DriverWebGL

Constructors

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constructor(context: WebGL2RenderingContext)

Types

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data class Capabilities(    val instancedArrays: Boolean,     val standardDerivatives: Boolean,     val halfFloatTextures: Boolean,     val floatTextures: Boolean,     val colorBufferHalfFloat: Boolean,     val colorBufferFloat: Boolean,     val halfFloatTexturesLinear: Boolean,     val floatTexturesLinear: Boolean,     val drawBuffers: Boolean,     val depthTexture: Boolean)
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inner class Extensions
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data class ShaderVertexDescription(val shader: Int, val vertexBuffers: IntArray, val instanceAttributeBuffers: IntArray)

Properties

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open override val contextID: Long
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open override val properties: DriverProperties
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open override val shaderLanguage: ShaderLanguage

Functions

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open override fun clear(color: ColorRGBa)
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open override fun createArrayCubemap(width: Int, layers: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session?): ArrayCubemap
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open override fun createArrayTexture(    width: Int,     height: Int,     layers: Int,     format: ColorFormat,     type: ColorType,     levels: Int,     session: Session?): ArrayTexture
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open override fun createAtomicCounterBuffer(counterCount: Int, session: Session?): AtomicCounterBuffer
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open override fun createBufferTexture(elementCount: Int, format: ColorFormat, type: ColorType, session: Session?): BufferTexture
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open override fun createColorBuffer(    width: Int,     height: Int,     contentScale: Double,     format: ColorFormat,     type: ColorType,     multisample: BufferMultisample,     levels: Int,     session: Session?): ColorBuffer
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open override fun createComputeShader(code: String, name: String, session: Session?): ComputeShader
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open override fun createCubemap(width: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session?): Cubemap
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open override fun createDepthBuffer(width: Int, height: Int, format: DepthFormat, multisample: BufferMultisample, session: Session?): DepthBuffer
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open override fun createDynamicIndexBuffer(elementCount: Int, type: IndexType, session: Session?): IndexBuffer
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open override fun createDynamicVertexBuffer(format: VertexFormat, vertexCount: Int, session: Session?): VertexBuffer
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open override fun createRenderTarget(    width: Int,     height: Int,     contentScale: Double,     multisample: BufferMultisample,     session: Session?): RenderTargetWebGL
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open override fun createShader(    vsCode: String,     tcsCode: String?,     tesCode: String?,     gsCode: String?,     fsCode: String,     name: String,     session: Session?): Shader
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open override 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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open override fun createVolumeTexture(    width: Int,     height: Int,     depth: Int,     format: ColorFormat,     type: ColorType,     levels: Int,     session: Session?): VolumeTexture
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open override fun destroyContext(context: Long)
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open override 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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open override fun drawIndexedVertexBuffer(    shader: Shader,     indexBuffer: IndexBuffer,     vertexBuffers: List<VertexBuffer>,     drawPrimitive: DrawPrimitive,     indexOffset: Int,     indexCount: Int,     verticesPerPatch: Int)
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open override 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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open override fun drawVertexBuffer(    shader: Shader,     vertexBuffers: List<VertexBuffer>,     drawPrimitive: DrawPrimitive,     vertexOffset: Int,     vertexCount: Int,     verticesPerPatch: Int)
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open override fun finish()
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open override fun internalShaderResource(resourceId: String): String
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open override fun setState(drawStyle: DrawStyle)
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open override fun shaderConfiguration(type: ShaderType): String