CapturedDraw class Debugging and profiling

One draw call issued during a captured pass, with what the encoder knew about it and the uniform bytes emplaced since the previous draw.

Constructors

CapturedDraw({required int passIndex, required int order, required DrawPhase phase, required int vertexCount, required int instanceCount, required bool indexed, required int batchedItems, required BatchBreakReason batchBreak, required List<CapturedUniformBlock> uniformBlocks, String? nodePath, String? materialType, String? materialSource, Shader? vertexShader, Shader? fragmentShader, int? pipelineId, String? geometryType, String? vertexShaderName, String? fragmentShaderName})
CapturedDraw.fromJson(Map<String, Object?> json)
Rebuilds a draw from toJson output. Shader objects are not restored; their names are.
factory

Properties

batchBreak → BatchBreakReason
Why the opaque run this draw ended did not continue.
final
batchedItems → int
Scene nodes merged into this draw, or 1.
final
fragmentShader → Shader?
final
fragmentShaderName → String?
no setter
geometryType → String?
final
hashCode → int
The hash code for this object.
no setterinherited
indexed → bool
final
instanceCount → int
final
materialSource → String?
The .fmat path for a preprocessed material.
final
materialType → String?
final
nodePath → String?
Slash-joined node names from the scene root, when a node drew.
final
order → int
Position among the pass's draws, from zero.
final
passIndex → int
final
phase → DrawPhase
final
pipelineId → int?
Identity of the bound pipeline, shared by draws that used the same one.
final
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited
triangles → int
Triangles this draw rasterizes, assuming a triangle list.
no setter
uniformBlocks → List<CapturedUniformBlock>
Uniform blocks emplaced between the previous draw and this one, in emplacement order. Bindings the encoder kept from an earlier draw do not reappear.
final
vertexCount → int
Vertices (or indices, when indexed) per instance.
final
vertexShader → Shader?
final
vertexShaderName → String?
The vertex shader's bundle entry name, once its bundle reflection has loaded (or as serialized).
no setter

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toJson({bool includeUniformBytes = false}) → Map<String, Object?>
includeUniformBytes adds each block's packed bytes, so a loaded capture keeps them.
toString() → String
A string representation of this object.
inherited

Operators

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