CommandEncoderBackend.java

com.mojang.blaze3d.systems.CommandEncoderBackend

信息

  • 全限定名:com.mojang.blaze3d.systems.CommandEncoderBackend
  • 类型:public interface
  • 包:com.mojang.blaze3d.systems
  • 源码路径:src/main/java/com/mojang/blaze3d/systems/CommandEncoderBackend.java
  • 起始行号:L18
  • 职责:

    TODO

字段/常量

内部类/嵌套类型

构造器

方法

下面的方法块按源码顺序生成。

RenderPassBackend createRenderPass(Supplier<String> label, GpuTextureView colorTexture, OptionalInt clearColor) @ L19

  • 方法名:createRenderPass
  • 源码定位:L19
  • 返回类型:RenderPassBackend
  • 修饰符:package-private

参数:

  • label: Supplier
  • colorTexture: GpuTextureView
  • clearColor: OptionalInt

说明:

TODO

RenderPassBackend createRenderPass(Supplier<String> label, GpuTextureView colorTexture, OptionalInt clearColor, GpuTextureView depthTexture, OptionalDouble clearDepth) @ L21

  • 方法名:createRenderPass
  • 源码定位:L21
  • 返回类型:RenderPassBackend
  • 修饰符:package-private

参数:

  • label: Supplier
  • colorTexture: GpuTextureView
  • clearColor: OptionalInt
  • depthTexture: GpuTextureView
  • clearDepth: OptionalDouble

说明:

TODO

boolean isInRenderPass() @ L25

  • 方法名:isInRenderPass
  • 源码定位:L25
  • 返回类型:boolean
  • 修饰符:package-private

参数:

说明:

TODO

void clearColorTexture(GpuTexture colorTexture, int clearColor) @ L27

  • 方法名:clearColorTexture
  • 源码定位:L27
  • 返回类型:void
  • 修饰符:package-private

参数:

  • colorTexture: GpuTexture
  • clearColor: int

说明:

TODO

void clearColorAndDepthTextures(GpuTexture colorTexture, int clearColor, GpuTexture depthTexture, double clearDepth) @ L29

  • 方法名:clearColorAndDepthTextures
  • 源码定位:L29
  • 返回类型:void
  • 修饰符:package-private

参数:

  • colorTexture: GpuTexture
  • clearColor: int
  • depthTexture: GpuTexture
  • clearDepth: double

说明:

TODO

void clearColorAndDepthTextures(GpuTexture colorTexture, int clearColor, GpuTexture depthTexture, double clearDepth, int regionX, int regionY, int regionWidth, int regionHeight) @ L31

  • 方法名:clearColorAndDepthTextures
  • 源码定位:L31
  • 返回类型:void
  • 修饰符:package-private

参数:

  • colorTexture: GpuTexture
  • clearColor: int
  • depthTexture: GpuTexture
  • clearDepth: double
  • regionX: int
  • regionY: int
  • regionWidth: int
  • regionHeight: int

说明:

TODO

void clearDepthTexture(GpuTexture depthTexture, double clearDepth) @ L35

  • 方法名:clearDepthTexture
  • 源码定位:L35
  • 返回类型:void
  • 修饰符:package-private

参数:

  • depthTexture: GpuTexture
  • clearDepth: double

说明:

TODO

void writeToBuffer(GpuBufferSlice destination, ByteBuffer data) @ L37

  • 方法名:writeToBuffer
  • 源码定位:L37
  • 返回类型:void
  • 修饰符:package-private

参数:

  • destination: GpuBufferSlice
  • data: ByteBuffer

说明:

TODO

GpuBuffer.MappedView mapBuffer(GpuBufferSlice buffer, boolean read, boolean write) @ L39

  • 方法名:mapBuffer
  • 源码定位:L39
  • 返回类型:GpuBuffer.MappedView
  • 修饰符:package-private

参数:

  • buffer: GpuBufferSlice
  • read: boolean
  • write: boolean

说明:

TODO

void copyToBuffer(GpuBufferSlice source, GpuBufferSlice target) @ L41

  • 方法名:copyToBuffer
  • 源码定位:L41
  • 返回类型:void
  • 修饰符:package-private

参数:

  • source: GpuBufferSlice
  • target: GpuBufferSlice

说明:

TODO

void writeToTexture(GpuTexture destination, NativeImage source, int mipLevel, int depthOrLayer, int destX, int destY, int width, int height, int sourceX, int sourceY) @ L43

  • 方法名:writeToTexture
  • 源码定位:L43
  • 返回类型:void
  • 修饰符:package-private

参数:

  • destination: GpuTexture
  • source: NativeImage
  • mipLevel: int
  • depthOrLayer: int
  • destX: int
  • destY: int
  • width: int
  • height: int
  • sourceX: int
  • sourceY: int

说明:

TODO

void writeToTexture(GpuTexture destination, ByteBuffer source, NativeImage.Format format, int mipLevel, int depthOrLayer, int destX, int destY, int width, int height) @ L47

  • 方法名:writeToTexture
  • 源码定位:L47
  • 返回类型:void
  • 修饰符:package-private

参数:

  • destination: GpuTexture
  • source: ByteBuffer
  • format: NativeImage.Format
  • mipLevel: int
  • depthOrLayer: int
  • destX: int
  • destY: int
  • width: int
  • height: int

说明:

TODO

void copyTextureToBuffer(GpuTexture source, GpuBuffer destination, long offset, Runnable callback, int mipLevel) @ L51

  • 方法名:copyTextureToBuffer
  • 源码定位:L51
  • 返回类型:void
  • 修饰符:package-private

参数:

  • source: GpuTexture
  • destination: GpuBuffer
  • offset: long
  • callback: Runnable
  • mipLevel: int

说明:

TODO

void copyTextureToBuffer(GpuTexture source, GpuBuffer destination, long offset, Runnable callback, int mipLevel, int x, int y, int width, int height) @ L53

  • 方法名:copyTextureToBuffer
  • 源码定位:L53
  • 返回类型:void
  • 修饰符:package-private

参数:

  • source: GpuTexture
  • destination: GpuBuffer
  • offset: long
  • callback: Runnable
  • mipLevel: int
  • x: int
  • y: int
  • width: int
  • height: int

说明:

TODO

void copyTextureToTexture(GpuTexture source, GpuTexture destination, int mipLevel, int destX, int destY, int sourceX, int sourceY, int width, int height) @ L55

  • 方法名:copyTextureToTexture
  • 源码定位:L55
  • 返回类型:void
  • 修饰符:package-private

参数:

  • source: GpuTexture
  • destination: GpuTexture
  • mipLevel: int
  • destX: int
  • destY: int
  • sourceX: int
  • sourceY: int
  • width: int
  • height: int

说明:

TODO

void presentTexture(GpuTextureView texture) @ L57

  • 方法名:presentTexture
  • 源码定位:L57
  • 返回类型:void
  • 修饰符:package-private

参数:

  • texture: GpuTextureView

说明:

TODO

GpuFence createFence() @ L59

  • 方法名:createFence
  • 源码定位:L59
  • 返回类型:GpuFence
  • 修饰符:package-private

参数:

说明:

TODO

GpuQuery timerQueryBegin() @ L61

  • 方法名:timerQueryBegin
  • 源码定位:L61
  • 返回类型:GpuQuery
  • 修饰符:package-private

参数:

说明:

TODO

void timerQueryEnd(GpuQuery query) @ L63

  • 方法名:timerQueryEnd
  • 源码定位:L63
  • 返回类型:void
  • 修饰符:package-private

参数:

  • query: GpuQuery

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public interface CommandEncoderBackend {
    RenderPassBackend createRenderPass(Supplier<String> label, GpuTextureView colorTexture, OptionalInt clearColor);
 
    RenderPassBackend createRenderPass(
        Supplier<String> label, GpuTextureView colorTexture, OptionalInt clearColor, @Nullable GpuTextureView depthTexture, OptionalDouble clearDepth
    );
 
    boolean isInRenderPass();
 
    void clearColorTexture(GpuTexture colorTexture, int clearColor);
 
    void clearColorAndDepthTextures(GpuTexture colorTexture, int clearColor, GpuTexture depthTexture, double clearDepth);
 
    void clearColorAndDepthTextures(
        GpuTexture colorTexture, int clearColor, GpuTexture depthTexture, double clearDepth, int regionX, int regionY, int regionWidth, int regionHeight
    );
 
    void clearDepthTexture(GpuTexture depthTexture, double clearDepth);
 
    void writeToBuffer(GpuBufferSlice destination, ByteBuffer data);
 
    GpuBuffer.MappedView mapBuffer(GpuBufferSlice buffer, boolean read, boolean write);
 
    void copyToBuffer(GpuBufferSlice source, GpuBufferSlice target);
 
    void writeToTexture(
        GpuTexture destination, NativeImage source, int mipLevel, int depthOrLayer, int destX, int destY, int width, int height, int sourceX, int sourceY
    );
 
    void writeToTexture(
        GpuTexture destination, ByteBuffer source, NativeImage.Format format, int mipLevel, int depthOrLayer, int destX, int destY, int width, int height
    );
 
    void copyTextureToBuffer(GpuTexture source, GpuBuffer destination, long offset, Runnable callback, int mipLevel);
 
    void copyTextureToBuffer(GpuTexture source, GpuBuffer destination, long offset, Runnable callback, int mipLevel, int x, int y, int width, int height);
 
    void copyTextureToTexture(GpuTexture source, GpuTexture destination, int mipLevel, int destX, int destY, int sourceX, int sourceY, int width, int height);
 
    void presentTexture(GpuTextureView texture);
 
    GpuFence createFence();
 
    GpuQuery timerQueryBegin();
 
    void timerQueryEnd(GpuQuery query);
}

引用的其他类