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Within LTS Haskell 24.31 (ghc-9.10.3)
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effectful-core Effectful.State.Dynamic Run the State effect with the given initial state and return the final state, discarding the final value (via Effectful.State.Static.Shared).
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effectful-core Effectful.State.Dynamic Run the State effect with the given initial state and return the final value along with the final state (via Effectful.State.Static.Shared).
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effectful-core Effectful.Writer.Dynamic Run the Writer effect and return the final output, discarding the final value (via Effectful.Writer.Static.Shared).
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effectful-core Effectful.Writer.Dynamic Run the Writer effect and return the final value along with the final output (via Effectful.Writer.Static.Shared).
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gi-gdk3 GI.Gdk.Objects.GLContext Construct a GValueConstruct with valid value for the “shared-context” property. This is rarely needed directly, but it is used by new.
gLContextGetSharedContext :: (HasCallStack, MonadIO m, IsGLContext a) => a -> m (Maybe GLContext)gi-gdk3 GI.Gdk.Objects.GLContext Retrieves the GLContext that this context share data with. Since: 3.16
getGLContextSharedContext :: (MonadIO m, IsGLContext o) => o -> m (Maybe GLContext)gi-gdk3 GI.Gdk.Objects.GLContext Get the value of the “shared-context” property. When overloading is enabled, this is equivalent to
get gLContext #sharedContext
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gi-gdk4 GI.Gdk.Objects.GLContext Construct a GValueConstruct with valid value for the “shared-context” property. This is rarely needed directly, but it is used by new.
gLContextGetSharedContext :: (HasCallStack, MonadIO m, IsGLContext a) => a -> m (Maybe GLContext)gi-gdk4 GI.Gdk.Objects.GLContext Deprecated: (Since version 4.4)Use gLContextIsShared to check if contextscan be shared.
gLContextIsShared :: (HasCallStack, MonadIO m, IsGLContext a, IsGLContext b) => a -> b -> m Boolgi-gdk4 GI.Gdk.Objects.GLContext Checks if the two GL contexts can share resources. When they can, the texture IDs from other can be used in self. This is particularly useful when passing GdkGLTexture objects between different contexts. Contexts created for the same display with the same properties will always be compatible, even if they are created for different surfaces. For other contexts it depends on the GL backend. Both contexts must be realized for this check to succeed. If either one is not, this function will return False. Since: 4.4