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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/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.frag.h"
#include "impeller/entity/filter_position.vert.h"
#include "impeller/entity/filter_position_uv.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/linear_gradient_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/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/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/texture_uv_fill.vert.h"
#include "impeller/entity/tiled_texture_fill.frag.h"
#include "impeller/entity/yuv_to_rgb_filter.frag.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"
#include "impeller/entity/vertices_uber.frag.h"

Go to the source code of this file.

Classes

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

namespace  impeller
 

Typedefs

using impeller::LinearGradientFillPipeline = RenderPipelineHandle< GradientFillVertexShader, LinearGradientFillFragmentShader >
 
using impeller::SolidFillPipeline = RenderPipelineHandle< SolidFillVertexShader, SolidFillFragmentShader >
 
using impeller::RadialGradientFillPipeline = RenderPipelineHandle< GradientFillVertexShader, RadialGradientFillFragmentShader >
 
using impeller::ConicalGradientFillPipeline = RenderPipelineHandle< GradientFillVertexShader, ConicalGradientFillFragmentShader >
 
using impeller::SweepGradientFillPipeline = RenderPipelineHandle< GradientFillVertexShader, SweepGradientFillFragmentShader >
 
using impeller::LinearGradientSSBOFillPipeline = RenderPipelineHandle< GradientFillVertexShader, LinearGradientSsboFillFragmentShader >
 
using impeller::ConicalGradientSSBOFillPipeline = RenderPipelineHandle< GradientFillVertexShader, ConicalGradientSsboFillFragmentShader >
 
using impeller::RadialGradientSSBOFillPipeline = RenderPipelineHandle< GradientFillVertexShader, RadialGradientSsboFillFragmentShader >
 
using impeller::SweepGradientSSBOFillPipeline = RenderPipelineHandle< GradientFillVertexShader, SweepGradientSsboFillFragmentShader >
 
using impeller::RRectBlurPipeline = RenderPipelineHandle< RrectBlurVertexShader, RrectBlurFragmentShader >
 
using impeller::TexturePipeline = RenderPipelineHandle< TextureFillVertexShader, TextureFillFragmentShader >
 
using impeller::TextureStrictSrcPipeline = RenderPipelineHandle< TextureFillVertexShader, TextureFillStrictSrcFragmentShader >
 
using impeller::TiledTexturePipeline = RenderPipelineHandle< TextureUvFillVertexShader, TiledTextureFillFragmentShader >
 
using impeller::GaussianBlurPipeline = RenderPipelineHandle< FilterPositionUvVertexShader, GaussianFragmentShader >
 
using impeller::BorderMaskBlurPipeline = RenderPipelineHandle< FilterPositionUvVertexShader, BorderMaskBlurFragmentShader >
 
using impeller::MorphologyFilterPipeline = RenderPipelineHandle< FilterPositionUvVertexShader, MorphologyFilterFragmentShader >
 
using impeller::ColorMatrixColorFilterPipeline = RenderPipelineHandle< FilterPositionVertexShader, ColorMatrixColorFilterFragmentShader >
 
using impeller::LinearToSrgbFilterPipeline = RenderPipelineHandle< FilterPositionVertexShader, LinearToSrgbFilterFragmentShader >
 
using impeller::SrgbToLinearFilterPipeline = RenderPipelineHandle< FilterPositionVertexShader, SrgbToLinearFilterFragmentShader >
 
using impeller::YUVToRGBFilterPipeline = RenderPipelineHandle< FilterPositionVertexShader, YuvToRgbFilterFragmentShader >
 
using impeller::GlyphAtlasPipeline = RenderPipelineHandle< GlyphAtlasVertexShader, GlyphAtlasFragmentShader >
 
using impeller::PorterDuffBlendPipeline = RenderPipelineHandle< PorterDuffBlendVertexShader, PorterDuffBlendFragmentShader >
 
using impeller::ClipPipeline = RenderPipelineHandle< ClipVertexShader, ClipFragmentShader >
 
using impeller::BlendColorPipeline = RenderPipelineHandle< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendColorBurnPipeline = RenderPipelineHandle< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendColorDodgePipeline = RenderPipelineHandle< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendDarkenPipeline = RenderPipelineHandle< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendDifferencePipeline = RenderPipelineHandle< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendExclusionPipeline = RenderPipelineHandle< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendHardLightPipeline = RenderPipelineHandle< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendHuePipeline = RenderPipelineHandle< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendLightenPipeline = RenderPipelineHandle< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendLuminosityPipeline = RenderPipelineHandle< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendMultiplyPipeline = RenderPipelineHandle< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendOverlayPipeline = RenderPipelineHandle< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendSaturationPipeline = RenderPipelineHandle< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendScreenPipeline = RenderPipelineHandle< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::BlendSoftLightPipeline = RenderPipelineHandle< AdvancedBlendVertexShader, AdvancedBlendFragmentShader >
 
using impeller::FramebufferBlendColorPipeline = RenderPipelineHandle< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendColorBurnPipeline = RenderPipelineHandle< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendColorDodgePipeline = RenderPipelineHandle< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendDarkenPipeline = RenderPipelineHandle< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendDifferencePipeline = RenderPipelineHandle< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendExclusionPipeline = RenderPipelineHandle< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendHardLightPipeline = RenderPipelineHandle< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendHuePipeline = RenderPipelineHandle< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendLightenPipeline = RenderPipelineHandle< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendLuminosityPipeline = RenderPipelineHandle< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendMultiplyPipeline = RenderPipelineHandle< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendOverlayPipeline = RenderPipelineHandle< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendSaturationPipeline = RenderPipelineHandle< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendScreenPipeline = RenderPipelineHandle< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::FramebufferBlendSoftLightPipeline = RenderPipelineHandle< FramebufferBlendVertexShader, FramebufferBlendFragmentShader >
 
using impeller::VerticesUberShader = RenderPipelineHandle< PorterDuffBlendVertexShader, VerticesUberFragmentShader >
 Draw Vertices/Atlas Uber Shader.