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

Functions

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expect abstract fun clear(color: ColorRGBa)
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
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
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
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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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
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

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

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