Class RenderPass
java.lang.Object
com.mojang.blaze3d.systems.RenderPass
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AutoCloseable
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Nested Class Summary
Nested ClassesModifier and TypeClassDescriptionstatic final recordstatic interface -
Field Summary
FieldsModifier and TypeFieldDescriptionprivate final RenderPassBackendprivate final GpuDeviceBackendprivate static final org.slf4j.Loggerprivate int -
Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionvoidbindTexture(String name, @Nullable GpuTextureView textureView, @Nullable GpuSampler sampler) voidclose()voidvoiddraw(int firstVertex, int vertexCount) voiddrawIndexed(int baseVertex, int firstIndex, int indexCount, int instanceCount) <T> voiddrawMultipleIndexed(Collection<RenderPass.Draw<T>> draws, @Nullable GpuBuffer defaultIndexBuffer, @Nullable VertexFormat.IndexType defaultIndexType, Collection<String> dynamicUniforms, T uniformArgument) voidenableScissor(int x, int y, int width, int height) voidvoidpushDebugGroup(Supplier<String> label) voidsetIndexBuffer(GpuBuffer indexBuffer, VertexFormat.IndexType indexType) voidsetPipeline(RenderPipeline pipeline) voidsetUniform(String name, GpuBuffer value) voidsetUniform(String name, GpuBufferSlice value) voidsetVertexBuffer(int slot, GpuBuffer vertexBuffer) voidsetViewport(int x, int y, int width, int height)
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Field Details
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LOGGER
private static final org.slf4j.Logger LOGGER -
backend
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device
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pushedDebugGroups
private int pushedDebugGroups
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Constructor Details
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RenderPass
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Method Details
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pushDebugGroup
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popDebugGroup
public void popDebugGroup() -
setPipeline
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bindTexture
public void bindTexture(String name, @Nullable GpuTextureView textureView, @Nullable GpuSampler sampler) -
setUniform
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setUniform
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setViewport
public void setViewport(int x, int y, int width, int height) -
enableScissor
public void enableScissor(int x, int y, int width, int height) -
disableScissor
public void disableScissor() -
setVertexBuffer
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setIndexBuffer
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drawIndexed
public void drawIndexed(int baseVertex, int firstIndex, int indexCount, int instanceCount) -
drawMultipleIndexed
public <T> void drawMultipleIndexed(Collection<RenderPass.Draw<T>> draws, @Nullable GpuBuffer defaultIndexBuffer, @Nullable VertexFormat.IndexType defaultIndexType, Collection<String> dynamicUniforms, T uniformArgument) -
draw
public void draw(int firstVertex, int vertexCount) -
close
public void close()- Specified by:
closein interfaceAutoCloseable
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