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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26.4-snapshot-3

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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

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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Methods

26.1.1

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26.1

Names

Fields

Optional<DepthTestFunction>: depthTestFunction

Optional<Boolean>: writeColor

Optional<Boolean>: writeAlpha

Optional<Boolean>: writeDepth

Optional<LogicOp>: colorLogic

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<Boolean>: cull

Optional<Boolean>: writeColor

Optional<Boolean>: writeAlpha

Optional<Boolean>: writeDepth

Optional<LogicOp>: colorLogic

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