FieldPass class final
Two targets, a current one, and the kernels that step between them.
Constructors
- FieldPass(GraphicsDevice device, RenderTargetSpec spec)
Properties
- current → TextureHandle
-
The field as it stands: the target the last step wrote, or the first
one before any step has run. Sample it, draw into it to set a start, or
read it back.
no setter
- device → GraphicsDevice
-
final
- hashCode → int
-
The hash code for this object.
no setterinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- spec → RenderTargetSpec
-
Both targets' size, format and storage. A field worth stepping is
usually
r16g16b16a16Floatorr32g32b32a32Float.final - steps ↔ int
-
How many steps have run.
getter/setter pair
Methods
-
dispose(
) → void - Releases both targets.
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
step(
ShaderHandle kernel, {void bind(PassEncoder pass)?, String label = 'field step'}) → void -
One step:
kernelreadsfield_texture— current, sampled nearest and clamped — and writes every texel of the other target, which becomes current.bindbinds whatever else the kernel declares. -
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited