Records one compute pass: bindings, then dispatches, then submit.
The same shape as a render pass's encoder, and the same rules: a binding the stage does not declare answers false rather than throwing, and bindPipeline forgets every binding made before it.
Properties
- hashCode → int
-
The hash code for this object.
no setterinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
Methods
-
bindPipeline(
ComputePipelineHandle pipeline) → void -
Makes
pipelinethe one the next dispatch runs, and forgets every binding. -
bindStorageBuffer(
ShaderHandle stage, String name, StorageBuffer buffer) → bool -
Binds
bufferto the storage bindingnameofstage. False when the stage declares no such binding. -
bindUniformBlock(
ShaderHandle stage, String block, Map< String, Float32List> members) → bool -
Binds the uniform block
blockofstage, by member name, exactly asPassEncoder.bindUniformBlockdoes. False when the stage declares no such block. -
dispatch(
int x, [int y = 1, int z = 1]) → void -
Runs the bound pipeline over a grid of
x × y × zworkgroups. -
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
submit(
) → void - Hands the pass to the queue. Nothing recorded after this reaches it.
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited