource(resourceId: String): String
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expect abstract fun setState(drawStyle: DrawStyle)

Updates the current state with the provided drawing style.

actual abstract fun setState(drawStyle: DrawStyle)
actual abstract fun setState(drawStyle: DrawStyle)
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expect abstract fun shaderConfiguration(type: ShaderType): String

Configures and returns the appropriate shader settings based on the specified shader type.

actual abstract fun shaderConfiguration(type: ShaderType): String
actual abstract fun shaderConfiguration(type: ShaderType): String