texture property
The most recently completed frame, or null before the first render.
The returned object changes identity across frames (the ring advances), so hold the RenderTexture and re-read this when drawing rather than caching the result. While this target's own producing view is being encoded, this still returns the previous frame, which is what makes self-sampling read one frame stale instead of forming a feedback loop (see the class doc).
Implementation
gpu.Texture? get texture => _latest;