Interface RenderPassBackend
- All Known Implementing Classes:
GlRenderPass, VulkanRenderPass
public interface RenderPassBackend
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Method Summary
Modifier and TypeMethodDescriptionvoidbindTexture(String name, @Nullable GpuTextureView textureView, @Nullable GpuSampler sampler) voidvoiddraw(int vertexCount, int instanceCount, int firstVertex, int firstInstance) voiddrawIndexed(int indexCount, int instanceCount, int firstIndex, int vertexOffset, int firstInstance) voiddrawIndexedIndirect(GpuBufferSlice commands, int drawCount) voiddrawIndirect(GpuBufferSlice commands, int drawCount) <T> voiddrawMultipleIndexed(Collection<RenderPass.Draw<T>> draws, @Nullable GpuBuffer defaultIndexBuffer, @Nullable IndexType defaultIndexType, Collection<String> dynamicUniforms, T uniformArgument) voidenableScissor(int x, int y, int width, int height) voidvoidvoidmultiDrawIndexed(IntBuffer drawParameters, int instanceCount, int firstInstance, int drawCount) voidmultiDrawIndexed(PointerBuffer firstIndexOffsets, IntBuffer indexCounts, IntBuffer vertexOffsets, int drawCount) voidvoidpushDebugGroup(Supplier<String> label) voidsetIndexBuffer(GpuBuffer indexBuffer, IndexType indexType) voidsetPipeline(RenderPipeline pipeline) voidsetUniform(String name, GpuBuffer value) voidsetUniform(String name, GpuBufferSlice value) voidsetVertexBuffer(int slot, @Nullable GpuBufferSlice vertexBuffer) voidsetViewport(int x, int y, int width, int height) voidwriteTimestamp(GpuQueryPool pool, int index)
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Method Details
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pushDebugGroup
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popDebugGroup
void popDebugGroup() -
setPipeline
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bindTexture
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setUniform
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setUniform
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setViewport
void setViewport(int x, int y, int width, int height) -
enableScissor
void enableScissor(int x, int y, int width, int height) -
disableScissor
void disableScissor() -
setVertexBuffer
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setIndexBuffer
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drawIndexed
void drawIndexed(int indexCount, int instanceCount, int firstIndex, int vertexOffset, int firstInstance) -
multiDrawIndexed
void multiDrawIndexed(IntBuffer drawParameters, int instanceCount, int firstInstance, int drawCount) -
multiDrawIndexed
void multiDrawIndexed(PointerBuffer firstIndexOffsets, IntBuffer indexCounts, IntBuffer vertexOffsets, int drawCount) -
drawIndexedIndirect
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drawMultipleIndexed
<T> void drawMultipleIndexed(Collection<RenderPass.Draw<T>> draws, @Nullable GpuBuffer defaultIndexBuffer, @Nullable IndexType defaultIndexType, Collection<String> dynamicUniforms, T uniformArgument) -
draw
void draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance) -
multiDraw
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multiDraw
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drawIndirect
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writeTimestamp
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