Class CommandEncoder
java.lang.Object
com.mojang.blaze3d.systems.CommandEncoder
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Field Summary
FieldsModifier and TypeFieldDescriptionprivate final CommandEncoderBackendprivate final GpuDeviceBackendprivate booleanprivate static final org.slf4j.Loggerprivate final @Nullable TracyGpuProfiler -
Constructor Summary
ConstructorsConstructorDescriptionCommandEncoder(@Nullable TracyGpuProfiler profiler, GpuDeviceBackend device, CommandEncoderBackend backend) -
Method Summary
Modifier and TypeMethodDescriptionprotected CommandEncoderBackendbackend()voidclearColorAndDepthTextures(GpuTexture colorTexture, Vector4fc clearColor, GpuTexture depthTexture, double clearDepth) voidclearColorAndDepthTextures(GpuTexture colorTexture, Vector4fc clearColor, GpuTexture depthTexture, double clearDepth, int regionX, int regionY, int regionWidth, int regionHeight) voidclearColorTexture(GpuTexture colorTexture, Vector4fc clearColor) voidclearDepthTexture(GpuTexture depthTexture, double clearDepth) voidclearStencilTexture(GpuTexture texture, int value) voidcopyBufferToTexture(GpuBufferSlice source, int sourceX, int sourceY, int sourceWidth, int sourceHeight, GpuTexture destination, int destinationX, int destinationY, int copyWidth, int copyHeight, int mipLevel, int arrayLayer) voidcopyTextureToBuffer(GpuTexture source, GpuBuffer destination, long offset, Runnable callback, int mipLevel) voidcopyTextureToBuffer(GpuTexture source, GpuBuffer destination, long offset, Runnable callback, int mipLevel, int x, int y, int width, int height) voidcopyTextureToTexture(GpuTexture source, GpuTexture destination, int mipLevel, int destX, int destY, int sourceX, int sourceY, int width, int height) voidcopyToBuffer(GpuBufferSlice source, GpuBufferSlice target) createRenderPass(RenderPassDescriptor descriptor) createRenderPass(Supplier<String> label, GpuTextureView colorTexture, Optional<Vector4fc> clearColor) createRenderPass(Supplier<String> label, GpuTextureView colorTexture, Optional<Vector4fc> clearColor, @Nullable GpuTextureView depthTexture, OptionalDouble clearDepth) createRenderPass(Supplier<String> label, GpuTextureView colorTexture, Optional<Vector4fc> clearColor, @Nullable GpuTextureView depthTexture, OptionalDouble clearDepth, RenderPass.RenderArea renderArea) protected booleanvoidsubmit()protected voidprivate voidverifyColorTexture(GpuTexture colorTexture) private voidverifyDepthTexture(GpuTexture depthTexture) private voidverifyRegion(GpuTexture colorTexture, int regionX, int regionY, int regionWidth, int regionHeight) private voidverifyStencilTexture(GpuTexture stencilTexture) voidwriteTimestamp(GpuQueryPool pool, int index) voidwriteToBuffer(GpuBufferSlice destination, ByteBuffer data) voidwriteToTexture(GpuTexture destination, NativeImage source) voidwriteToTexture(GpuTexture destination, NativeImage source, int mipLevel, int depthOrLayer, int destX, int destY) voidwriteToTexture(GpuTexture destination, ByteBuffer source, int mipLevel, int depthOrLayer, int destX, int destY, int width, int height)
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Field Details
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LOGGER
private static final org.slf4j.Logger LOGGER -
device
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backend
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isInRenderPass
private boolean isInRenderPass -
profiler
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Constructor Details
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CommandEncoder
public CommandEncoder(@Nullable TracyGpuProfiler profiler, GpuDeviceBackend device, CommandEncoderBackend backend)
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Method Details
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backend
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submit
public void submit() -
transientMemory
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isInRenderPass
protected boolean isInRenderPass() -
createRenderPass
public RenderPass createRenderPass(Supplier<String> label, GpuTextureView colorTexture, Optional<Vector4fc> clearColor) -
createRenderPass
public RenderPass createRenderPass(Supplier<String> label, GpuTextureView colorTexture, Optional<Vector4fc> clearColor, @Nullable GpuTextureView depthTexture, OptionalDouble clearDepth) -
createRenderPass
public RenderPass createRenderPass(Supplier<String> label, GpuTextureView colorTexture, Optional<Vector4fc> clearColor, @Nullable GpuTextureView depthTexture, OptionalDouble clearDepth, RenderPass.RenderArea renderArea) -
createRenderPass
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submitRenderPass
protected void submitRenderPass() -
clearColorTexture
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clearColorAndDepthTextures
public void clearColorAndDepthTextures(GpuTexture colorTexture, Vector4fc clearColor, GpuTexture depthTexture, double clearDepth) -
clearColorAndDepthTextures
public void clearColorAndDepthTextures(GpuTexture colorTexture, Vector4fc clearColor, GpuTexture depthTexture, double clearDepth, int regionX, int regionY, int regionWidth, int regionHeight) -
clearDepthTexture
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clearStencilTexture
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writeToBuffer
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copyToBuffer
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writeToTexture
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writeToTexture
public void writeToTexture(GpuTexture destination, NativeImage source, int mipLevel, int depthOrLayer, int destX, int destY) -
writeToTexture
public void writeToTexture(GpuTexture destination, ByteBuffer source, int mipLevel, int depthOrLayer, int destX, int destY, int width, int height) -
copyBufferToTexture
public void copyBufferToTexture(GpuBufferSlice source, int sourceX, int sourceY, int sourceWidth, int sourceHeight, GpuTexture destination, int destinationX, int destinationY, int copyWidth, int copyHeight, int mipLevel, int arrayLayer) -
copyTextureToBuffer
public void copyTextureToBuffer(GpuTexture source, GpuBuffer destination, long offset, Runnable callback, int mipLevel) -
copyTextureToBuffer
public void copyTextureToBuffer(GpuTexture source, GpuBuffer destination, long offset, Runnable callback, int mipLevel, int x, int y, int width, int height) -
copyTextureToTexture
public void copyTextureToTexture(GpuTexture source, GpuTexture destination, int mipLevel, int destX, int destY, int sourceX, int sourceY, int width, int height) -
createFence
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writeTimestamp
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verifyColorTexture
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verifyDepthTexture
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verifyStencilTexture
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verifyRegion
private void verifyRegion(GpuTexture colorTexture, int regionX, int regionY, int regionWidth, int regionHeight)
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