| Flutter Impeller |

Classes | Namespaces | Typedefs
content_context.h File Reference
`#include <initializer_list>`
`#include <memory>`
`#include <optional>`
`#include <unordered_map>`
`#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/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/lazy_glyph_atlas.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/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/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/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
| impeller

## Typedefs
using | impeller::FastGradientPipeline = RenderPipelineHandle< FastGradientVertexShader, FastGradientFragmentShader >
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. More...