com.mojang.blaze3d.opengl

public class GlCommandEncoder

implements CommandEncoder

fma
com.mojang.blaze3d.opengl.GlCommandEncoder
net.minecraft.class_10860
net.minecraft.client.gl.GlCommandEncoder

Field summary

Modifier and TypeField
private static final org.slf4j.Logger
a
LOGGER
field_57843
LOGGER
private final GlDevice
b
device
field_57844
backend
private final int
c
readFbo
field_57845
temporaryFb1
private final int
d
drawFbo
field_57846
temporaryFb2
private RenderPipeline
e
lastPipeline
field_57847
currentPipeline
private boolean
f
inRenderPass
field_57848
renderPassOpen
private GlProgram
g
lastProgram
field_57849
currentProgram

Constructor summary

ModifierConstructor
protected (GlDevice backend)

Method summary

Modifier and TypeMethod
public RenderPass
createRenderPass(Supplier<String> arg0, GpuTextureView arg1, OptionalInt arg2)
createRenderPass(Supplier<String> arg0, GpuTextureView arg1, OptionalInt arg2)
createRenderPass(Supplier<String> arg0, GpuTextureView arg1, OptionalInt arg2)
createRenderPass(Supplier<String> arg0, GpuTextureView arg1, OptionalInt arg2)
public RenderPass
createRenderPass(Supplier<String> arg0, GpuTextureView arg1, OptionalInt arg2, GpuTextureView arg3, OptionalDouble arg4)
createRenderPass(Supplier<String> arg0, GpuTextureView arg1, OptionalInt arg2, GpuTextureView arg3, OptionalDouble arg4)
createRenderPass(Supplier<String> arg0, GpuTextureView arg1, OptionalInt arg2, GpuTextureView arg3, OptionalDouble arg4)
createRenderPass(Supplier<String> arg0, GpuTextureView arg1, OptionalInt arg2, GpuTextureView arg3, OptionalDouble arg4)
public void
clearColorTexture(GpuTexture arg0, int arg1)
clearColorTexture(GpuTexture arg0, int arg1)
clearColorTexture(GpuTexture arg0, int arg1)
clearColorTexture(GpuTexture arg0, int arg1)
public void
clearColorAndDepthTextures(GpuTexture arg0, int arg1, GpuTexture arg2, double arg3)
clearColorAndDepthTextures(GpuTexture arg0, int arg1, GpuTexture arg2, double arg3)
clearColorAndDepthTextures(GpuTexture arg0, int arg1, GpuTexture arg2, double arg3)
clearColorAndDepthTextures(GpuTexture arg0, int arg1, GpuTexture arg2, double arg3)
public void
clearColorAndDepthTextures(GpuTexture arg0, int arg1, GpuTexture arg2, double arg3, int arg4, int arg5, int arg6, int arg7)
clearColorAndDepthTextures(GpuTexture arg0, int arg1, GpuTexture arg2, double arg3, int arg4, int arg5, int arg6, int arg7)
clearColorAndDepthTextures(GpuTexture arg0, int arg1, GpuTexture arg2, double arg3, int arg4, int arg5, int arg6, int arg7)
clearColorAndDepthTextures(GpuTexture arg0, int arg1, GpuTexture arg2, double arg3, int arg4, int arg5, int arg6, int arg7)
private void
a(GpuTexture arg0, int arg1, int arg2, int arg3, int arg4)
verifyRegion(GpuTexture arg0, int arg1, int arg2, int arg3, int arg4)
method_70806(GpuTexture arg0, int arg1, int arg2, int arg3, int arg4)
validate(GpuTexture texture, int regionX, int regionY, int regionWidth, int regionHeight)
public void
clearDepthTexture(GpuTexture arg0, double arg1)
clearDepthTexture(GpuTexture arg0, double arg1)
clearDepthTexture(GpuTexture arg0, double arg1)
clearDepthTexture(GpuTexture arg0, double arg1)
private void
a(GpuTexture arg0)
verifyColorTexture(GpuTexture arg0)
method_70805(GpuTexture arg0)
validateColorAttachment(GpuTexture texture)
private void
b(GpuTexture arg0)
verifyDepthTexture(GpuTexture arg0)
method_70807(GpuTexture arg0)
validateDepthAttachment(GpuTexture texture)
public void
writeToBuffer(GpuBufferSlice arg0, ByteBuffer arg1)
writeToBuffer(GpuBufferSlice arg0, ByteBuffer arg1)
writeToBuffer(GpuBufferSlice arg0, ByteBuffer arg1)
writeToBuffer(GpuBufferSlice arg0, ByteBuffer arg1)
public GpuBuffer$MappedView
mapBuffer(GpuBuffer arg0, boolean arg1, boolean arg2)
mapBuffer(GpuBuffer arg0, boolean arg1, boolean arg2)
mapBuffer(GpuBuffer arg0, boolean arg1, boolean arg2)
mapBuffer(GpuBuffer arg0, boolean arg1, boolean arg2)
public GpuBuffer$MappedView
mapBuffer(GpuBufferSlice arg0, boolean arg1, boolean arg2)
mapBuffer(GpuBufferSlice arg0, boolean arg1, boolean arg2)
mapBuffer(GpuBufferSlice arg0, boolean arg1, boolean arg2)
mapBuffer(GpuBufferSlice arg0, boolean arg1, boolean arg2)
public void
copyToBuffer(GpuBufferSlice arg0, GpuBufferSlice arg1)
copyToBuffer(GpuBufferSlice arg0, GpuBufferSlice arg1)
public void
writeToTexture(GpuTexture arg0, fne arg1)
writeToTexture(GpuTexture arg0, NativeImage arg1)
writeToTexture(GpuTexture arg0, class_1011 arg1)
writeToTexture(GpuTexture arg0, NativeImage arg1)
public void
writeToTexture(GpuTexture arg0, fne arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9)
writeToTexture(GpuTexture arg0, NativeImage arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9)
writeToTexture(GpuTexture arg0, class_1011 arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9)
writeToTexture(GpuTexture arg0, NativeImage arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9)
public void
writeToTexture(GpuTexture arg0, IntBuffer arg1, fne$a arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8)
writeToTexture(GpuTexture arg0, IntBuffer arg1, NativeImage$Format arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8)
writeToTexture(GpuTexture arg0, IntBuffer arg1, class_1011$class_1012 arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8)
writeToTexture(GpuTexture arg0, IntBuffer arg1, NativeImage$Format arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8)
public void
copyTextureToBuffer(GpuTexture arg0, GpuBuffer arg1, int arg2, Runnable arg3, int arg4)
copyTextureToBuffer(GpuTexture arg0, GpuBuffer arg1, int arg2, Runnable arg3, int arg4)
copyTextureToBuffer(GpuTexture arg0, GpuBuffer arg1, int arg2, Runnable arg3, int arg4)
copyTextureToBuffer(GpuTexture arg0, GpuBuffer arg1, int arg2, Runnable arg3, int arg4)
public void
copyTextureToBuffer(GpuTexture arg0, GpuBuffer arg1, int arg2, Runnable arg3, int arg4, int arg5, int arg6, int arg7, int arg8)
copyTextureToBuffer(GpuTexture arg0, GpuBuffer arg1, int arg2, Runnable arg3, int arg4, int arg5, int arg6, int arg7, int arg8)
copyTextureToBuffer(GpuTexture arg0, GpuBuffer arg1, int arg2, Runnable arg3, int arg4, int arg5, int arg6, int arg7, int arg8)
copyTextureToBuffer(GpuTexture arg0, GpuBuffer arg1, int arg2, Runnable arg3, int arg4, int arg5, int arg6, int arg7, int arg8)
public void
copyTextureToTexture(GpuTexture arg0, GpuTexture arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8)
copyTextureToTexture(GpuTexture arg0, GpuTexture arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8)
copyTextureToTexture(GpuTexture arg0, GpuTexture arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8)
copyTextureToTexture(GpuTexture arg0, GpuTexture arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8)
public void
presentTexture(GpuTextureView arg0)
presentTexture(GpuTextureView arg0)
presentTexture(GpuTextureView arg0)
presentTexture(GpuTextureView arg0)
public GpuFence
createFence()
createFence()
protected <T> void
a(fmg arg0, Collection<RenderPass$a<T>> arg1, GpuBuffer arg2, VertexFormat$a arg3, Collection<String> arg4, T arg5)
executeDrawMultiple(GlRenderPass arg0, Collection<RenderPass$Draw<T>> arg1, GpuBuffer arg2, VertexFormat$IndexType arg3, Collection<String> arg4, T arg5)
method_68355(class_10866 arg0, Collection<RenderPass$class_10884<T>> arg1, GpuBuffer arg2, VertexFormat$class_5595 arg3, Collection<String> arg4, T arg5)
drawObjectsWithRenderPass(RenderPassImpl pass, Collection<RenderPass$RenderObject<T>> objects, GpuBuffer indexBuffer, VertexFormat$IndexType indexType, Collection<String> validationSkippedUniforms, T arg5)
protected void
a(fmg arg0, int arg1, int arg2, int arg3, VertexFormat$a arg4, int arg5)
executeDraw(GlRenderPass arg0, int arg1, int arg2, int arg3, VertexFormat$IndexType arg4, int arg5)
method_68352(class_10866 arg0, int arg1, int arg2, int arg3, VertexFormat$class_5595 arg4, int arg5)
drawBoundObjectWithRenderPass(RenderPassImpl pass, int baseVertex, int firstIndex, int count, VertexFormat$IndexType indexType, int instanceCount)
private void
a(fmg arg0, int arg1, int arg2, int arg3, VertexFormat$a arg4, fmh arg5, int arg6)
drawFromBuffers(GlRenderPass arg0, int arg1, int arg2, int arg3, VertexFormat$IndexType arg4, GlRenderPipeline arg5, int arg6)
method_68353(class_10866 arg0, int arg1, int arg2, int arg3, VertexFormat$class_5595 arg4, class_10867 arg5, int arg6)
drawObjectWithRenderPass(RenderPassImpl pass, int baseVertex, int firstIndex, int count, VertexFormat$IndexType indexType, CompiledShaderPipeline pipeline, int instanceCount)
private boolean
a(fmg arg0, Collection<String> arg1)
trySetup(GlRenderPass arg0, Collection<String> arg1)
method_68351(class_10866 arg0, Collection<String> arg1)
setupRenderPass(RenderPassImpl pass, Collection<String> validationSkippedUniforms)
private void
a(RenderPipeline arg0)
applyPipelineState(RenderPipeline arg0)
method_68356(RenderPipeline arg0)
setPipelineAndApplyState(RenderPipeline pipeline)
public void
a()
finishRenderPass()
method_68346()
closePass()
protected GlDevice
b()
getDevice()
method_68369()
getBackend()