The optional features worth asking an adapter about.
Written out because a name this API does not know answers false rather
than failing, so a misspelt feature string is a backend quietly reporting
that this machine cannot sample BC7 — on a machine that can.
The three compression families are the whole of why this list exists:
TextureFormat names compressed formats, supportsTextureFormat has to
answer for them honestly, and the honest answer is whether the adapter
carries the feature and the device asked for 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
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited
Constants
- depth32FloatStencil8 → const String
- A combined depth-stencil format at full float precision, which shadow mapping on a large world wants and the baseline does not promise.
- float32Filterable → const String
-
Linear filtering of 32-bit float textures. Without it an HDR target is
"unfilterable-float"in a bind group layout and can only be read texel by texel. - textureCompressionAstc → const String
- The other mobile family, which most phones and no desktop carry.
- textureCompressionBc → const String
- Desktop block compression — BC1 through BC7.
- textureCompressionEtc2 → const String
- The mobile OpenGL ES family.