net.minecraft.client.gl

public class RenderPassImpl

implements RenderPass

com.mojang.blaze3d.opengl.GlRenderPass
net.minecraft.class_10866
net.minecraft.client.gl.RenderPassImpl

Field summary

Modifier and TypeField
protected static final int
MAX_VERTEX_BUFFERS
field_57866
field_57866
public static final boolean
VALIDATION
field_57867
IS_DEVELOPMENT
private final GlCommandEncoder
encoder
field_57877
resourceManager
private final boolean
hasDepthTexture
field_57878
hasDepth
private boolean
closed
field_57879
closed
protected CompiledShaderPipeline
pipeline
field_57868
pipeline
protected final GpuBuffer[]
vertexBuffers
field_57869
vertexBuffers
protected GpuBuffer
indexBuffer
field_57870
indexBuffer
protected VertexFormat$IndexType
indexType
field_57871
indexType
private final ScissorState
scissorState
field_57872
scissorState
protected final HashMap<String, GpuBufferSlice>
uniforms
field_57873
simpleUniforms
protected final HashMap<String, RenderPassImpl$SamplerUniform>
samplers
field_57874
samplerUniforms
protected final Set<String>
dirtyUniforms
field_57875
setSimpleUniforms
protected int
pushedDebugGroups
field_60170
debugGroupPushCount

Constructor summary

ModifierConstructor
public (GlCommandEncoder resourceManager, boolean hasDepth)

Method summary

Modifier and TypeMethod
public boolean
hasDepthTexture()
method_68407()
hasDepth()
public void
pushDebugGroup(Supplier<String> label)
pushDebugGroup(Supplier<String> arg0)
pushDebugGroup(Supplier<String> arg0)
public void
popDebugGroup()
public void
setPipeline(RenderPipeline pipeline)
setPipeline(RenderPipeline arg0)
setPipeline(RenderPipeline arg0)
public void
bindTexture(String name, GpuTextureView textureView, GpuSampler sampler)
bindTexture(String arg0, GpuTextureView arg1, class_12137 arg2)
bindTexture(String arg0, GpuTextureView arg1, GpuSampler arg2)
public void
setUniform(String name, GpuBuffer value)
setUniform(String arg0, GpuBuffer arg1)
setUniform(String arg0, GpuBuffer arg1)
public void
setUniform(String name, GpuBufferSlice value)
setUniform(String arg0, GpuBufferSlice arg1)
setUniform(String arg0, GpuBufferSlice arg1)
public void
enableScissor(int x, int y, int width, int height)
enableScissor(int arg0, int arg1, int arg2, int arg3)
enableScissor(int arg0, int arg1, int arg2, int arg3)
public void
disableScissor()
public boolean
isScissorEnabled()
method_70808()
isScissorEnabled()
public int
getScissorX()
method_70809()
getScissorX()
public int
getScissorY()
method_70810()
getScissorY()
public int
getScissorWidth()
method_70811()
getScissorWidth()
public int
getScissorHeight()
method_70812()
getScissorHeight()
public void
setVertexBuffer(int slot, GpuBuffer vertexBuffer)
setVertexBuffer(int arg0, GpuBuffer arg1)
setVertexBuffer(int arg0, GpuBuffer arg1)
public void
setIndexBuffer(GpuBuffer indexBuffer, VertexFormat$IndexType indexType)
setIndexBuffer(GpuBuffer arg0, VertexFormat$class_5595 arg1)
setIndexBuffer(GpuBuffer arg0, VertexFormat$IndexType arg1)
public void
drawIndexed(int baseVertex, int firstIndex, int indexCount, int instanceCount)
drawIndexed(int arg0, int arg1, int arg2, int arg3)
drawIndexed(int arg0, int arg1, int arg2, int arg3)
public <T> void
drawMultipleIndexed(Collection<RenderPass$Draw<T>> draws, GpuBuffer defaultIndexBuffer, VertexFormat$IndexType defaultIndexType, Collection<String> dynamicUniforms, T uniformArgument)
drawMultipleIndexed(Collection<RenderPass$class_10884<T>> arg0, GpuBuffer arg1, VertexFormat$class_5595 arg2, Collection<String> arg3, T arg4)
drawMultipleIndexed(Collection<RenderPass$RenderObject<T>> arg0, GpuBuffer arg1, VertexFormat$IndexType arg2, Collection<String> arg3, T arg4)
public void
draw(int firstVertex, int vertexCount)
draw(int arg0, int arg1)
draw(int arg0, int arg1)
public void
close()