RuntimeBackends class abstract final

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

normalize(String? backend) → BackendId?
backend as a backend id, by BackendId.normalize: one of the engine's own by its id or its device's name in any case (WebGL2, webgl2 and webgl are one backend), and any other name exactly as written. Null stays null.

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 impellerc compiled 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.