com.mojang.blaze3d.systems

public class CommandEncoder

com.mojang.blaze3d.systems.CommandEncoder
com.mojang.blaze3d.systems.CommandEncoder
com.mojang.blaze3d.systems.CommandEncoder

Field summary

Modifier and TypeField
private static final org.slf4j.Logger
LOGGER
private final GpuBackend
device
private final CommandEncoderBackend
backend

Constructor summary

ModifierConstructor
public (GpuBackend device, CommandEncoderBackend backend)

Method summary

Modifier and TypeMethod
public RenderPass
createRenderPass(Supplier<String> label, GpuTextureView colorTexture, OptionalInt clearColor)
createRenderPass(Supplier<String> arg0, com.mojang.blaze3d.textures.GpuTextureView arg1, OptionalInt arg2)
createRenderPass(Supplier<String> labelGetter, com.mojang.blaze3d.textures.GpuTextureView colorAttachment, OptionalInt clearColor)
public RenderPass
createRenderPass(Supplier<String> label, GpuTextureView colorTexture, OptionalInt clearColor, GpuTextureView depthTexture, OptionalDouble clearDepth)
createRenderPass(Supplier<String> arg0, com.mojang.blaze3d.textures.GpuTextureView arg1, OptionalInt arg2, com.mojang.blaze3d.textures.GpuTextureView arg3, OptionalDouble arg4)
createRenderPass(Supplier<String> labelGetter, com.mojang.blaze3d.textures.GpuTextureView colorAttachment, OptionalInt clearColor, com.mojang.blaze3d.textures.GpuTextureView depthAttachment, OptionalDouble clearDepth)
public void
clearColorTexture(GpuTexture colorTexture, int clearColor)
clearColorTexture(GpuTexture arg0, int arg1)
clearColorTexture(GpuTexture texture, int color)
public void
clearColorAndDepthTextures(GpuTexture colorTexture, int clearColor, GpuTexture depthTexture, double clearDepth)
clearColorAndDepthTextures(GpuTexture arg0, int arg1, GpuTexture arg2, double arg3)
clearColorAndDepthTextures(GpuTexture colorAttachment, int color, GpuTexture depthAttachment, double depth)
public void
clearColorAndDepthTextures(GpuTexture colorTexture, int clearColor, GpuTexture depthTexture, double clearDepth, int regionX, int regionY, int regionWidth, int regionHeight)
clearColorAndDepthTextures(GpuTexture arg0, int arg1, GpuTexture arg2, double arg3, int arg4, int arg5, int arg6, int arg7)
clearColorAndDepthTextures(GpuTexture colorAttachment, int color, GpuTexture depthAttachment, double depth, int scissorX, int scissorY, int scissorLeft, int scissorTop)
public void
clearDepthTexture(GpuTexture depthTexture, double clearDepth)
clearDepthTexture(GpuTexture arg0, double arg1)
clearDepthTexture(GpuTexture texture, double depth)
public void
writeToBuffer(GpuBufferSlice destination, ByteBuffer data)
writeToBuffer(GpuBufferSlice arg0, ByteBuffer arg1)
writeToBuffer(GpuBufferSlice slice, ByteBuffer source)
public GpuBuffer$MappedView
mapBuffer(GpuBuffer buffer, boolean read, boolean write)
mapBuffer(GpuBuffer arg0, boolean arg1, boolean arg2)
mapBuffer(GpuBuffer buffer, boolean read, boolean write)
public GpuBuffer$MappedView
mapBuffer(GpuBufferSlice slice, boolean read, boolean write)
mapBuffer(GpuBufferSlice arg0, boolean arg1, boolean arg2)
mapBuffer(GpuBufferSlice slice, boolean read, boolean write)
public void
copyToBuffer(GpuBufferSlice source, GpuBufferSlice target)
copyToBuffer(GpuBufferSlice arg0, GpuBufferSlice arg1)
copyToBuffer(GpuBufferSlice from, GpuBufferSlice to)
public void
writeToTexture(GpuTexture destination, NativeImage source)
writeToTexture(GpuTexture arg0, class_1011 arg1)
writeToTexture(GpuTexture target, NativeImage source)
public void
writeToTexture(GpuTexture destination, NativeImage source, int mipLevel, int depthOrLayer, int destX, int destY, int width, int height, int sourceX, int sourceY)
writeToTexture(GpuTexture arg0, class_1011 arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9)
writeToTexture(GpuTexture target, NativeImage source, int mipLevel, int depth, int offsetX, int offsetY, int width, int height, int skipPixels, int skipRows)
public void
writeToTexture(GpuTexture destination, ByteBuffer source, NativeImage$Format format, int mipLevel, int depthOrLayer, int destX, int destY, int width, int height)
writeToTexture(GpuTexture arg0, ByteBuffer arg1, class_1011$class_1012 arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8)
writeToTexture(GpuTexture target, ByteBuffer buf, NativeImage$Format format, int mipLevel, int depth, int offsetX, int offsetY, int width, int height)
public void
copyTextureToBuffer(GpuTexture source, GpuBuffer destination, long offset, Runnable callback, int mipLevel)
copyTextureToBuffer(GpuTexture arg0, GpuBuffer arg1, long arg2, Runnable arg3, int arg4)
copyTextureToBuffer(GpuTexture source, GpuBuffer target, long offset, Runnable dataUploadedCallback, int mipLevel)
public void
copyTextureToBuffer(GpuTexture source, GpuBuffer destination, long offset, Runnable callback, int mipLevel, int x, int y, int width, int height)
copyTextureToBuffer(GpuTexture arg0, GpuBuffer arg1, long arg2, Runnable arg3, int arg4, int arg5, int arg6, int arg7, int arg8)
copyTextureToBuffer(GpuTexture source, GpuBuffer target, long offset, Runnable dataUploadedCallback, int mipLevel, int sourceX, int sourceY, int width, int height)
public void
copyTextureToTexture(GpuTexture source, GpuTexture destination, int mipLevel, int destX, int destY, int sourceX, int sourceY, int width, int height)
copyTextureToTexture(GpuTexture arg0, GpuTexture arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8)
copyTextureToTexture(GpuTexture source, GpuTexture target, int mipLevel, int intoX, int intoY, int sourceX, int sourceY, int width, int height)
public void
presentTexture(GpuTextureView textureView)
presentTexture(com.mojang.blaze3d.textures.GpuTextureView arg0)
presentTexture(com.mojang.blaze3d.textures.GpuTextureView texture)
public GpuFence
createFence()
public GpuQuery
timerQueryBegin()
public void
timerQueryEnd(GpuQuery query)
timerQueryEnd(com.mojang.blaze3d.systems.GpuQuery arg0)
timerQueryEnd(com.mojang.blaze3d.systems.GpuQuery timerQuery)
private void
verifyColorTexture(GpuTexture colorTexture)
verifyColorTexture(GpuTexture arg0)
verifyColorTexture(GpuTexture texture)
private void
verifyDepthTexture(GpuTexture depthTexture)
verifyDepthTexture(GpuTexture arg0)
verifyDepthTexture(GpuTexture texture)
private void
verifyRegion(GpuTexture colorTexture, int regionX, int regionY, int regionWidth, int regionHeight)
verifyRegion(GpuTexture arg0, int arg1, int arg2, int arg3, int arg4)
verifyRegion(GpuTexture texture, int regionX, int regionY, int regionWidth, int regionHeight)