com.mojang.blaze3d.systems

public class RenderPass

implements AutoCloseable

com.mojang.blaze3d.systems.RenderPass
com.mojang.blaze3d.systems.RenderPass
com.mojang.blaze3d.systems.RenderPass

Field summary

Modifier and TypeField
private static final org.slf4j.Logger
LOGGER
private final RenderPassBackend
backend
private final GpuBackend
device
private int
pushedDebugGroups

Constructor summary

ModifierConstructor
public (RenderPassBackend backend, GpuBackend device)

Method summary

Modifier and TypeMethod
public void
pushDebugGroup(Supplier<String> label)
pushDebugGroup(Supplier<String> arg0)
pushDebugGroup(Supplier<String> labelGetter)
public void
popDebugGroup()
public void
setPipeline(RenderPipeline pipeline)
setPipeline(RenderPipeline arg0)
setPipeline(RenderPipeline pipeline)
public void
bindTexture(String name, GpuTextureView textureView, GpuSampler sampler)
bindTexture(String arg0, com.mojang.blaze3d.textures.GpuTextureView arg1, class_12137 arg2)
bindTexture(String name, com.mojang.blaze3d.textures.GpuTextureView textureView, GpuSampler sampler)
public void
setUniform(String name, GpuBuffer value)
setUniform(String arg0, GpuBuffer arg1)
setUniform(String name, GpuBuffer buffer)
public void
setUniform(String name, GpuBufferSlice value)
setUniform(String arg0, GpuBufferSlice arg1)
setUniform(String name, GpuBufferSlice slice)
public void
enableScissor(int x, int y, int width, int height)
enableScissor(int arg0, int arg1, int arg2, int arg3)
enableScissor(int x, int y, int width, int height)
public void
disableScissor()
public void
setVertexBuffer(int slot, GpuBuffer vertexBuffer)
setVertexBuffer(int arg0, GpuBuffer arg1)
setVertexBuffer(int index, GpuBuffer buffer)
public void
setIndexBuffer(GpuBuffer indexBuffer, VertexFormat$IndexType indexType)
setIndexBuffer(GpuBuffer arg0, VertexFormat$class_5595 arg1)
setIndexBuffer(GpuBuffer indexBuffer, VertexFormat$IndexType indexType)
public void
drawIndexed(int baseVertex, int firstIndex, int indexCount, int instanceCount)
drawIndexed(int arg0, int arg1, int arg2, int arg3)
drawIndexed(int baseVertex, int firstIndex, int count, int instanceCount)
public <T> void
drawMultipleIndexed(Collection<RenderPass$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>> objects, GpuBuffer buffer, VertexFormat$IndexType indexType, Collection<String> validationSkippedUniforms, T uniformArgument)
public void
draw(int firstVertex, int vertexCount)
draw(int arg0, int arg1)
draw(int offset, int count)
public void
close()