Flutter Impeller
pipelines.h File Reference
#include "impeller/entity/advanced_blend.frag.h"
#include "impeller/entity/advanced_blend.vert.h"
#include "impeller/entity/border_mask_blur.frag.h"
#include "impeller/entity/clip.frag.h"
#include "impeller/entity/clip.vert.h"
#include "impeller/entity/color_matrix_color_filter.frag.h"
#include "impeller/entity/conical_gradient_fill_conical.frag.h"
#include "impeller/entity/conical_gradient_fill_radial.frag.h"
#include "impeller/entity/conical_gradient_fill_strip.frag.h"
#include "impeller/entity/conical_gradient_fill_strip_radial.frag.h"
#include "impeller/entity/conical_gradient_ssbo_fill.frag.h"
#include "impeller/entity/conical_gradient_uniform_fill_conical.frag.h"
#include "impeller/entity/conical_gradient_uniform_fill_radial.frag.h"
#include "impeller/entity/conical_gradient_uniform_fill_strip.frag.h"
#include "impeller/entity/conical_gradient_uniform_fill_strip_radial.frag.h"
#include "impeller/entity/fast_gradient.frag.h"
#include "impeller/entity/fast_gradient.vert.h"
#include "impeller/entity/filter_position.vert.h"
#include "impeller/entity/filter_position_uv.vert.h"
#include "impeller/entity/framebuffer_blend.frag.h"
#include "impeller/entity/framebuffer_blend.vert.h"
#include "impeller/entity/gaussian.frag.h"
#include "impeller/entity/glyph_atlas.frag.h"
#include "impeller/entity/glyph_atlas.vert.h"
#include "impeller/entity/gradient_fill.vert.h"
#include "impeller/entity/line.frag.h"
#include "impeller/entity/line.vert.h"
#include "impeller/entity/linear_gradient_fill.frag.h"
#include "impeller/entity/linear_gradient_ssbo_fill.frag.h"
#include "impeller/entity/linear_gradient_uniform_fill.frag.h"
#include "impeller/entity/linear_to_srgb_filter.frag.h"
#include "impeller/entity/morphology_filter.frag.h"
#include "impeller/entity/porter_duff_blend.frag.h"
#include "impeller/entity/porter_duff_blend.vert.h"
#include "impeller/entity/radial_gradient_fill.frag.h"
#include "impeller/entity/radial_gradient_ssbo_fill.frag.h"
#include "impeller/entity/radial_gradient_uniform_fill.frag.h"
#include "impeller/entity/rrect_blur.frag.h"
#include "impeller/entity/rrect_like_blur.vert.h"
#include "impeller/entity/rsuperellipse_blur.frag.h"
#include "impeller/entity/solid_fill.frag.h"
#include "impeller/entity/solid_fill.vert.h"
#include "impeller/entity/srgb_to_linear_filter.frag.h"
#include "impeller/entity/sweep_gradient_fill.frag.h"
#include "impeller/entity/sweep_gradient_ssbo_fill.frag.h"
#include "impeller/entity/sweep_gradient_uniform_fill.frag.h"
#include "impeller/entity/texture_downsample.frag.h"
#include "impeller/entity/texture_fill.frag.h"
#include "impeller/entity/texture_fill.vert.h"
#include "impeller/entity/texture_fill_strict_src.frag.h"
#include "impeller/entity/texture_uv_fill.vert.h"
#include "impeller/entity/tiled_texture_fill.frag.h"
#include "impeller/entity/vertices_uber_1.frag.h"
#include "impeller/entity/vertices_uber_2.frag.h"
#include "impeller/entity/yuv_to_rgb_filter.frag.h"
#include "impeller/renderer/pipeline.h"

Go to the source code of this file.

Namespaces

 impeller
 

Typedefs

template<typename T >
using impeller::GradientPipelineHandle = RenderPipelineHandle< GradientFillVertexShader, T >
 
using impeller::AdvancedBlendPipelineHandle = RenderPipelineHandle< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::FramebufferBlendPipelineHandle = RenderPipelineHandle< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::BlendColorBurnPipeline = AdvancedBlendPipelineHandle
 
using impeller::BlendColorDodgePipeline = AdvancedBlendPipelineHandle
 
using impeller::BlendColorPipeline = AdvancedBlendPipelineHandle
 
using impeller::BlendDarkenPipeline = AdvancedBlendPipelineHandle
 
using impeller::BlendDifferencePipeline = AdvancedBlendPipelineHandle
 
using impeller::BlendExclusionPipeline = AdvancedBlendPipelineHandle
 
using impeller::BlendHardLightPipeline = AdvancedBlendPipelineHandle
 
using impeller::BlendHuePipeline = AdvancedBlendPipelineHandle
 
using impeller::BlendLightenPipeline = AdvancedBlendPipelineHandle
 
using impeller::BlendLuminosityPipeline = AdvancedBlendPipelineHandle
 
using impeller::BlendMultiplyPipeline = AdvancedBlendPipelineHandle
 
using impeller::BlendOverlayPipeline = AdvancedBlendPipelineHandle
 
using impeller::BlendSaturationPipeline = AdvancedBlendPipelineHandle
 
using impeller::BlendScreenPipeline = AdvancedBlendPipelineHandle
 
using impeller::BlendSoftLightPipeline = AdvancedBlendPipelineHandle
 
using impeller::BorderMaskBlurPipeline = RenderPipelineHandle< FilterPositionUvVertexShader, BorderMaskBlurFragmentShader >
 
using impeller::ClipPipeline = RenderPipelineHandle< ClipVertexShader, ClipFragmentShader >
 
using impeller::ColorMatrixColorFilterPipeline = RenderPipelineHandle< FilterPositionUvVertexShader, ColorMatrixColorFilterFragmentShader >
 
using impeller::ConicalGradientFillConicalPipeline = GradientPipelineHandle< ConicalGradientFillConicalFragmentShader >
 
using impeller::ConicalGradientFillRadialPipeline = GradientPipelineHandle< ConicalGradientFillRadialFragmentShader >
 
using impeller::ConicalGradientFillStripPipeline = GradientPipelineHandle< ConicalGradientFillStripFragmentShader >
 
using impeller::ConicalGradientFillStripRadialPipeline = GradientPipelineHandle< ConicalGradientFillStripRadialFragmentShader >
 
using impeller::ConicalGradientSSBOFillPipeline = GradientPipelineHandle< ConicalGradientSsboFillFragmentShader >
 
using impeller::ConicalGradientUniformFillConicalPipeline = GradientPipelineHandle< ConicalGradientUniformFillConicalFragmentShader >
 
using impeller::ConicalGradientUniformFillRadialPipeline = GradientPipelineHandle< ConicalGradientUniformFillRadialFragmentShader >
 
using impeller::ConicalGradientUniformFillStripPipeline = GradientPipelineHandle< ConicalGradientUniformFillStripFragmentShader >
 
using impeller::ConicalGradientUniformFillStripRadialPipeline = GradientPipelineHandle< ConicalGradientUniformFillStripRadialFragmentShader >
 
using impeller::FastGradientPipeline = RenderPipelineHandle< FastGradientVertexShader, FastGradientFragmentShader >
 
using impeller::FramebufferBlendColorBurnPipeline = FramebufferBlendPipelineHandle
 
using impeller::FramebufferBlendColorDodgePipeline = FramebufferBlendPipelineHandle
 
using impeller::FramebufferBlendColorPipeline = FramebufferBlendPipelineHandle
 
using impeller::FramebufferBlendDarkenPipeline = FramebufferBlendPipelineHandle
 
using impeller::FramebufferBlendDifferencePipeline = FramebufferBlendPipelineHandle
 
using impeller::FramebufferBlendExclusionPipeline = FramebufferBlendPipelineHandle
 
using impeller::FramebufferBlendHardLightPipeline = FramebufferBlendPipelineHandle
 
using impeller::FramebufferBlendHuePipeline = FramebufferBlendPipelineHandle
 
using impeller::FramebufferBlendLightenPipeline = FramebufferBlendPipelineHandle
 
using impeller::FramebufferBlendLuminosityPipeline = FramebufferBlendPipelineHandle
 
using impeller::FramebufferBlendMultiplyPipeline = FramebufferBlendPipelineHandle
 
using impeller::FramebufferBlendOverlayPipeline = FramebufferBlendPipelineHandle
 
using impeller::FramebufferBlendSaturationPipeline = FramebufferBlendPipelineHandle
 
using impeller::FramebufferBlendScreenPipeline = FramebufferBlendPipelineHandle
 
using impeller::FramebufferBlendSoftLightPipeline = FramebufferBlendPipelineHandle
 
using impeller::GaussianBlurPipeline = RenderPipelineHandle< FilterPositionUvVertexShader, GaussianFragmentShader >
 
using impeller::GlyphAtlasPipeline = RenderPipelineHandle< GlyphAtlasVertexShader, GlyphAtlasFragmentShader >
 
using impeller::LinePipeline = RenderPipelineHandle< LineVertexShader, LineFragmentShader >
 
using impeller::LinearGradientFillPipeline = GradientPipelineHandle< LinearGradientFillFragmentShader >
 
using impeller::LinearGradientSSBOFillPipeline = GradientPipelineHandle< LinearGradientSsboFillFragmentShader >
 
using impeller::LinearGradientUniformFillPipeline = GradientPipelineHandle< LinearGradientUniformFillFragmentShader >
 
using impeller::LinearToSrgbFilterPipeline = RenderPipelineHandle< FilterPositionVertexShader, LinearToSrgbFilterFragmentShader >
 
using impeller::MorphologyFilterPipeline = RenderPipelineHandle< FilterPositionUvVertexShader, MorphologyFilterFragmentShader >
 
using impeller::PorterDuffBlendPipeline = RenderPipelineHandle< PorterDuffBlendVertexShader, PorterDuffBlendFragmentShader >
 
using impeller::RadialGradientFillPipeline = GradientPipelineHandle< RadialGradientFillFragmentShader >
 
using impeller::RadialGradientSSBOFillPipeline = GradientPipelineHandle< RadialGradientSsboFillFragmentShader >
 
using impeller::RadialGradientUniformFillPipeline = GradientPipelineHandle< RadialGradientUniformFillFragmentShader >
 
using impeller::RRectBlurPipeline = RenderPipelineHandle< RrectLikeBlurVertexShader, RrectBlurFragmentShader >
 
using impeller::RSuperellipseBlurPipeline = RenderPipelineHandle< RrectLikeBlurVertexShader, RsuperellipseBlurFragmentShader >
 
using impeller::SolidFillPipeline = RenderPipelineHandle< SolidFillVertexShader, SolidFillFragmentShader >
 
using impeller::SrgbToLinearFilterPipeline = RenderPipelineHandle< FilterPositionVertexShader, SrgbToLinearFilterFragmentShader >
 
using impeller::SweepGradientFillPipeline = GradientPipelineHandle< SweepGradientFillFragmentShader >
 
using impeller::SweepGradientSSBOFillPipeline = GradientPipelineHandle< SweepGradientSsboFillFragmentShader >
 
using impeller::SweepGradientUniformFillPipeline = GradientPipelineHandle< SweepGradientUniformFillFragmentShader >
 
using impeller::TextureDownsamplePipeline = RenderPipelineHandle< TextureFillVertexShader, TextureDownsampleFragmentShader >
 
using impeller::TexturePipeline = RenderPipelineHandle< TextureFillVertexShader, TextureFillFragmentShader >
 
using impeller::TextureStrictSrcPipeline = RenderPipelineHandle< TextureFillVertexShader, TextureFillStrictSrcFragmentShader >
 
using impeller::TiledTexturePipeline = RenderPipelineHandle< TextureUvFillVertexShader, TiledTextureFillFragmentShader >
 
using impeller::VerticesUber1Shader = RenderPipelineHandle< PorterDuffBlendVertexShader, VerticesUber1FragmentShader >
 
using impeller::VerticesUber2Shader = RenderPipelineHandle< PorterDuffBlendVertexShader, VerticesUber2FragmentShader >
 
using impeller::YUVToRGBFilterPipeline = RenderPipelineHandle< FilterPositionVertexShader, YuvToRgbFilterFragmentShader >