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
public static final int
MAX_VERTEX_BUFFERS
private final RenderPassBackend
backend
private final GpuBackend
device
private final GpuFeatures
deviceFeatures
private final GpuDeviceLimits
deviceLimits
private final Runnable
onFinish
private final RenderPass$RenderArea
renderArea
private boolean
isClosed
private int
pushedDebugGroups
private final List<RenderPassDescription$Attachment<Optional<org.joml.Vector4fc>>>
colorAttachments

Constructor summary

ModifierConstructor
public (RenderPassBackend backend, GpuBackend device, List<RenderPassDescription$Attachment<Optional<org.joml.Vector4fc>>> colorAttachments, Runnable onFinish, RenderPass$RenderArea renderArea)

Method summary

Modifier and TypeMethod
public void
pushDebugGroup(Supplier<String> label)
pushDebugGroup(Supplier<String> arg0)
pushDebugGroup(Supplier<String> labelGetter)
public void
popDebugGroup()
public void
writeTimestamp(GpuQueryPool pool, int index)
writeTimestamp(class_1_685 arg0, int arg1)
writeTimestamp(TimestampQueryPool timestampQueryPool, int index)
public void
setPipeline(CompiledRenderPipeline pipeline)
setPipeline(com.mojang.blaze3d.pipeline.CompiledRenderPipeline arg0)
setPipeline(com.mojang.blaze3d.pipeline.CompiledRenderPipeline compiledPipeline)
public void
bindTexture(String name, GpuTextureView textureView, GpuSampler sampler)
bindTexture(String arg0, GpuTextureView arg1, class_12137 arg2)
bindTexture(String name, 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, GpuBufferSlice vertexBuffer)
setVertexBuffer(int arg0, GpuBufferSlice arg1)
setVertexBuffer(int slot, GpuBufferSlice vertexBuffer)
public void
setIndexBuffer(GpuBuffer indexBuffer, IndexType indexType)
setIndexBuffer(GpuBuffer arg0, class_5595 arg1)
setIndexBuffer(GpuBuffer indexBuffer, IndexType indexType)
public void
drawIndexed(int indexCount, int instanceCount, int firstIndex, int vertexOffset, int firstInstance)
drawIndexed(int arg0, int arg1, int arg2, int arg3, int arg4)
drawIndexed(int indexCount, int instanceCount, int firstIndex, int vertexOffset, int firstInstance)
public void
multiDrawIndexed(IntBuffer drawParameters, int instanceCount, int firstInstance, int drawCount)
multiDrawIndexed(IntBuffer arg0, int arg1, int arg2, int arg3)
multiDrawIndexed(IntBuffer indexInfo, int instanceCount, int firstInstance, int drawCount)
public void
multiDrawIndexed(org.lwjgl.PointerBuffer firstIndexOffsets, IntBuffer indexCounts, IntBuffer vertexOffsets, int drawCount)
multiDrawIndexed(org.lwjgl.PointerBuffer arg0, IntBuffer arg1, IntBuffer arg2, int arg3)
multiDrawIndexed(org.lwjgl.PointerBuffer indices, IntBuffer count, IntBuffer first, int drawCount)
public void
drawIndexedIndirect(GpuBufferSlice commands, int drawCount)
drawIndexedIndirect(GpuBufferSlice arg0, int arg1)
drawIndexedIndirect(GpuBufferSlice buffer, int drawCount)
public <T> void
drawMultipleIndexed(Collection<RenderPass$Draw<T>> draws, GpuBuffer defaultIndexBuffer, IndexType defaultIndexType, Collection<String> dynamicUniforms, T uniformArgument)
drawMultipleIndexed(Collection<RenderPass$class_10884<T>> arg0, GpuBuffer arg1, class_5595 arg2, Collection<String> arg3, T arg4)
drawMultipleIndexed(Collection<RenderPass$RenderObject<T>> objects, GpuBuffer buffer, IndexType indexType, Collection<String> validationSkippedUniforms, T uniformArgument)
public void
draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
draw(int arg0, int arg1, int arg2, int arg3)
draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
public void
multiDraw(IntBuffer drawParameters, int instanceCount, int firstInstance, int drawCount)
multiDraw(IntBuffer arg0, int arg1, int arg2, int arg3)
multiDraw(IntBuffer vertexInfo, int instanceCount, int firstInstance, int drawCount)
public void
multiDraw(IntBuffer firstVertices, IntBuffer vertexCounts, int drawCount)
multiDraw(IntBuffer arg0, IntBuffer arg1, int arg2)
multiDraw(IntBuffer first, IntBuffer count, int drawCount)
public void
drawIndirect(GpuBufferSlice commands, int drawCount)
drawIndirect(GpuBufferSlice arg0, int arg1)
drawIndirect(GpuBufferSlice buffer, int drawCount)
public void
close()