Flutter Impeller
content_context.h File Reference
#include <initializer_list>
#include <memory>
#include <optional>
#include <unordered_map>
#include "flutter/fml/build_config.h"
#include "flutter/fml/logging.h"
#include "flutter/fml/status_or.h"
#include "impeller/base/validation.h"
#include "impeller/core/formats.h"
#include "impeller/core/host_buffer.h"
#include "impeller/entity/entity.h"
#include "impeller/renderer/capabilities.h"
#include "impeller/renderer/command_buffer.h"
#include "impeller/renderer/pipeline.h"
#include "impeller/renderer/pipeline_descriptor.h"
#include "impeller/renderer/render_target.h"
#include "impeller/typographer/typographer_context.h"
#include "impeller/entity/blend.frag.h"
#include "impeller/entity/blend.vert.h"
#include "impeller/entity/border_mask_blur.frag.h"
#include "impeller/entity/border_mask_blur.vert.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/color_matrix_color_filter.vert.h"
#include "impeller/entity/conical_gradient_fill.frag.h"
#include "impeller/entity/glyph_atlas.frag.h"
#include "impeller/entity/glyph_atlas.vert.h"
#include "impeller/entity/glyph_atlas_color.frag.h"
#include "impeller/entity/gradient_fill.vert.h"
#include "impeller/entity/linear_gradient_fill.frag.h"
#include "impeller/entity/linear_to_srgb_filter.frag.h"
#include "impeller/entity/linear_to_srgb_filter.vert.h"
#include "impeller/entity/morphology_filter.frag.h"
#include "impeller/entity/morphology_filter.vert.h"
#include "impeller/entity/points.comp.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/rrect_blur.frag.h"
#include "impeller/entity/rrect_blur.vert.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/srgb_to_linear_filter.vert.h"
#include "impeller/entity/sweep_gradient_fill.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/tiled_texture_fill.frag.h"
#include "impeller/entity/uv.comp.h"
#include "impeller/entity/vertices.frag.h"
#include "impeller/entity/yuv_to_rgb_filter.frag.h"
#include "impeller/entity/yuv_to_rgb_filter.vert.h"
#include "impeller/entity/gaussian_blur.vert.h"
#include "impeller/entity/gaussian_blur_noalpha_decal.frag.h"
#include "impeller/entity/gaussian_blur_noalpha_nodecal.frag.h"
#include "impeller/entity/kernel_decal.frag.h"
#include "impeller/entity/kernel_nodecal.frag.h"
#include "impeller/entity/position_color.vert.h"
#include "impeller/typographer/glyph_atlas.h"
#include "impeller/entity/conical_gradient_ssbo_fill.frag.h"
#include "impeller/entity/linear_gradient_ssbo_fill.frag.h"
#include "impeller/entity/radial_gradient_ssbo_fill.frag.h"
#include "impeller/entity/sweep_gradient_ssbo_fill.frag.h"
#include "impeller/entity/advanced_blend.frag.h"
#include "impeller/entity/advanced_blend.vert.h"
#include "impeller/entity/framebuffer_blend.frag.h"
#include "impeller/entity/framebuffer_blend.vert.h"

Go to the source code of this file.

Classes

struct  impeller::PendingCommandBuffers
 
struct  impeller::ContentContextOptions
 
struct  impeller::ContentContextOptions::Hash
 
struct  impeller::ContentContextOptions::Equal
 
class  impeller::ContentContext
 
struct  impeller::ContentContext::RuntimeEffectPipelineKey::Hash
 
struct  impeller::ContentContext::RuntimeEffectPipelineKey::Equal
 

Namespaces

 impeller
 

Typedefs

using impeller::LinearGradientFillPipeline = RenderPipelineT< GradientFillVertexShader, LinearGradientFillFragmentShader >
 
using impeller::SolidFillPipeline = RenderPipelineT< SolidFillVertexShader, SolidFillFragmentShader >
 
using impeller::RadialGradientFillPipeline = RenderPipelineT< GradientFillVertexShader, RadialGradientFillFragmentShader >
 
using impeller::ConicalGradientFillPipeline = RenderPipelineT< GradientFillVertexShader, ConicalGradientFillFragmentShader >
 
using impeller::SweepGradientFillPipeline = RenderPipelineT< GradientFillVertexShader, SweepGradientFillFragmentShader >
 
using impeller::LinearGradientSSBOFillPipeline = RenderPipelineT< GradientFillVertexShader, LinearGradientSsboFillFragmentShader >
 
using impeller::ConicalGradientSSBOFillPipeline = RenderPipelineT< GradientFillVertexShader, ConicalGradientSsboFillFragmentShader >
 
using impeller::RadialGradientSSBOFillPipeline = RenderPipelineT< GradientFillVertexShader, RadialGradientSsboFillFragmentShader >
 
using impeller::SweepGradientSSBOFillPipeline = RenderPipelineT< GradientFillVertexShader, SweepGradientSsboFillFragmentShader >
 
using impeller::RRectBlurPipeline = RenderPipelineT< RrectBlurVertexShader, RrectBlurFragmentShader >
 
using impeller::BlendPipeline = RenderPipelineT< BlendVertexShader, BlendFragmentShader >
 
using impeller::TexturePipeline = RenderPipelineT< TextureFillVertexShader, TextureFillFragmentShader >
 
using impeller::TextureStrictSrcPipeline = RenderPipelineT< TextureFillVertexShader, TextureFillStrictSrcFragmentShader >
 
using impeller::PositionUVPipeline = RenderPipelineT< TextureFillVertexShader, TiledTextureFillFragmentShader >
 
using impeller::TiledTexturePipeline = RenderPipelineT< TextureFillVertexShader, TiledTextureFillFragmentShader >
 
using impeller::GaussianBlurDecalPipeline = RenderPipelineT< GaussianBlurVertexShader, GaussianBlurNoalphaDecalFragmentShader >
 
using impeller::GaussianBlurPipeline = RenderPipelineT< GaussianBlurVertexShader, GaussianBlurNoalphaNodecalFragmentShader >
 
using impeller::KernelDecalPipeline = RenderPipelineT< GaussianBlurVertexShader, KernelDecalFragmentShader >
 
using impeller::KernelPipeline = RenderPipelineT< GaussianBlurVertexShader, KernelNodecalFragmentShader >
 
using impeller::BorderMaskBlurPipeline = RenderPipelineT< BorderMaskBlurVertexShader, BorderMaskBlurFragmentShader >
 
using impeller::MorphologyFilterPipeline = RenderPipelineT< MorphologyFilterVertexShader, MorphologyFilterFragmentShader >
 
using impeller::ColorMatrixColorFilterPipeline = RenderPipelineT< ColorMatrixColorFilterVertexShader, ColorMatrixColorFilterFragmentShader >
 
using impeller::LinearToSrgbFilterPipeline = RenderPipelineT< LinearToSrgbFilterVertexShader, LinearToSrgbFilterFragmentShader >
 
using impeller::SrgbToLinearFilterPipeline = RenderPipelineT< SrgbToLinearFilterVertexShader, SrgbToLinearFilterFragmentShader >
 
using impeller::GlyphAtlasPipeline = RenderPipelineT< GlyphAtlasVertexShader, GlyphAtlasFragmentShader >
 
using impeller::GlyphAtlasColorPipeline = RenderPipelineT< GlyphAtlasVertexShader, GlyphAtlasColorFragmentShader >
 
using impeller::PorterDuffBlendPipeline = RenderPipelineT< PorterDuffBlendVertexShader, PorterDuffBlendFragmentShader >
 
using impeller::ClipPipeline = RenderPipelineT< ClipVertexShader, ClipFragmentShader >
 
using impeller::GeometryColorPipeline = RenderPipelineT< PositionColorVertexShader, VerticesFragmentShader >
 
using impeller::YUVToRGBFilterPipeline = RenderPipelineT< YuvToRgbFilterVertexShader, YuvToRgbFilterFragmentShader >
 
using impeller::BlendColorPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendColorBurnPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendColorDodgePipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendDarkenPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendDifferencePipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendExclusionPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendHardLightPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendHuePipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendLightenPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendLuminosityPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendMultiplyPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendOverlayPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendSaturationPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendScreenPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendSoftLightPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::FramebufferBlendColorPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendColorBurnPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendColorDodgePipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendDarkenPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendDifferencePipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendExclusionPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendHardLightPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendHuePipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendLightenPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendLuminosityPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendMultiplyPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendOverlayPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendSaturationPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendScreenPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendSoftLightPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::PointsComputeShaderPipeline = ComputePipelineBuilder< PointsComputeShader >
 Geometry Pipelines. More...
 
using impeller::UvComputeShaderPipeline = ComputePipelineBuilder< UvComputeShader >