PipelineHandle class final

A vertex and a fragment stage, linked into something that can be bound.

Deliberately not a description of pipeline state. On this backend cull mode, winding, depth compare and blend are pass state and are set per draw; a pipeline is exactly the pair of stages. A backend that needs the state baked in — Vulkan does — has to fold it in on its own side, and this is one of the places that will strain. See the note on CommandEncoder.

Properties

backend → Object
The backend's own pipeline object. See TextureHandle.backend.
final
hashCode → int
The hash code for this object.
no setterinherited
isDisposed → bool
Whether dispose has run.
no setter
name → String
vertex+fragment, for profiling and for a fake to be asserted against.
final
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited

Methods

dispose() → void
Gives this back to the device that made it, once: what dispose means on every handle. A second call is a mistake: an assertion in a debug build, nothing in a release one. A handle a backend made without naming its device (a test's fake, a view) has nothing to give back, and is not checked.
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() → String
A string representation of this object.
override

Operators

operator ==(Object other) → bool
The equality operator.
inherited