| Flutter Impeller |

Classes | Namespaces | Typedefs
content_context.h File Reference
`#include <memory>`
`#include <optional>`
`#include <unordered_map>`
`#include "flutter/fml/build_config.h"`
`#include "flutter/fml/hash_combine.h"`
`#include "flutter/fml/logging.h"`
`#include "flutter/fml/macros.h"`
`#include "impeller/base/validation.h"`
`#include "impeller/core/formats.h"`
`#include "impeller/entity/entity.h"`
`#include "impeller/renderer/capabilities.h"`
`#include "impeller/renderer/pipeline.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/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/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.vert.h"`
`#include "impeller/entity/advanced_blend_color.frag.h"`
`#include "impeller/entity/advanced_blend_colorburn.frag.h"`
`#include "impeller/entity/advanced_blend_colordodge.frag.h"`
`#include "impeller/entity/advanced_blend_darken.frag.h"`
`#include "impeller/entity/advanced_blend_difference.frag.h"`
`#include "impeller/entity/advanced_blend_exclusion.frag.h"`
`#include "impeller/entity/advanced_blend_hardlight.frag.h"`
`#include "impeller/entity/advanced_blend_hue.frag.h"`
`#include "impeller/entity/advanced_blend_lighten.frag.h"`
`#include "impeller/entity/advanced_blend_luminosity.frag.h"`
`#include "impeller/entity/advanced_blend_multiply.frag.h"`
`#include "impeller/entity/advanced_blend_overlay.frag.h"`
`#include "impeller/entity/advanced_blend_saturation.frag.h"`
`#include "impeller/entity/advanced_blend_screen.frag.h"`
`#include "impeller/entity/advanced_blend_softlight.frag.h"`
`#include "impeller/entity/framebuffer_blend.vert.h"`
`#include "impeller/entity/framebuffer_blend_color.frag.h"`
`#include "impeller/entity/framebuffer_blend_colorburn.frag.h"`
`#include "impeller/entity/framebuffer_blend_colordodge.frag.h"`
`#include "impeller/entity/framebuffer_blend_darken.frag.h"`
`#include "impeller/entity/framebuffer_blend_difference.frag.h"`
`#include "impeller/entity/framebuffer_blend_exclusion.frag.h"`
`#include "impeller/entity/framebuffer_blend_hardlight.frag.h"`
`#include "impeller/entity/framebuffer_blend_hue.frag.h"`
`#include "impeller/entity/framebuffer_blend_lighten.frag.h"`
`#include "impeller/entity/framebuffer_blend_luminosity.frag.h"`
`#include "impeller/entity/framebuffer_blend_multiply.frag.h"`
`#include "impeller/entity/framebuffer_blend_overlay.frag.h"`
`#include "impeller/entity/framebuffer_blend_saturation.frag.h"`
`#include "impeller/entity/framebuffer_blend_screen.frag.h"`
`#include "impeller/entity/framebuffer_blend_softlight.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

## 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::PositionUVPipeline = RenderPipelineT< TextureFillVertexShader, TiledTextureFillFragmentShader >
using | impeller::TiledTexturePipeline = RenderPipelineT< TextureFillVertexShader, TiledTextureFillFragmentShader >
using | impeller::GaussianBlurDecalPipeline = RenderPipelineT< GaussianBlurVertexShader, GaussianBlurNoalphaDecalFragmentShader >
using | impeller::GaussianBlurPipeline = RenderPipelineT< GaussianBlurVertexShader, GaussianBlurNoalphaNodecalFragmentShader >
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, AdvancedBlendColorFragmentShader >
using | impeller::BlendColorBurnPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendColorburnFragmentShader >
using | impeller::BlendColorDodgePipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendColordodgeFragmentShader >
using | impeller::BlendDarkenPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendDarkenFragmentShader >
using | impeller::BlendDifferencePipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendDifferenceFragmentShader >
using | impeller::BlendExclusionPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendExclusionFragmentShader >
using | impeller::BlendHardLightPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendHardlightFragmentShader >
using | impeller::BlendHuePipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendHueFragmentShader >
using | impeller::BlendLightenPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendLightenFragmentShader >
using | impeller::BlendLuminosityPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendLuminosityFragmentShader >
using | impeller::BlendMultiplyPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendMultiplyFragmentShader >
using | impeller::BlendOverlayPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendOverlayFragmentShader >
using | impeller::BlendSaturationPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendSaturationFragmentShader >
using | impeller::BlendScreenPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendScreenFragmentShader >
using | impeller::BlendSoftLightPipeline = RenderPipelineT< AdvancedBlendVertexShader, AdvancedBlendSoftlightFragmentShader >
using | impeller::FramebufferBlendColorPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendColorFragmentShader >
using | impeller::FramebufferBlendColorBurnPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendColorburnFragmentShader >
using | impeller::FramebufferBlendColorDodgePipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendColordodgeFragmentShader >
using | impeller::FramebufferBlendDarkenPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendDarkenFragmentShader >
using | impeller::FramebufferBlendDifferencePipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendDifferenceFragmentShader >
using | impeller::FramebufferBlendExclusionPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendExclusionFragmentShader >
using | impeller::FramebufferBlendHardLightPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendHardlightFragmentShader >
using | impeller::FramebufferBlendHuePipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendHueFragmentShader >
using | impeller::FramebufferBlendLightenPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendLightenFragmentShader >
using | impeller::FramebufferBlendLuminosityPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendLuminosityFragmentShader >
using | impeller::FramebufferBlendMultiplyPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendMultiplyFragmentShader >
using | impeller::FramebufferBlendOverlayPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendOverlayFragmentShader >
using | impeller::FramebufferBlendSaturationPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendSaturationFragmentShader >
using | impeller::FramebufferBlendScreenPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendScreenFragmentShader >
using | impeller::FramebufferBlendSoftLightPipeline = RenderPipelineT< FramebufferBlendVertexShader, FramebufferBlendSoftlightFragmentShader >
using | impeller::PointsComputeShaderPipeline = ComputePipelineBuilder< PointsComputeShader >
| Geometry Pipelines. More...
using | impeller::UvComputeShaderPipeline = ComputePipelineBuilder< UvComputeShader >