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
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actual abstract fun createArrayCubemap( width: Int, layers: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session?): ArrayCubemap
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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
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actual abstract fun createArrayTexture( width: Int, height: Int, layers: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session?): ArrayTexture
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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
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actual abstract fun createAtomicCounterBuffer(counterCount: Int, session: Session?): AtomicCounterBuffer
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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
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actual abstract fun createBufferTexture( elementCount: Int, format: ColorFormat, type: ColorType, session: Session?): BufferTexture
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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
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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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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 createColorBufferFromArray( array: ByteArray, offset: Int = 0, length: Int = 0, name: String? = null, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
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actual abstract fun createColorBufferFromArray( array: ByteArray, offset: Int, length: Int, name: String?, formatHint: ImageFileFormat?, session: Session?): ColorBuffer
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actual abstract fun createColorBufferFromArray( array: ByteArray, offset: Int, length: Int, name: String?, formatHint: ImageFileFormat?, session: Session?): ColorBuffer
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abstract fun createColorBufferFromBuffer( buffer: ByteBuffer, name: String? = null, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
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expect abstract fun createColorBufferFromFile( filename: String, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
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actual abstract fun createColorBufferFromFile( filename: String, formatHint: ImageFileFormat?, session: Session?): ColorBuffer
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actual abstract fun createColorBufferFromFile( filename: String, formatHint: ImageFileFormat?, session: Session?): ColorBuffer
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abstract fun createColorBufferFromStream( stream: InputStream, name: String? = null, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
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expect abstract fun createColorBufferFromUrl( url: String, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
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actual abstract fun createColorBufferFromUrl( url: String, formatHint: ImageFileFormat?, session: Session?): ColorBuffer
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actual abstract fun createColorBufferFromUrl( url: String, formatHint: ImageFileFormat?, session: Session?): ColorBuffer
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expect abstract suspend fun createColorBufferFromUrlSuspend( url: String, formatHint: ImageFileFormat? = null, session: Session? = Session.active): ColorBuffer
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actual abstract suspend fun createColorBufferFromUrlSuspend( url: String, formatHint: ImageFileFormat?, session: Session?): ColorBuffer
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actual abstract suspend fun createColorBufferFromUrlSuspend( url: String, formatHint: ImageFileFormat?, session: Session?): ColorBuffer
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expect abstract fun createComputeShader( code: String, name: String, session: Session? = Session.active): ComputeShader
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actual abstract fun createComputeShader( code: String, name: String, session: Session?): ComputeShader
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actual abstract fun createComputeShader( code: String, name: String, session: Session?): ComputeShader
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expect abstract fun createCubemap( width: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session? = Session.active): Cubemap
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actual abstract fun createCubemap( width: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session?): Cubemap
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actual abstract fun createCubemap( width: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session?): Cubemap
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expect abstract fun createCubemapFromFiles( filenames: List<String>, formatHint: ImageFileFormat? = null, session: Session? = Session.active): Cubemap
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actual abstract fun createCubemapFromFiles( filenames: List<String>, formatHint: ImageFileFormat?, session: Session?): Cubemap
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actual abstract fun createCubemapFromFiles( filenames: List<String>, formatHint: ImageFileFormat?, session: Session?): Cubemap
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expect abstract fun createCubemapFromUrls( urls: List<String>, formatHint: ImageFileFormat? = null, session: Session? = Session.active): Cubemap
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actual abstract fun createCubemapFromUrls( urls: List<String>, formatHint: ImageFileFormat?, session: Session?): Cubemap
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actual abstract fun createCubemapFromUrls( urls: List<String>, formatHint: ImageFileFormat?, 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
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actual abstract fun createDepthBuffer( width: Int, height: Int, format: DepthFormat, multisample: BufferMultisample, session: Session?): DepthBuffer
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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
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actual abstract fun createDynamicIndexBuffer( elementCount: Int, type: IndexType, session: Session?): IndexBuffer
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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
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actual abstract fun createDynamicVertexBuffer( format: VertexFormat, vertexCount: Int, session: Session?): VertexBuffer
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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
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actual abstract fun createRenderTarget( width: Int, height: Int, contentScale: Double, multisample: BufferMultisample, session: Session?): RenderTarget
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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
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Create a shader from code
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expect abstract fun createShaderStorageBuffer(format: ShaderStorageFormat, session: Session? = Session.active): ShaderStorageBuffer
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actual abstract fun createShaderStorageBuffer(format: ShaderStorageFormat, session: Session?): ShaderStorageBuffer
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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
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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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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
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actual abstract fun createVolumeTexture( width: Int, height: Int, depth: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session?): VolumeTexture
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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)
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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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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)
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actual abstract fun drawIndexedVertexBuffer( shader: Shader, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, indexOffset: Int, indexCount: Int, verticesPerPatch: Int)
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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)
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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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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)
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actual abstract fun drawVertexBuffer( shader: Shader, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int, verticesPerPatch: Int)
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actual abstract fun drawVertexBuffer( shader: Shader, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int, verticesPerPatch: Int)
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