历史 - com.mojang.blaze3d.pipeline.RenderPipeline

1.21.11

名称

字段

构造函数

方法

1.21.10

名称

字段

构造函数

方法

1.21.9

名称

字段

构造函数

方法

1.21.8

名称

字段

构造函数

方法

1.21.7

名称

字段

构造函数

方法

1.21.6

名称

字段

int: sortKey, sortKey, sortKey

int: sortKeySeed, sortKeySeed, sortKeySeed

构造函数

(ResourceLocation, ResourceLocation, ResourceLocation, ShaderDefines, List<String>, List<RenderPipeline$UniformDescription>, Optional<BlendFunction>, DepthTestFunction, PolygonMode, boolean, boolean, boolean, boolean, LogicOp, VertexFormat, VertexFormat$Mode, float, float)

(ResourceLocation, ResourceLocation, ResourceLocation, ShaderDefines, List<String>, List<RenderPipeline$UniformDescription>, Optional<BlendFunction>, DepthTestFunction, PolygonMode, boolean, boolean, boolean, boolean, LogicOp, VertexFormat, VertexFormat$Mode, float, float, int)

方法

int (): getSortKey, getSortKey, getSortKey

void (): updateSortKeySeed, updateSortKeySeed, updateSortKeySeed

1.21.5

名称

ezu

com.mojang.blaze3d.pipeline.RenderPipeline

net.minecraft.class_4491

com.mojang.blaze3d.pipeline.RenderPipeline

com.mojang.blaze3d.systems.RenderCallStorage

com.mojang.blaze3d.pipeline.RenderPipeline

net.minecraft.src.C_3105_

com.mojang.blaze3d.pipeline.RenderPipeline

字段

List<ConcurrentLinkedQueue<RenderCall>>: a, renderCalls, field_20453, recordingQueues, f_83910_

int: c, recordingBuffer, field_20454, recordingIndex, f_83911_

int: e, processedBuffer, field_20455, processingIndex, f_83912_

int: f, renderingBuffer, field_20456, lastProcessedIndex, f_83913_

boolean: b, isRecording, field_31899, recording, f_166180_

boolean: d, isProcessing, field_31900, processing, f_166181_

ResourceLocation: location, location, location

ResourceLocation: vertexShader, vertexShader, vertexShader

ResourceLocation: fragmentShader, fragmentShader, fragmentShader

ShaderDefines: shaderDefines, shaderDefines, shaderDefines

List<String>: samplers, samplers, samplers

List<RenderPipeline$UniformDescription>: uniforms, uniforms, uniforms

DepthTestFunction: depthTestFunction, depthTestFunction, depthTestFunction

PolygonMode: polygonMode, polygonMode, polygonMode

boolean: cull, cull, cull

LogicOp: colorLogic, colorLogic, colorLogic

Optional<BlendFunction>: blendFunction, blendFunction, blendFunction

boolean: writeColor, writeColor, writeColor

boolean: writeAlpha, writeAlpha, writeAlpha

boolean: writeDepth, writeDepth, writeDepth

VertexFormat: vertexFormat, vertexFormat, vertexFormat

VertexFormat$Mode: vertexFormatMode, vertexFormatMode, vertexFormatMode

float: depthBiasScaleFactor, depthBiasScaleFactor, depthBiasScaleFactor

float: depthBiasConstant, depthBiasConstant, depthBiasConstant

构造函数

()

(ResourceLocation, ResourceLocation, ResourceLocation, ShaderDefines, List<String>, List<RenderPipeline$UniformDescription>, Optional<BlendFunction>, DepthTestFunction, PolygonMode, boolean, boolean, boolean, boolean, LogicOp, VertexFormat, VertexFormat$Mode, float, float)

方法

boolean (): a, canBeginRecording, method_35599, canRecord, m_166182_

boolean (): b, beginRecording, method_35601, startRecording, m_166185_

void (RenderCall): a, recordRenderCall, method_35600, record, m_166183_

void (): c, endRecording, method_35602, stopRecording, m_166186_

boolean (): d, canBeginProcessing, method_35603, canProcess, m_166187_

boolean (): e, beginProcessing, method_35604, startProcessing, m_166188_

void (): f, processRecordedQueue, method_35605, process, m_166189_

void (): g, endProcessing, method_35606, stopProcessing, m_166190_

ConcurrentLinkedQueue<RenderCall> (): h, startRendering, method_35607, getLastProcessedQueue, m_166191_

ConcurrentLinkedQueue<RenderCall> (): i, getRecordingQueue, method_35608, getRecordingQueue, m_166192_

ConcurrentLinkedQueue<RenderCall> (): j, getProcessedQueue, method_35609, getProcessingQueue, m_166193_

DepthTestFunction (): getDepthTestFunction, getDepthTestFunction, getDepthTestFunction

PolygonMode (): getPolygonMode, getPolygonMode, getPolygonMode

boolean (): isCull, isCull, isCull

LogicOp (): getColorLogic, getColorLogic, getColorLogic

Optional<BlendFunction> (): getBlendFunction, getBlendFunction, getBlendFunction

boolean (): isWriteColor, isWriteColor, isWriteColor

boolean (): isWriteAlpha, isWriteAlpha, isWriteAlpha

boolean (): isWriteDepth, isWriteDepth, isWriteDepth

float (): getDepthBiasScaleFactor, getDepthBiasScaleFactor, getDepthBiasScaleFactor

float (): getDepthBiasConstant, getDepthBiasConstant, getDepthBiasConstant

ResourceLocation (): getLocation, getLocation, getLocation

VertexFormat (): getVertexFormat, getVertexFormat, getVertexFormat

VertexFormat$Mode (): getVertexFormatMode, getVertexFormatMode, getVertexFormatMode

ResourceLocation (): getVertexShader, getVertexShader, getVertexShader

ResourceLocation (): getFragmentShader, getFragmentShader, getFragmentShader

ShaderDefines (): getShaderDefines, getShaderDefines, getShaderDefines

List<String> (): getSamplers, getSamplers, getSamplers

List<RenderPipeline$UniformDescription> (): getUniforms, getUniforms, getUniforms

boolean (): wantsDepthTexture, wantsDepthTexture, wantsDepthTexture

RenderPipeline$Builder (RenderPipeline$Snippet...): builder, builder, builder, builder, builder

1.21.1

名称

字段

构造函数

方法

1.21

名称

eyl

ezu

字段

构造函数

方法

1.20.6

名称

eom

eyl

字段

构造函数

方法

1.20.4

名称

eka

eom

字段

构造函数

方法

1.20.2

名称

egu

eka

字段

构造函数

方法

1.20.1

名称

efq

egu

字段

构造函数

方法

1.19.4

名称

ecp

efq

字段

构造函数

方法

1.19.3

名称

dzb

ecp

字段

构造函数

方法

1.19.2

名称

字段

构造函数

方法

1.19.1

名称

dye

dzb

字段

构造函数

方法

1.19

名称

dry

dye

字段

构造函数

方法

1.18.2

名称

dqw

dry

字段

构造函数

方法

1.18.1

名称

字段

构造函数

方法

1.18

名称

dox

dqw

字段

构造函数

方法

1.17.1

名称

字段

构造函数

方法

1.17

名称

def

dox

com.mojang.blaze3d.Empty3i

net.minecraft.src.C_3105_

字段

List<ConcurrentLinkedQueue<RenderCall>>: a, renderCalls, field_20453, recordingQueues, field_227581_a_

List<ConcurrentLinkedQueue<RenderCall>>: a, renderCalls, field_20453, recordingQueues, f_83910_

int: b, recordingBuffer, field_20454, field_20454, field_227582_b_

int: c, recordingBuffer, field_20454, recordingIndex, f_83911_

int: c, processedBuffer, field_20455, field_20455, field_227583_c_

int: e, processedBuffer, field_20455, processingIndex, f_83912_

int: d, renderingBuffer, field_20456, field_20456, field_227584_d_

int: f, renderingBuffer, field_20456, lastProcessedIndex, f_83913_

boolean: b, isRecording, field_31899, recording, f_166180_

boolean: d, isProcessing, field_31900, processing, f_166181_

构造函数

方法

boolean (): a, canBeginRecording, method_35599, canRecord, m_166182_

boolean (): b, beginRecording, method_35601, startRecording, m_166185_

void (RenderCall): a, recordRenderCall, method_35600, record, m_166183_

void (): c, endRecording, method_35602, stopRecording, m_166186_

boolean (): d, canBeginProcessing, method_35603, canProcess, m_166187_

boolean (): e, beginProcessing, method_35604, startProcessing, m_166188_

void (): f, processRecordedQueue, method_35605, process, m_166189_

void (): g, endProcessing, method_35606, stopProcessing, m_166190_

ConcurrentLinkedQueue<RenderCall> (): h, startRendering, method_35607, getLastProcessedQueue, m_166191_

ConcurrentLinkedQueue<RenderCall> (): i, getRecordingQueue, method_35608, getRecordingQueue, m_166192_

ConcurrentLinkedQueue<RenderCall> (): j, getProcessedQueue, method_35609, getProcessingQueue, m_166193_

1.16.5

名称

字段

构造函数

方法

1.16.4

名称

dec

def

字段

构造函数

方法

1.16.3

名称

字段

构造函数

方法

1.16.2

名称

dge

dec

字段

构造函数

方法

1.16.1

名称

cxd

dge

字段

int: b, recordingBuffer, field_20454, field_227582_b_

int: b, recordingBuffer, field_20454, field_20454, field_227582_b_

int: c, processedBuffer, field_20455, field_227583_c_

int: c, processedBuffer, field_20455, field_20455, field_227583_c_

int: d, renderingBuffer, field_20456, field_227584_d_

int: d, renderingBuffer, field_20456, field_20456, field_227584_d_

构造函数

方法

1.15.2

名称

cxa

cxd

字段

构造函数

方法

1.15.1

名称

字段

构造函数

方法

1.15

名称

cxa

com.mojang.blaze3d.pipeline.RenderPipeline

net.minecraft.class_4491

com.mojang.blaze3d.systems.RenderCallStorage

com.mojang.blaze3d.Empty3i

字段

List<ConcurrentLinkedQueue<RenderCall>>: a, renderCalls, field_20453, recordingQueues, field_227581_a_

int: b, recordingBuffer, field_20454, field_227582_b_

int: c, processedBuffer, field_20455, field_227583_c_

int: d, renderingBuffer, field_20456, field_227584_d_

构造函数

()

方法