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
- 无
内部类/嵌套类型
- 无
构造器
- 无
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:
- 无
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:
- 无
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:
- 无
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);
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