| public RenderPassBackend | |
| public RenderPassBackend | | createRenderPass(Supplier<String> label, GpuTextureView colorTexture, OptionalInt clearColor, GpuTextureView depthTexture, OptionalDouble clearDepth) | | createRenderPass(Supplier<String> label, GpuTextureView colorTexture, OptionalInt clearColor, GpuTextureView depthTexture, OptionalDouble clearDepth) | | method_1_1391(Supplier<String> arg0, com.mojang.blaze3d.textures.GpuTextureView arg1, OptionalInt arg2, com.mojang.blaze3d.textures.GpuTextureView arg3, OptionalDouble arg4) | | createRenderPass(Supplier<String> arg0, com.mojang.blaze3d.textures.GpuTextureView arg1, OptionalInt arg2, com.mojang.blaze3d.textures.GpuTextureView arg3, OptionalDouble arg4) |
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| public boolean | | isInRenderPass() | | isInRenderPass() | | method_1_1392() | | isRenderPassOpen() |
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| public void | | clearColorTexture(GpuTexture colorTexture, int clearColor) | | clearColorTexture(GpuTexture colorTexture, int clearColor) | | method_1_1383(GpuTexture arg0, int arg1) | | clearColorTexture(GpuTexture arg0, int arg1) |
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| public void | | clearColorAndDepthTextures(GpuTexture colorTexture, int clearColor, GpuTexture depthTexture, double clearDepth) | | clearColorAndDepthTextures(GpuTexture colorTexture, int clearColor, GpuTexture depthTexture, double clearDepth) | | method_1_1381(GpuTexture arg0, int arg1, GpuTexture arg2, double arg3) | | clearColorAndDepthTextures(GpuTexture arg0, int arg1, GpuTexture arg2, double arg3) |
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| public void | | clearColorAndDepthTextures(GpuTexture colorTexture, int clearColor, GpuTexture depthTexture, double clearDepth, int regionX, int regionY, int regionWidth, int regionHeight) | | clearColorAndDepthTextures(GpuTexture colorTexture, int clearColor, GpuTexture depthTexture, double clearDepth, int regionX, int regionY, int regionWidth, int regionHeight) | | method_1_1382(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) |
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| public void | | clearDepthTexture(GpuTexture depthTexture, double clearDepth) | | clearDepthTexture(GpuTexture depthTexture, double clearDepth) | | method_1_1384(GpuTexture arg0, double arg1) | | clearDepthTexture(GpuTexture arg0, double arg1) |
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| public void | |
| public GpuBuffer$MappedView | |
| public void | |
| public void | | writeToTexture(GpuTexture destination, NativeImage source, int mipLevel, int depthOrLayer, int destX, int destY, int width, int height, int sourceX, int sourceY) | | writeToTexture(GpuTexture destination, NativeImage source, int mipLevel, int depthOrLayer, int destX, int destY, int width, int height, int sourceX, int sourceY) | | method_1_1398(GpuTexture arg0, class_1011 arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9) | | writeToTexture(GpuTexture arg0, NativeImage arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9) |
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| public void | | writeToTexture(GpuTexture destination, ByteBuffer source, NativeImage$Format format, int mipLevel, int depthOrLayer, int destX, int destY, int width, int height) | | writeToTexture(GpuTexture destination, ByteBuffer source, NativeImage$Format format, int mipLevel, int depthOrLayer, int destX, int destY, int width, int height) | | method_1_1399(GpuTexture arg0, ByteBuffer arg1, class_1011$class_1012 arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8) | | writeToTexture(GpuTexture arg0, ByteBuffer arg1, NativeImage$Format arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8) |
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| public void | | copyTextureToBuffer(GpuTexture source, GpuBuffer destination, long offset, Runnable callback, int mipLevel) | | copyTextureToBuffer(GpuTexture source, GpuBuffer destination, long offset, Runnable callback, int mipLevel) | | method_1_1385(GpuTexture arg0, GpuBuffer arg1, long arg2, Runnable arg3, int arg4) | | copyTextureToBuffer(GpuTexture arg0, GpuBuffer arg1, long arg2, Runnable arg3, int arg4) |
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| public void | | copyTextureToBuffer(GpuTexture source, GpuBuffer destination, long offset, Runnable callback, int mipLevel, int x, int y, int width, int height) | | copyTextureToBuffer(GpuTexture source, GpuBuffer destination, long offset, Runnable callback, int mipLevel, int x, int y, int width, int height) | | method_1_1386(GpuTexture arg0, GpuBuffer arg1, long arg2, Runnable arg3, int arg4, int arg5, int arg6, int arg7, int arg8) | | copyTextureToBuffer(GpuTexture arg0, GpuBuffer arg1, long arg2, Runnable arg3, int arg4, int arg5, int arg6, int arg7, int arg8) |
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| public void | | copyTextureToTexture(GpuTexture source, GpuTexture destination, int mipLevel, int destX, int destY, int sourceX, int sourceY, int width, int height) | | copyTextureToTexture(GpuTexture source, GpuTexture destination, int mipLevel, int destX, int destY, int sourceX, int sourceY, int width, int height) | | method_1_1387(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) |
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| public void | | presentTexture(GpuTextureView textureView) | | presentTexture(GpuTextureView textureView) | | method_1_1394(com.mojang.blaze3d.textures.GpuTextureView arg0) | | presentTexture(com.mojang.blaze3d.textures.GpuTextureView arg0) |
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| public GpuFence | | createFence() | | createFence() | | method_1_1389() | | createFence() |
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| protected <T> void | | executeDrawMultiple(GlRenderPass renderPass, Collection<RenderPass$Draw<T>> draws, GpuBuffer defaultIndexBuffer, VertexFormat$IndexType defaultIndexType, Collection<String> dynamicUniforms, T uniformArgument) | | executeDrawMultiple(GlRenderPass renderPass, Collection<RenderPass$Draw<T>> draws, GpuBuffer defaultIndexBuffer, VertexFormat$IndexType defaultIndexType, Collection<String> dynamicUniforms, T uniformArgument) | | method_68355(class_10866 arg0, Collection<RenderPass$class_10884<T>> arg1, GpuBuffer arg2, VertexFormat$class_5595 arg3, Collection<String> arg4, T arg5) | | drawObjectsWithRenderPass(RenderPassImpl pass, Collection<RenderPass$RenderObject<T>> objects, GpuBuffer indexBuffer, VertexFormat$IndexType indexType, Collection<String> validationSkippedUniforms, T arg5) |
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| protected void | | executeDraw(GlRenderPass renderPass, int baseVertex, int firstIndex, int drawCount, VertexFormat$IndexType indexType, int instanceCount) | | executeDraw(GlRenderPass renderPass, int baseVertex, int firstIndex, int drawCount, VertexFormat$IndexType indexType, int instanceCount) | | method_68352(class_10866 arg0, int arg1, int arg2, int arg3, VertexFormat$class_5595 arg4, int arg5) | | drawBoundObjectWithRenderPass(RenderPassImpl pass, int baseVertex, int firstIndex, int count, VertexFormat$IndexType indexType, int instanceCount) |
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| private void | | drawFromBuffers(GlRenderPass renderPass, int baseVertex, int firstIndex, int drawCount, VertexFormat$IndexType indexType, GlRenderPipeline pipeline, int instanceCount) | | drawFromBuffers(GlRenderPass renderPass, int baseVertex, int firstIndex, int drawCount, VertexFormat$IndexType indexType, GlRenderPipeline pipeline, int instanceCount) | | method_68353(class_10866 arg0, int arg1, int arg2, int arg3, VertexFormat$class_5595 arg4, class_10867 arg5, int arg6) | | drawObjectWithRenderPass(RenderPassImpl pass, int baseVertex, int firstIndex, int count, VertexFormat$IndexType indexType, CompiledShaderPipeline pipeline, int instanceCount) |
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| private boolean | |
| private void | |
| public void | | finishRenderPass() | | finishRenderPass() | | method_68346() | | closePass() |
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| public GpuQuery | | timerQueryBegin() | | timerQueryBegin() | | method_1_1395() | | timerQueryBegin() |
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| public void | | timerQueryEnd(GpuQuery query) | | timerQueryEnd(GpuQuery query) | | method_1_1396(com.mojang.blaze3d.systems.GpuQuery arg0) | | timerQueryEnd(com.mojang.blaze3d.systems.GpuQuery arg0) |
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