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
disposemeans 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