DriverWebGL
Types
Link copied to clipboard
data class Capabilities(val srgb: Boolean, val colorBufferFloat: Boolean, val floatTexturesLinear: Boolean, val multiDraw: Boolean)
Link copied to clipboard
Link copied to clipboard
data class ShaderVertexDescription(val context: WebGL2RenderingContext, val shader: Int, val vertexBuffers: IntArray, val instanceAttributeBuffers: IntArray)
Properties
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
WebGL contexts do not share resources, every canvas has its own context
Functions
Link copied to clipboard
open override fun createArrayCubemap(width: Int, layers: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session?): ArrayCubemap
Link copied to clipboard
open override fun createArrayTexture(width: Int, height: Int, layers: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session?): ArrayTexture
Link copied to clipboard
open override fun createAtomicCounterBuffer(counterCount: Int, session: Session?): AtomicCounterBuffer
Link copied to clipboard
open override fun createBufferTexture(elementCount: Int, format: ColorFormat, type: ColorType, session: Session?): BufferTexture
Link copied to clipboard
open override fun createColorBuffer(width: Int, height: Int, contentScale: Double, format: ColorFormat, type: ColorType, multisample: BufferMultisample, levels: Int, session: Session?): ColorBuffer
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open override fun createCubemap(width: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session?): Cubemap
Link copied to clipboard
open override fun createDepthBuffer(width: Int, height: Int, format: DepthFormat, multisample: BufferMultisample, session: Session?): DepthBuffer
Link copied to clipboard
open override fun createDynamicIndexBuffer(elementCount: Int, type: IndexType, session: Session?): IndexBuffer
Link copied to clipboard
open override fun createDynamicVertexBuffer(format: VertexFormat, vertexCount: Int, session: Session?): VertexBuffer
Link copied to clipboard
open override fun createIndexedCommand(vertexCount: UInt, instanceCount: UInt, firstIndex: UInt, baseVertex: Int, baseInstance: UInt): IndexedCommand
Link copied to clipboard
open override fun createIndexedCommandBuffer(size: UInt, session: Session?): CommandBuffer<IndexedCommand>
Link copied to clipboard
open override fun createRenderTarget(width: Int, height: Int, contentScale: Double, multisample: BufferMultisample, session: Session?): RenderTargetWebGL
Link copied to clipboard
Link copied to clipboard
open override fun createShaderStorageBuffer(format: ShaderStorageFormat, session: Session?): ShaderStorageBuffer
Link copied to clipboard
open override fun createShadeStyleManager(name: String, vsGenerator: (ShadeStructure) -> String, tcsGenerator: (ShadeStructure) -> String?, tesGenerator: (ShadeStructure) -> String?, gsGenerator: (ShadeStructure) -> String?, fsGenerator: (ShadeStructure) -> String, session: Session?): ShadeStyleManager
Link copied to clipboard
open override fun createVolumeTexture(width: Int, height: Int, depth: Int, format: ColorFormat, type: ColorType, levels: Int, session: Session?): VolumeTexture
Link copied to clipboard
Link copied to clipboard
open override fun drawCommandBuffer(shader: Shader, commandBuffer: CommandBuffer<Command>, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, primitiveType: DrawPrimitive, commandCount: Int, commandBufferIndex: Int)
Link copied to clipboard
open override fun drawIndexedCommandBuffer(shader: Shader, indexBuffer: IndexBuffer, commandBuffer: CommandBuffer<IndexedCommand>, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, primitiveType: DrawPrimitive, commandCount: Int, commandBufferIndex: Int)
Link copied to clipboard
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)
Link copied to clipboard
open override fun drawIndexedVertexBuffer(shader: Shader, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, indexOffset: Int, indexCount: Int, verticesPerPatch: Int)
Link copied to clipboard
open override fun drawInstances(shader: Shader, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int, instanceOffset: Int, instanceCount: Int, verticesPerPatch: Int)
Link copied to clipboard
open override fun drawVertexBuffer(shader: Shader, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int, verticesPerPatch: Int)
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard