The backends a shader can be built for at run time, by the names a plugin manifest and RuntimeShaders use for them.
Aliases of BackendId, since 1.0.0-rc.2. These were strings of
their own beside the device's id, the manifest's names and a compiler's
target, with their own table of spellings; each constant here is now the
BackendId of the same name, and normalize is BackendId.normalize.
New code names BackendId directly.
Properties
- hashCode → int
-
The hash code for this object.
no setterinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
Methods
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited
Static Methods
Constants
- cpu → const BackendId
- The software rasteriser: a material runs as its own source, evaluated in Dart, so it needs nothing compiled.
- impeller → const BackendId
-
Impeller: runs what
impellerccompiled ahead of time. - webgl → const BackendId
- WebGL2: the browser compiles GLSL ES 3.00 when the program links, and the translation to it is text in, text out.
- webgpu → const BackendId
- WebGPU: reads WGSL. The build makes it with glslang and naga; at run time a material is spliced into the engine's own compiled stage — see spliceMaterialWgsl.