Driver

interface Driver

Driver interface. This is the internal interface

Types

Companion
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common
object Companion

Functions

clear
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common
abstract fun clear(r: Double, g: Double, b: Double, a: Double)
createArrayCubemap
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abstract fun createArrayCubemap(width: Int, layers: Int, format: ColorFormat, type: ColorType, levels: Int = 1, session: Session? = Session.active): ArrayCubemap
abstract fun createArrayCubemap(width: Int, layers: Int, format: ColorFormat, type: ColorType, levels: Int = 1, session: Session? = Session.active): ArrayCubemap
abstract fun createArrayCubemap(width: Int, layers: Int, format: ColorFormat, type: ColorType, levels: Int = 1, session: Session? = Session.active): ArrayCubemap
createArrayTexture
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abstract fun createArrayTexture(width: Int, height: Int, layers: Int, format: ColorFormat, type: ColorType, levels: Int = 1, session: Session? = Session.active): ArrayTexture
abstract fun createArrayTexture(width: Int, height: Int, layers: Int, format: ColorFormat, type: ColorType, levels: Int = 1, session: Session? = Session.active): ArrayTexture
abstract fun createArrayTexture(width: Int, height: Int, layers: Int, format: ColorFormat, type: ColorType, levels: Int = 1, session: Session? = Session.active): ArrayTexture
createAtomicCounterBuffer
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abstract fun createAtomicCounterBuffer(counterCount: Int, session: Session? = Session.active): AtomicCounterBuffer
abstract fun createAtomicCounterBuffer(counterCount: Int, session: Session? = Session.active): AtomicCounterBuffer
abstract fun createAtomicCounterBuffer(counterCount: Int, session: Session? = Session.active): AtomicCounterBuffer
createBufferTexture
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abstract fun createBufferTexture(elementCount: Int, format: ColorFormat, type: ColorType, session: Session? = Session.active): BufferTexture
abstract fun createBufferTexture(elementCount: Int, format: ColorFormat, type: ColorType, session: Session? = Session.active): BufferTexture
abstract fun createBufferTexture(elementCount: Int, format: ColorFormat, type: ColorType, session: Session? = Session.active): BufferTexture
createColorBuffer
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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
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
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
createColorBufferFromArray
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abstract fun createColorBufferFromArray(array: ByteArray, offset: Int = 0, length: Int = 0, name: String? = null, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
abstract fun createColorBufferFromArray(array: ByteArray, offset: Int = 0, length: Int = 0, name: String? = null, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
abstract fun createColorBufferFromArray(array: ByteArray, offset: Int = 0, length: Int = 0, name: String? = null, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
createColorBufferFromBuffer
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abstract fun createColorBufferFromBuffer(buffer: ByteBuffer, name: String? = null, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
createColorBufferFromFile
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abstract fun createColorBufferFromFile(filename: String, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
abstract fun createColorBufferFromFile(filename: String, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
abstract fun createColorBufferFromFile(filename: String, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
createColorBufferFromStream
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abstract fun createColorBufferFromStream(stream: InputStream, name: String? = null, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
createColorBufferFromUrl
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abstract fun createColorBufferFromUrl(url: String, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
abstract fun createColorBufferFromUrl(url: String, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
abstract fun createColorBufferFromUrl(url: String, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
createColorBufferFromUrlSuspend
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abstract suspend fun createColorBufferFromUrlSuspend(url: String, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
abstract suspend fun createColorBufferFromUrlSuspend(url: String, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
abstract suspend fun createColorBufferFromUrlSuspend(url: String, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
createComputeShader
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abstract fun createComputeShader(code: String, name: String, session: Session? = Session.active): ComputeShader
abstract fun createComputeShader(code: String, name: String, session: Session? = Session.active): ComputeShader
abstract fun createComputeShader(code: String, name: String, session: Session? = Session.active): ComputeShader
createCubemap
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abstract fun createCubemap(width: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session? = Session.active): Cubemap
abstract fun createCubemap(width: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session? = Session.active): Cubemap
abstract fun createCubemap(width: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session? = Session.active): Cubemap
createCubemapFromFiles
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abstract fun createCubemapFromFiles(filenames: List<String>, formatHint: ImageFileFormat? = null, session: Session? = Session.active): Cubemap
abstract fun createCubemapFromFiles(filenames: List<String>, formatHint: ImageFileFormat? = null, session: Session? = Session.active): Cubemap
abstract fun createCubemapFromFiles(filenames: List<String>, formatHint: ImageFileFormat? = null, session: Session? = Session.active): Cubemap
createCubemapFromUrls
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abstract fun createCubemapFromUrls(urls: List<String>, formatHint: ImageFileFormat? = null, session: Session? = Session.active): Cubemap
abstract fun createCubemapFromUrls(urls: List<String>, formatHint: ImageFileFormat? = null, session: Session? = Session.active): Cubemap
abstract fun createCubemapFromUrls(urls: List<String>, formatHint: ImageFileFormat? = null, session: Session? = Session.active): Cubemap
createDepthBuffer
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abstract fun createDepthBuffer(width: Int, height: Int, format: DepthFormat, multisample: BufferMultisample = BufferMultisample.Disabled, session: Session? = Session.active): DepthBuffer
abstract fun createDepthBuffer(width: Int, height: Int, format: DepthFormat, multisample: BufferMultisample = BufferMultisample.Disabled, session: Session? = Session.active): DepthBuffer
abstract fun createDepthBuffer(width: Int, height: Int, format: DepthFormat, multisample: BufferMultisample = BufferMultisample.Disabled, session: Session? = Session.active): DepthBuffer
createDrawThread
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abstract fun createDrawThread(session: Session? = Session.active): DrawThread
createDynamicIndexBuffer
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abstract fun createDynamicIndexBuffer(elementCount: Int, type: IndexType, session: Session? = Session.active): IndexBuffer
abstract fun createDynamicIndexBuffer(elementCount: Int, type: IndexType, session: Session? = Session.active): IndexBuffer
abstract fun createDynamicIndexBuffer(elementCount: Int, type: IndexType, session: Session? = Session.active): IndexBuffer
createDynamicVertexBuffer
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abstract fun createDynamicVertexBuffer(format: VertexFormat, vertexCount: Int, session: Session? = Session.active): VertexBuffer
abstract fun createDynamicVertexBuffer(format: VertexFormat, vertexCount: Int, session: Session? = Session.active): VertexBuffer
abstract fun createDynamicVertexBuffer(format: VertexFormat, vertexCount: Int, session: Session? = Session.active): VertexBuffer
createRenderTarget
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abstract fun createRenderTarget(width: Int, height: Int, contentScale: Double = 1.0, multisample: BufferMultisample = BufferMultisample.Disabled, session: Session? = Session.active): RenderTarget
abstract fun createRenderTarget(width: Int, height: Int, contentScale: Double = 1.0, multisample: BufferMultisample = BufferMultisample.Disabled, session: Session? = Session.active): RenderTarget
abstract fun createRenderTarget(width: Int, height: Int, contentScale: Double = 1.0, multisample: BufferMultisample = BufferMultisample.Disabled, session: Session? = Session.active): RenderTarget
createResourceThread
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abstract fun createResourceThread(session: Session? = Session.active, f: () -> Unit): ResourceThread
createShader
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abstract fun createShader(vsCode: String, tcsCode: String?, tesCode: String?, gsCode: String?, fsCode: String, name: String, session: Session? = Session.active): Shader
abstract fun createShader(vsCode: String, tcsCode: String?, tesCode: String?, gsCode: String?, fsCode: String, name: String, session: Session? = Session.active): Shader
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

createShaderStorageBuffer
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abstract fun createShaderStorageBuffer(format: ShaderStorageFormat, session: Session? = Session.active): ShaderStorageBuffer
abstract fun createShaderStorageBuffer(format: ShaderStorageFormat, session: Session? = Session.active): ShaderStorageBuffer
abstract fun createShaderStorageBuffer(format: ShaderStorageFormat, session: Session? = Session.active): ShaderStorageBuffer
createShadeStyleManager
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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
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
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
createStaticVertexBuffer
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abstract fun createStaticVertexBuffer(format: VertexFormat, buffer: Buffer, session: Session? = Session.active): VertexBuffer
createVolumeTexture
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abstract fun createVolumeTexture(width: Int, height: Int, depth: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session? = Session.active): VolumeTexture
abstract fun createVolumeTexture(width: Int, height: Int, depth: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session? = Session.active): VolumeTexture
abstract fun createVolumeTexture(width: Int, height: Int, depth: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session? = Session.active): VolumeTexture
destroyContext
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common
abstract fun destroyContext(context: Long)
drawIndexedInstances
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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)
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)
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)
drawIndexedVertexBuffer
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abstract fun drawIndexedVertexBuffer(shader: Shader, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, indexOffset: Int, indexCount: Int, verticesPerPatch: Int = 0)
abstract fun drawIndexedVertexBuffer(shader: Shader, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, indexOffset: Int, indexCount: Int, verticesPerPatch: Int = 0)
abstract fun drawIndexedVertexBuffer(shader: Shader, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, indexOffset: Int, indexCount: Int, verticesPerPatch: Int = 0)
drawInstances
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abstract fun drawInstances(shader: Shader, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int, instanceOffset: Int, instanceCount: Int, verticesPerPatch: Int = 0)
abstract fun drawInstances(shader: Shader, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int, instanceOffset: Int, instanceCount: Int, verticesPerPatch: Int = 0)
abstract fun drawInstances(shader: Shader, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int, instanceOffset: Int, instanceCount: Int, verticesPerPatch: Int = 0)
drawVertexBuffer
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abstract fun drawVertexBuffer(shader: Shader, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int, verticesPerPatch: Int = 0)
abstract fun drawVertexBuffer(shader: Shader, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int, verticesPerPatch: Int = 0)
abstract fun drawVertexBuffer(shader: Shader, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int, verticesPerPatch: Int = 0)
finish
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common
abstract fun finish()

waits for all drawing to complete

internalShaderResource
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common
abstract fun internalShaderResource(resourceId: String): String
setState
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abstract fun setState(drawStyle: DrawStyle)
abstract fun setState(drawStyle: DrawStyle)
abstract fun setState(drawStyle: DrawStyle)
shaderConfiguration
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common
abstract fun shaderConfiguration(): String

Properties

activeRenderTarget
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abstract val activeRenderTarget: RenderTarget
abstract val activeRenderTarget: RenderTarget
abstract val activeRenderTarget: RenderTarget
contextID
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abstract val contextID: Long
fontImageMapManager
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abstract val fontImageMapManager: FontMapManager
abstract val fontImageMapManager: FontMapManager
abstract val fontImageMapManager: FontMapManager
fontVectorMapManager
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abstract val fontVectorMapManager: FontMapManager
abstract val fontVectorMapManager: FontMapManager
abstract val fontVectorMapManager: FontMapManager
shaderGenerators
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abstract val shaderGenerators: ShaderGenerators
abstract val shaderGenerators: ShaderGenerators
abstract val shaderGenerators: ShaderGenerators
shaderLanguage
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abstract val shaderLanguage: ShaderLanguage
abstract val shaderLanguage: ShaderLanguage
abstract val shaderLanguage: ShaderLanguage