errors property
What the device refused after the call that asked, and survived — since 1.0.0-rc.1.
For an API that answers late. WebGPU hands a pipeline, a texture or
a submit back at once and says whether it accepted it later, through an
error scope or uncapturederror; a synchronous call has already
returned by then. Each such verdict is a DeviceError here, at the
earliest point after it arrives, carrying the typed refusal the call
would have thrown (DeviceError.exception). A refusal the device does
not survive is a DeviceLoss on lost instead, never both: the loss is
the news, and the refusals before it its echo.
Empty by default, which is the whole of it on a backend whose every refusal is thrown from the call (the software rasteriser, WebGL2, Impeller). beginFrame never throws one of these.
Implementation
Stream<DeviceError> get errors => const Stream<DeviceError>.empty();