com.mojang.blaze3d.opengl

public class GlCommandEncoder

implements CommandEncoder

fkf
com.mojang.blaze3d.opengl.GlCommandEncoder
net.minecraft.class_10860

Field summary

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

Constructor summary

ModifierConstructor
protected (GlDevice arg0)

Method summary

Modifier and TypeMethod
public RenderPass
createRenderPass(Supplier<String> arg0, GpuTexture arg1, OptionalInt arg2)
createRenderPass(Supplier<String> arg0, GpuTexture arg1, OptionalInt arg2)
public RenderPass
createRenderPass(Supplier<String> arg0, GpuTexture arg1, OptionalInt arg2, GpuTexture arg3, OptionalDouble arg4)
createRenderPass(Supplier<String> arg0, GpuTexture arg1, OptionalInt arg2, GpuTexture arg3, OptionalDouble arg4)
public void
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)
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)
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(com.mojang.blaze3d.textures.GpuTexture arg0, int arg1, int arg2, int arg3, int arg4)
public void
clearDepthTexture(GpuTexture arg0, double arg1)
clearDepthTexture(GpuTexture arg0, double arg1)
private void
a(GpuTexture arg0)
verifyColorTexture(GpuTexture arg0)
method_70805(com.mojang.blaze3d.textures.GpuTexture arg0)
private void
b(GpuTexture arg0)
verifyDepthTexture(GpuTexture arg0)
method_70807(com.mojang.blaze3d.textures.GpuTexture arg0)
public void
writeToBuffer(GpuBufferSlice arg0, ByteBuffer arg1)
writeToBuffer(GpuBufferSlice arg0, ByteBuffer arg1)
public GpuBuffer$MappedView
mapBuffer(GpuBuffer arg0, boolean arg1, boolean arg2)
mapBuffer(GpuBuffer arg0, boolean arg1, boolean arg2)
public GpuBuffer$MappedView
mapBuffer(GpuBufferSlice arg0, boolean arg1, boolean arg2)
mapBuffer(GpuBufferSlice arg0, boolean arg1, boolean arg2)
public void
writeToTexture(GpuTexture arg0, fli arg1)
writeToTexture(GpuTexture arg0, NativeImage arg1)
public void
writeToTexture(GpuTexture arg0, fli arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8)
writeToTexture(GpuTexture arg0, NativeImage arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8)
public void
writeToTexture(GpuTexture arg0, IntBuffer arg1, fli$a arg2, int arg3, int arg4, int arg5, int arg6, int arg7)
writeToTexture(GpuTexture arg0, IntBuffer arg1, NativeImage$Format arg2, int arg3, int arg4, int arg5, int arg6, int arg7)
public void
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)
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)
public void
presentTexture(GpuTexture arg0)
presentTexture(GpuTexture arg0)
public GpuFence
createFence()
createFence()
protected void
a(fkl arg0, Collection<RenderPass$a> arg1, GpuBuffer arg2, VertexFormat$a arg3, Collection<String> arg4)
executeDrawMultiple(GlRenderPass arg0, Collection<RenderPass$Draw> arg1, GpuBuffer arg2, VertexFormat$IndexType arg3, Collection<String> arg4)
method_68355(class_10866 arg0, Collection<RenderPass$class_10884> arg1, com.mojang.blaze3d.buffers.GpuBuffer arg2, VertexFormat$class_5595 arg3, Collection<String> arg4)
protected void
a(fkl 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$class_5595 arg4, int arg5)
private void
a(fkl arg0, int arg1, int arg2, int arg3, VertexFormat$a arg4, fkm 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)
private boolean
a(fkl arg0, Collection<String> arg1)
trySetup(GlRenderPass arg0, Collection<String> arg1)
method_68351(class_10866 arg0, Collection<String> arg1)
private void
a(RenderPipeline arg0)
applyPipelineState(RenderPipeline arg0)
method_68356(com.mojang.blaze3d.pipeline.RenderPipeline arg0)
public void
a()
finishRenderPass()
method_68346()
protected GlDevice
b()
getDevice()
method_68369()