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    Class Pipeline

    Runs a filter chain on the GPU, caching each stage's output so that a change only recomputes from the first affected stage onwards. Consecutive pointwise steps form a single stage (one pass); each multipass filter is a stage of its own. Shaders depend only on the filters, so moving a slider never recompiles.

    Index
    stats: { compiles: number; passes: number } = ...

    Cumulative GPU passes dispatched and shaders compiled; useful in tests and for profiling.

    • Returns the chain's output. The texture belongs to the pipeline (or is the source itself for an empty chain): do not destroy it; it stays valid until the next run, setSource or destroy.

      Parameters

      • steps: readonly Step[]

      Returns GPUTexture