gpu library
Flutter GPU is a low level API for building rendering packages from scratch.
To use, first add an SDK dependency in your pubspec.yaml file:
dependencies:
flutter_gpu:
sdk: flutter
And then add an import statement in your Dart files:
import `package:flutter_gpu/gpu.dart`;
See also:
Classes
- BufferView
-
A reference to a byte range within a GPU-resident
Buffer. - ColorAttachment
- ColorBlendEquation
- CommandBuffer
- DepthRange
- DepthStencilAttachment
- DeviceBuffer
- DeviceBuffer is a region of memory allocated on the device heap (GPU-resident memory).
- GpuContext
- A handle to a graphics context. Used to create and manage GPU resources.
- GpuImageSurface
- A pool of presentable Flutter GPU render targets drawn by Flutter as a ui.Image.
- GpuImageSurfaceFrame
- A writable frame acquired from a GpuImageSurface.
- GpuSurface
- A presentable Flutter GPU render target.
- GpuSurfaceFrame
- A writable frame acquired from a GpuSurface.
- HostBuffer
- HostBuffer is a bump allocator that managed a DeviceBuffer block list.
- RenderPass
- RenderPipeline
- RenderTarget
- SamplerOptions
- Scissor
- Shader
- ShaderLibrary
- StencilConfig
- Texture
- TextureDestinationRegion
- The upper-left destination of a texture-to-texture copy.
- TextureRegion
- A rectangular region within a Texture.
- UniformSlot
- VertexAttribute
- Describes a single vertex attribute: which shader input it feeds (by name), its byte offset within the owning vertex buffer's element, and its format.
- VertexBuffer
- Describes one vertex buffer slot: its per-element stride, step mode, and the attributes that are read from it.
- VertexLayout
- A complete vertex input layout: zero or more vertex buffer slots and the attributes that read from each one.
- Viewport
Enums
- BlendFactor
- A coefficient that scales one input to the blend equation.
- BlendOperation
- The operator that combines the scaled source and destination values in the blend equation.
- CompareFunction
- The comparison applied between a new value and the value already stored in the depth or stencil buffer.
- CullMode
- Which triangle faces, if any, are discarded before rasterization.
- GpuPresentStatus
- The result of presenting a GpuSurfaceFrame.
- IndexType
- The width of each element in an index buffer.
- LoadAction
- What happens to the contents of an attachment's Texture when a render pass begins.
- MinMagFilter
- How a Texture is sampled when it is minified or magnified to fit the area being drawn.
- MipFilter
- How samples are selected and filtered between the mipmap levels of a Texture.
- PixelFormat
- The memory layout of the texels in a Texture.
- PolygonMode
- How triangles are rasterized: as filled areas or as outlines.
- PrimitiveType
- How a sequence of vertices is assembled into primitives to be rasterized.
- SamplerAddressMode
-
How texture coordinates outside the range
[0, 1]are mapped back onto a Texture when sampling. - ShaderStage
- A programmable stage of the render pipeline that a Shader runs in.
- StencilFace
- StencilOperation
- The operation performed on the value in the stencil buffer based on the outcome of the stencil and depth tests.
- StorageMode
- Specifies where an allocation resides and how it may be used.
- StoreAction
- What happens to the contents of an attachment's Texture when a render pass ends.
- TextureCompressionFamily
- The family of a block-compressed pixel format. Hardware support for compressed formats is granted on a per-family basis.
- TextureType
- The kind of a Texture, which determines its dimensionality and how it is sampled.
- VertexFormat
- The format of a single vertex attribute.
- VertexStepMode
- Controls how a VertexBuffer advances through its elements while drawing.
- WindingOrder
- The vertex winding direction that defines the front face of a triangle.
Extensions
- PixelFormatProperties on PixelFormat
- Block-geometry and family queries for PixelFormat.
Properties
- gpuContext → GpuContext
-
The default graphics context.
final
Typedefs
-
CompletionCallback<
T> = void Function(bool success)