Package com.mojang.blaze3d.systems
Interface CommandEncoder
- All Known Implementing Classes:
GlCommandEncoder,ValidationCommandEncoder
public interface CommandEncoder
-
Method Summary
Modifier and TypeMethodDescriptionvoidclearColorAndDepthTextures(GpuTexture pColorTexture, int pClearColor, GpuTexture pDepthTexture, double pClearDepth) voidclearColorAndDepthTextures(GpuTexture pColorTexture, int pClearColor, GpuTexture pDepthTexture, double pClearDepth, int pScissorX, int pScissorY, int pScissorWidth, int pScissorHeight) voidclearColorTexture(GpuTexture pTexture, int pColor) voidclearDepthTexture(GpuTexture pDepthTexture, double pClearDepth) voidclearStencilTexture(GpuTexture texture, int value) voidcopyTextureToBuffer(GpuTexture pTexture, GpuBuffer pBuffer, int pOffset, Runnable pTask, int pMipLevel) voidcopyTextureToBuffer(GpuTexture pTexture, GpuBuffer pBuffer, int pOffset, Runnable pTask, int pMipLevel, int pX, int pY, int pWidth, int pHeight) voidcopyTextureToTexture(GpuTexture pSource, GpuTexture pDestination, int pMipLevel, int pX, int pY, int pSourceX, int pSourceY, int pWidth, int pHeight) voidcopyToBuffer(GpuBufferSlice pSource, GpuBufferSlice pTarget) createRenderPass(Supplier<String> pDebugGroup, GpuTextureView pColorTexture, OptionalInt pClearColor) createRenderPass(Supplier<String> pDebugGroup, GpuTextureView pColorTexture, OptionalInt pClearColor, GpuTextureView pDepthTexture, OptionalDouble pClearDepth) mapBuffer(GpuBufferSlice pSlice, boolean pRead, boolean pWrite) voidpresentTexture(GpuTextureView pTexture) voidwriteToBuffer(GpuBufferSlice pSlice, ByteBuffer pBuffer) voidwriteToTexture(GpuTexture pTexture, NativeImage pImage) voidwriteToTexture(GpuTexture pTexture, NativeImage pImage, int pMipLevel, int pDepthOrLayer, int pX, int pY, int pWidth, int pHeight, int pSourceX, int pSourceY) voidwriteToTexture(GpuTexture pTexture, ByteBuffer pBuffer, NativeImage.Format pFormat, int pMipLevel, int pDepthOrLayer, int pX, int pY, int pWidth, int pHeight)
-
Method Details
-
createRenderPass
RenderPass createRenderPass(Supplier<String> pDebugGroup, GpuTextureView pColorTexture, OptionalInt pClearColor) -
createRenderPass
RenderPass createRenderPass(Supplier<String> pDebugGroup, GpuTextureView pColorTexture, OptionalInt pClearColor, @Nullable GpuTextureView pDepthTexture, OptionalDouble pClearDepth) -
clearColorTexture
-
clearColorAndDepthTextures
void clearColorAndDepthTextures(GpuTexture pColorTexture, int pClearColor, GpuTexture pDepthTexture, double pClearDepth) -
clearColorAndDepthTextures
void clearColorAndDepthTextures(GpuTexture pColorTexture, int pClearColor, GpuTexture pDepthTexture, double pClearDepth, int pScissorX, int pScissorY, int pScissorWidth, int pScissorHeight) -
clearDepthTexture
-
clearStencilTexture
-
writeToBuffer
-
mapBuffer
-
mapBuffer
-
copyToBuffer
-
writeToTexture
-
writeToTexture
void writeToTexture(GpuTexture pTexture, NativeImage pImage, int pMipLevel, int pDepthOrLayer, int pX, int pY, int pWidth, int pHeight, int pSourceX, int pSourceY) -
writeToTexture
void writeToTexture(GpuTexture pTexture, ByteBuffer pBuffer, NativeImage.Format pFormat, int pMipLevel, int pDepthOrLayer, int pX, int pY, int pWidth, int pHeight) -
copyTextureToBuffer
void copyTextureToBuffer(GpuTexture pTexture, GpuBuffer pBuffer, int pOffset, Runnable pTask, int pMipLevel) -
copyTextureToBuffer
void copyTextureToBuffer(GpuTexture pTexture, GpuBuffer pBuffer, int pOffset, Runnable pTask, int pMipLevel, int pX, int pY, int pWidth, int pHeight) -
copyTextureToTexture
void copyTextureToTexture(GpuTexture pSource, GpuTexture pDestination, int pMipLevel, int pX, int pY, int pSourceX, int pSourceY, int pWidth, int pHeight) -
presentTexture
-
createFence
GpuFence createFence()
-