texture property
Texture?
get
texture
The most recently completed frame, or null before the first render.
The returned object changes identity across frames (the ring advances), so hold the RenderTexture and re-read this when drawing rather than caching the result. While this target's own producing view is being encoded, this still returns the previous frame, which is what makes self-sampling read one frame stale instead of forming a feedback loop (see the class doc).
Implementation
gpu.Texture? get texture => _latest;