History - com.mojang.blaze3d.pipeline.RenderPipeline$Builder
26.4-snapshot-7
Names
Fields
Constructors
Methods
26.4-snapshot-6
Names
Fields
int: nextPipelineSortKey, field_1_8647, ordinal
Optional<TexelFormat>: depthStencilFormat, field_1_10577, depthStencilFormat
Constructors
Methods
RenderPipeline$Builder (TexelFormat): withDepthStencilFormat, method_1_10585, depthStencilFormat
26.4-snapshot-5
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26.4-snapshot-4
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Fields
Constructors
Methods
26.4-snapshot-3
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Fields
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Methods
26.4-snapshot-2
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Fields
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Methods
26.4-snapshot-1
Names
com.mojang.blaze3d.pipeline.RenderPipeline$Builder
net.minecraft.class_1_1257$class_1_1258
Fields
int: nextPipelineSortKey
int: nextPipelineSortKey, field_1_8647, ordinal
Optional<Identifier>: location
Optional<Identifier>: location, field_1_8646, location
Optional<Identifier>: fragmentShader
Optional<Identifier>: vertexShader
Optional<Defines$Builder>: definesBuilder
Optional<Defines$Builder>: definesBuilder, field_1_8643, defines
Optional<PolygonMode>: polygonMode
Optional<PolygonMode>: polygonMode, field_1_8648, polygonMode
Optional<Boolean>: cull, field_1_8642, cull
Optional<DepthStencilState>: depthStencilState
Optional<DepthStencilState>: depthStencilState, field_1_8644, depthStencilState
Optional<List<BindGroupLayout>>: bindGroupLayouts
Optional<Set<BindGroupLayout>>: bindGroupLayouts, field_1_8640, bindGroupLayouts
ColorTargetState[]: colorTargetStates
ColorTargetState[]: colorTargetStates, field_1_8641, colorTargetStates
int: activeColorTargetStateCount
int: activeColorTargetStateCount, field_1_8639, numColorTargetStates
VertexFormat[]: vertexFormatPerBuffer
VertexFormat[]: vertexFormatPerBuffer, field_1_8650, vertexFormats
Optional<DrawMode>: primitiveTopology
Optional<DrawMode>: primitiveTopology, field_1_8649, drawMode
Map<ShaderType, Identifier>: shaders, field_1_9435, shaders
Optional<TexelFormat>: depthStencilFormat, field_1_10577, depthStencilFormat
int: pushConstantSize, field_1_9565, pushConstantSize
Constructors
Methods
RenderPipeline$Builder (String): withLocation, withLocation, withLocation
RenderPipeline$Builder (String): withLocation, method_1_7988, id
RenderPipeline$Builder (Identifier): withLocation, withLocation, withLocation
RenderPipeline$Builder (Identifier): withLocation, method_1_7989, id
RenderPipeline$Builder (String): withFragmentShader, withFragmentShader, withFragmentShader
RenderPipeline$Builder (String): withFragmentShader, method_1_7986, fragmentShader
RenderPipeline$Builder (Identifier): withFragmentShader, withFragmentShader, withFragmentShader
RenderPipeline$Builder (Identifier): withFragmentShader, method_1_7987, fragmentShader
RenderPipeline$Builder (String): withVertexShader, withVertexShader, withVertexShader
RenderPipeline$Builder (String): withVertexShader, method_1_7998, vertexShader
RenderPipeline$Builder (Identifier): withVertexShader, withVertexShader, withVertexShader
RenderPipeline$Builder (Identifier): withVertexShader, method_1_7999, vertexShader
RenderPipeline$Builder (String): withShaderDefine, withShaderDefine, withShaderDefine
RenderPipeline$Builder (String): withShaderDefine, method_1_7992, define
RenderPipeline$Builder (String, int): withShaderDefine, withShaderDefine, withShaderDefine
RenderPipeline$Builder (String, int): withShaderDefine, method_1_7994, define
RenderPipeline$Builder (String, float): withShaderDefine, withShaderDefine, withShaderDefine
RenderPipeline$Builder (String, float): withShaderDefine, method_1_7993, define
RenderPipeline$Builder (PolygonMode): withPolygonMode, withPolygonMode, withPolygonMode
RenderPipeline$Builder (boolean): withCull, withCull, withCull
RenderPipeline$Builder (boolean): withCull, method_1_7983, cull
void (RenderPipeline$Snippet): withSnippet, withSnippet, withSnippet
RenderPipeline$Snippet (): buildSnippet
RenderPipeline$Snippet (): buildSnippet, method_1_7977, buildSnippet
RenderPipeline (): build
RenderPipeline (): build, method_1_7976, build
void (List): lambda$withSnippet$0
void (List): lambda$withSnippet$0, method_1_7978, method_1_7978
RenderPipeline$Builder (ColorTargetState): withColorTargetState
RenderPipeline$Builder (DepthStencilState): withDepthStencilState, withDepthStencilState, withDepthStencilState
RenderPipeline$Builder (Optional<DepthStencilState>): withDepthStencilState, withDepthStencilState, withDepthStencilState
RenderPipeline$Builder (Optional<DepthStencilState>): withDepthStencilState, method_1_7985, depthStencilState
RenderPipeline$Builder (BindGroupLayout): withBindGroupLayout
RenderPipeline$Builder (int, ColorTargetState): withColorTargetState, withColorTargetState, withColorTargetState
RenderPipeline$Builder (int): withUnusedColorTargetState
RenderPipeline$Builder (int): withUnusedColorTargetState, method_1_7996, emptyColorTargetState
RenderPipeline$Builder (int, VertexFormat): withVertexBinding
RenderPipeline$Builder (int, VertexFormat): withVertexBinding, method_1_7997, vertexFormat
RenderPipeline$Builder (DrawMode): withPrimitiveTopology
RenderPipeline$Builder (BindGroupLayout): withBindGroupLayout, method_1_7979, bindGroupLayout
RenderPipeline$Builder (PolygonMode): withPolygonMode, method_1_7990, polygonMode
RenderPipeline$Builder (int, ColorTargetState): withColorTargetState, method_1_7980, colorTargetState
RenderPipeline$Builder (int, int, Supplier<ColorTargetState>): withColorTargetStates, method_1_7982, colorTargetStates
RenderPipeline$Builder (ColorTargetState): withColorTargetState, method_1_7981, colorTargetState
RenderPipeline$Builder (DepthStencilState): withDepthStencilState, method_1_7984, depthStencilState
RenderPipeline$Builder (TexelFormat): withDepthStencilFormat, method_1_10585, depthStencilFormat
RenderPipeline$Builder (DrawMode): withPrimitiveTopology, method_1_7991, drawMode
RenderPipeline$Builder (int): withPushConstantSize, method_1_9211, pushConstantSize
RenderPipeline$Builder (RenderPipeline$Snippet): withSnippet, method_1_7995, addSnippet
26.2
Names
Fields
Optional<List<String>>: samplers
Optional<List<RenderPipeline$UniformDescription>>: uniforms
Optional<VertexFormat>: vertexFormat
Optional<VertexFormat$DrawMode>: vertexFormatMode
Optional<ColorTargetState>: colorTargetState
Optional<List<BindGroupLayout>>: bindGroupLayouts
ColorTargetState[]: colorTargetStates
int: activeColorTargetStateCount
VertexFormat[]: vertexFormatPerBuffer
Optional<DrawMode>: primitiveTopology
Constructors
Methods
RenderPipeline$Builder (String): withSampler, withSampler, withSampler
RenderPipeline$Builder (String, UniformType): withUniform, withUniform, withUniform
RenderPipeline$Builder (String, UniformType, TextureFormat): withUniform, withUniform, withUniform
RenderPipeline$Builder (VertexFormat, VertexFormat$DrawMode): withVertexFormat, withVertexFormat, withVertexFormat
void (List): lambda$withSnippet$1, lambda$withSnippet$1, lambda$withSnippet$1
void (List): lambda$withSnippet$0, lambda$withSnippet$0, lambda$withSnippet$0
void (List): lambda$withSnippet$0
RenderPipeline$Builder (ColorTargetState): withColorTargetState, withColorTargetState, withColorTargetState
RenderPipeline$Builder (ColorTargetState): withColorTargetState
RenderPipeline$Builder (BindGroupLayout): withBindGroupLayout
RenderPipeline$Builder (int, ColorTargetState): withColorTargetState, withColorTargetState, withColorTargetState
RenderPipeline$Builder (int): withUnusedColorTargetState
RenderPipeline$Builder (int, VertexFormat): withVertexBinding
RenderPipeline$Builder (DrawMode): withPrimitiveTopology
26.1.2
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Fields
Constructors
Methods
26.1.1
Names
Fields
Constructors
Methods
26.1
Names
Fields
Optional<DepthTestFunction>: depthTestFunction
Optional<BlendFunction>: blendFunction
float: depthBiasScaleFactor
float: depthBiasConstant
Optional<DepthStencilState>: depthStencilState
Optional<ColorTargetState>: colorTargetState
Constructors
Methods
RenderPipeline$Builder (String): withVertexShader
RenderPipeline$Builder (String): withVertexShader, withVertexShader, withVertexShader
RenderPipeline$Builder (DepthTestFunction): withDepthTestFunction, withDepthTestFunction, withDepthTestFunction
RenderPipeline$Builder (BlendFunction): withBlend, withBlend, withBlend
RenderPipeline$Builder (): withoutBlend
RenderPipeline$Builder (boolean): withColorWrite, withColorWrite, withColorWrite
RenderPipeline$Builder (boolean, boolean): withColorWrite, withColorWrite, withColorWrite
RenderPipeline$Builder (boolean): withDepthWrite, withDepthWrite, withDepthWrite
RenderPipeline$Builder (LogicOp): withColorLogic, withColorLogic, withColorLogic
RenderPipeline$Builder (float, float): withDepthBias, withDepthBias, withDepthBias
RenderPipeline$Builder (ColorTargetState): withColorTargetState, withColorTargetState, withColorTargetState
RenderPipeline$Builder (DepthStencilState): withDepthStencilState, withDepthStencilState, withDepthStencilState
RenderPipeline$Builder (Optional<DepthStencilState>): withDepthStencilState, withDepthStencilState, withDepthStencilState
1.21.11_unobfuscated
Names
com.mojang.blaze3d.pipeline.RenderPipeline$Builder
com.mojang.blaze3d.pipeline.RenderPipeline$Builder
com.mojang.blaze3d.pipeline.RenderPipeline$Builder
Fields
int: nextPipelineSortKey
Optional<Identifier>: location
Optional<Identifier>: fragmentShader
Optional<Identifier>: vertexShader
Optional<Defines$Builder>: definesBuilder
Optional<List<String>>: samplers
Optional<List<RenderPipeline$UniformDescription>>: uniforms
Optional<DepthTestFunction>: depthTestFunction
Optional<PolygonMode>: polygonMode
Optional<BlendFunction>: blendFunction
Optional<VertexFormat>: vertexFormat
Optional<VertexFormat$DrawMode>: vertexFormatMode
float: depthBiasScaleFactor
float: depthBiasConstant
Constructors
()
Methods
RenderPipeline$Builder (String): withLocation, withLocation, withLocation
RenderPipeline$Builder (Identifier): withLocation, withLocation, withLocation
RenderPipeline$Builder (String): withFragmentShader, withFragmentShader, withFragmentShader
RenderPipeline$Builder (Identifier): withFragmentShader, withFragmentShader, withFragmentShader
RenderPipeline$Builder (String): withVertexShader
RenderPipeline$Builder (Identifier): withVertexShader, withVertexShader, withVertexShader
RenderPipeline$Builder (String): withShaderDefine, withShaderDefine, withShaderDefine
RenderPipeline$Builder (String, int): withShaderDefine, withShaderDefine, withShaderDefine
RenderPipeline$Builder (String, float): withShaderDefine, withShaderDefine, withShaderDefine
RenderPipeline$Builder (String): withSampler, withSampler, withSampler
RenderPipeline$Builder (String, UniformType): withUniform, withUniform, withUniform
RenderPipeline$Builder (String, UniformType, TextureFormat): withUniform, withUniform, withUniform
RenderPipeline$Builder (DepthTestFunction): withDepthTestFunction, withDepthTestFunction, withDepthTestFunction
RenderPipeline$Builder (PolygonMode): withPolygonMode, withPolygonMode, withPolygonMode
RenderPipeline$Builder (boolean): withCull, withCull, withCull
RenderPipeline$Builder (BlendFunction): withBlend, withBlend, withBlend
RenderPipeline$Builder (): withoutBlend
RenderPipeline$Builder (boolean): withColorWrite, withColorWrite, withColorWrite
RenderPipeline$Builder (boolean, boolean): withColorWrite, withColorWrite, withColorWrite
RenderPipeline$Builder (boolean): withDepthWrite, withDepthWrite, withDepthWrite
RenderPipeline$Builder (LogicOp): withColorLogic, withColorLogic, withColorLogic
RenderPipeline$Builder (VertexFormat, VertexFormat$DrawMode): withVertexFormat, withVertexFormat, withVertexFormat
RenderPipeline$Builder (float, float): withDepthBias, withDepthBias, withDepthBias
void (RenderPipeline$Snippet): withSnippet, withSnippet, withSnippet
RenderPipeline$Snippet (): buildSnippet
RenderPipeline (): build
void (List): lambda$withSnippet$1, lambda$withSnippet$1, lambda$withSnippet$1
void (List): lambda$withSnippet$0, lambda$withSnippet$0, lambda$withSnippet$0