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- //
- // Decompiled by Procyon v0.5.36
- //
- package com.mojang.blaze3d.systems;
- import com.google.common.collect.Queues;
- import org.apache.logging.log4j.LogManager;
- import org.lwjgl.glfw.GLFW;
- import org.lwjgl.glfw.GLFWErrorCallbackI;
- import java.util.function.LongSupplier;
- import com.mojang.blaze3d.platform.GLX;
- import java.nio.ByteBuffer;
- import java.util.function.Consumer;
- import javax.annotation.Nullable;
- import java.nio.IntBuffer;
- import java.nio.FloatBuffer;
- import java.util.function.Supplier;
- import java.util.concurrent.ConcurrentLinkedQueue;
- import org.apache.logging.log4j.Logger;
- public class RenderSystem
- {
- private static final Logger LOGGER;
- private static final ConcurrentLinkedQueue<cvy> recordingQueue;
- private static final cxh RENDER_THREAD_TESSELATOR;
- private static final float DEFAULTALPHACUTOFF = 0.1f;
- private static boolean isReplayingQueue;
- private static Thread gameThread;
- private static Thread renderThread;
- private static int MAX_SUPPORTED_TEXTURE_SIZE;
- private static boolean isInInit;
- public static void initRenderThread() {
- if (RenderSystem.renderThread != null || RenderSystem.gameThread == Thread.currentThread()) {
- throw new IllegalStateException("Could not initialize render thread");
- }
- RenderSystem.renderThread = Thread.currentThread();
- }
- public static boolean isOnRenderThread() {
- return Thread.currentThread() == RenderSystem.renderThread;
- }
- public static boolean isOnRenderThreadOrInit() {
- return RenderSystem.isInInit || isOnRenderThread();
- }
- public static void initGameThread(final boolean \u2603) {
- final boolean b = RenderSystem.renderThread == Thread.currentThread();
- if (RenderSystem.gameThread != null || RenderSystem.renderThread == null || b == \u2603) {
- throw new IllegalStateException("Could not initialize tick thread");
- }
- RenderSystem.gameThread = Thread.currentThread();
- }
- public static boolean isOnGameThread() {
- return true;
- }
- public static boolean isOnGameThreadOrInit() {
- return RenderSystem.isInInit || isOnGameThread();
- }
- public static void assertThread(final Supplier<Boolean> \u2603) {
- if (!\u2603.get()) {
- throw new IllegalStateException("Rendersystem called from wrong thread");
- }
- }
- public static boolean isInInitPhase() {
- return true;
- }
- public static void pushLightingAttributes() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.b();
- }
- public static void pushTextureAttributes() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.c();
- }
- public static void popAttributes() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.d();
- }
- public static void disableAlphaTest() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.e();
- }
- public static void enableAlphaTest() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.f();
- }
- public static void alphaFunc(final int \u2603, final float \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603, \u2603);
- }
- public static void enableLighting() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.g();
- }
- public static void disableLighting() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.h();
- }
- public static void enableColorMaterial() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.i();
- }
- public static void disableColorMaterial() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.j();
- }
- public static void colorMaterial(final int \u2603, final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603, \u2603);
- }
- public static void normal3f(final float \u2603, final float \u2603, final float \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603, \u2603, \u2603);
- }
- public static void disableDepthTest() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.k();
- }
- public static void enableDepthTest() {
- assertThread(RenderSystem::isOnGameThreadOrInit);
- cwi.l();
- }
- public static void depthFunc(final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.c(\u2603);
- }
- public static void depthMask(final boolean \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603);
- }
- public static void enableBlend() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.n();
- }
- public static void disableBlend() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.m();
- }
- public static void blendFunc(final cwi.r \u2603, final cwi.l \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.b(\u2603.p, \u2603.o);
- }
- public static void blendFunc(final int \u2603, final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.b(\u2603, \u2603);
- }
- public static void blendFuncSeparate(final cwi.r \u2603, final cwi.l \u2603, final cwi.r \u2603, final cwi.l \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603.p, \u2603.o, \u2603.p, \u2603.o);
- }
- public static void blendFuncSeparate(final int \u2603, final int \u2603, final int \u2603, final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603, \u2603, \u2603, \u2603);
- }
- public static void blendEquation(final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.d(\u2603);
- }
- public static void setupSolidRenderingTextureCombine(final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.e(\u2603);
- }
- public static void tearDownSolidRenderingTextureCombine() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.o();
- }
- public static void enableFog() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.y();
- }
- public static void disableFog() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.z();
- }
- public static void fogMode(final cwi.n \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.r(\u2603.d);
- }
- public static void fogMode(final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.r(\u2603);
- }
- public static void fogDensity(final float \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603);
- }
- public static void fogStart(final float \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.b(\u2603);
- }
- public static void fogEnd(final float \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.c(\u2603);
- }
- public static void fog(final int \u2603, final FloatBuffer \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.f(\u2603, \u2603);
- }
- public static void fogi(final int \u2603, final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.l(\u2603, \u2603);
- }
- public static void enableCull() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.A();
- }
- public static void disableCull() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.B();
- }
- public static void cullFace(final cwi.i \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.s(\u2603.d);
- }
- public static void cullFace(final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.s(\u2603);
- }
- public static void polygonMode(final int \u2603, final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.m(\u2603, \u2603);
- }
- public static void enablePolygonOffset() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.C();
- }
- public static void disablePolygonOffset() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.D();
- }
- public static void enableLineOffset() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.E();
- }
- public static void disableLineOffset() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.F();
- }
- public static void polygonOffset(final float \u2603, final float \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603, \u2603);
- }
- public static void enableColorLogicOp() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.G();
- }
- public static void disableColorLogicOp() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.H();
- }
- public static void logicOp(final cwi.p \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.t(\u2603.q);
- }
- public static void logicOp(final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.t(\u2603);
- }
- public static void enableTexGen(final cwi.u \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603);
- }
- public static void disableTexGen(final cwi.u \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.b(\u2603);
- }
- public static void texGenMode(final cwi.u \u2603, final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603, \u2603);
- }
- public static void texGenParam(final cwi.u \u2603, final int \u2603, final FloatBuffer \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603, \u2603, \u2603);
- }
- public static void activeTexture(final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.u(\u2603);
- }
- public static void enableTexture() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.I();
- }
- public static void disableTexture() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.J();
- }
- public static void texParameter(final int \u2603, final int \u2603, final int \u2603) {
- cwi.b(\u2603, \u2603, \u2603);
- }
- public static void deleteTexture(final int \u2603) {
- assertThread(RenderSystem::isOnGameThreadOrInit);
- cwi.v(\u2603);
- }
- public static void bindTexture(final int \u2603) {
- cwi.w(\u2603);
- }
- public static void texImage2D(final int \u2603, final int \u2603, final int \u2603, final int \u2603, final int \u2603, final int \u2603, final int \u2603, final int \u2603, @Nullable final IntBuffer \u2603) {
- assertThread(RenderSystem::isOnGameThreadOrInit);
- cwi.a(\u2603, \u2603, \u2603, \u2603, \u2603, \u2603, \u2603, \u2603, \u2603);
- }
- public static void texSubImage2D(final int \u2603, final int \u2603, final int \u2603, final int \u2603, final int \u2603, final int \u2603, final int \u2603, final int \u2603, final long \u2603) {
- assertThread(RenderSystem::isOnGameThreadOrInit);
- cwi.a(\u2603, \u2603, \u2603, \u2603, \u2603, \u2603, \u2603, \u2603, \u2603);
- }
- public static void copyTexSubImage2D(final int \u2603, final int \u2603, final int \u2603, final int \u2603, final int \u2603, final int \u2603, final int \u2603, final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603, \u2603, \u2603, \u2603, \u2603, \u2603, \u2603, \u2603);
- }
- public static void getTexImage(final int \u2603, final int \u2603, final int \u2603, final int \u2603, final long \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603, \u2603, \u2603, \u2603, \u2603);
- }
- public static void enableNormalize() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.L();
- }
- public static void disableNormalize() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.M();
- }
- public static void shadeModel(final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.x(\u2603);
- }
- public static void enableRescaleNormal() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.N();
- }
- public static void disableRescaleNormal() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.O();
- }
- public static void viewport(final int \u2603, final int \u2603, final int \u2603, final int \u2603) {
- assertThread(RenderSystem::isOnGameThreadOrInit);
- cwi.e(\u2603, \u2603, \u2603, \u2603);
- }
- public static void colorMask(final boolean \u2603, final boolean \u2603, final boolean \u2603, final boolean \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603, \u2603, \u2603, \u2603);
- }
- public static void stencilFunc(final int \u2603, final int \u2603, final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.d(\u2603, \u2603, \u2603);
- }
- public static void stencilMask(final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.y(\u2603);
- }
- public static void stencilOp(final int \u2603, final int \u2603, final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.e(\u2603, \u2603, \u2603);
- }
- public static void clearDepth(final double \u2603) {
- assertThread(RenderSystem::isOnGameThreadOrInit);
- cwi.a(\u2603);
- }
- public static void clearColor(final float \u2603, final float \u2603, final float \u2603, final float \u2603) {
- assertThread(RenderSystem::isOnGameThreadOrInit);
- cwi.a(\u2603, \u2603, \u2603, \u2603);
- }
- public static void clearStencil(final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.z(\u2603);
- }
- public static void clear(final int \u2603, final boolean \u2603) {
- assertThread(RenderSystem::isOnGameThreadOrInit);
- cwi.b(\u2603, \u2603);
- }
- public static void matrixMode(final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.A(\u2603);
- }
- public static void loadIdentity() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.P();
- }
- public static void pushMatrix() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.Q();
- }
- public static void popMatrix() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.R();
- }
- public static void getMatrix(final int \u2603, final FloatBuffer \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.g(\u2603, \u2603);
- }
- public static void getMatrix4f(final int \u2603, final Consumer<cxl> \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- \u2603.accept(cwi.B(\u2603));
- }
- public static void ortho(final double \u2603, final double \u2603, final double \u2603, final double \u2603, final double \u2603, final double \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603, \u2603, \u2603, \u2603, \u2603, \u2603);
- }
- public static void rotatef(final float \u2603, final float \u2603, final float \u2603, final float \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.b(\u2603, \u2603, \u2603, \u2603);
- }
- public static void rotated(final double \u2603, final double \u2603, final double \u2603, final double \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603, \u2603, \u2603, \u2603);
- }
- public static void scalef(final float \u2603, final float \u2603, final float \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.b(\u2603, \u2603, \u2603);
- }
- public static void scaled(final double \u2603, final double \u2603, final double \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603, \u2603, \u2603);
- }
- public static void translatef(final float \u2603, final float \u2603, final float \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.c(\u2603, \u2603, \u2603);
- }
- public static void translated(final double \u2603, final double \u2603, final double \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.b(\u2603, \u2603, \u2603);
- }
- public static void multMatrix(final FloatBuffer \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603);
- }
- public static void multMatrix(final cxl \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603);
- }
- public static void color4f(final float \u2603, final float \u2603, final float \u2603, final float \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.c(\u2603, \u2603, \u2603, \u2603);
- }
- public static void color3f(final float \u2603, final float \u2603, final float \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.c(\u2603, \u2603, \u2603, 1.0f);
- }
- public static void clearCurrentColor() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.S();
- }
- public static void drawArrays(final int \u2603, final int \u2603, final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.f(\u2603, \u2603, \u2603);
- }
- public static void lineWidth(final float \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.d(\u2603);
- }
- public static void pixelStore(final int \u2603, final int \u2603) {
- assertThread(RenderSystem::isOnGameThreadOrInit);
- cwi.n(\u2603, \u2603);
- }
- public static void pixelTransfer(final int \u2603, final float \u2603) {
- cwi.b(\u2603, \u2603);
- }
- public static void readPixels(final int \u2603, final int \u2603, final int \u2603, final int \u2603, final int \u2603, final int \u2603, final ByteBuffer \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603, \u2603, \u2603, \u2603, \u2603, \u2603, \u2603);
- }
- public static void getError(final Consumer<Integer> \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- \u2603.accept(cwi.T());
- }
- public static void getString(final int \u2603, final Consumer<String> \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- \u2603.accept(cwi.G(\u2603));
- }
- public static String getBackendDescription() {
- assertThread(RenderSystem::isInInitPhase);
- return String.format("LWJGL version %s", GLX._getLWJGLVersion());
- }
- public static String getApiDescription() {
- assertThread(RenderSystem::isInInitPhase);
- return GLX.getOpenGLVersionString();
- }
- public static LongSupplier initBackendSystem() {
- assertThread(RenderSystem::isInInitPhase);
- return GLX._initGlfw();
- }
- public static void initRenderer(final int \u2603, final boolean \u2603) {
- assertThread(RenderSystem::isInInitPhase);
- GLX._init(\u2603, \u2603);
- }
- public static void setErrorCallback(final GLFWErrorCallbackI \u2603) {
- assertThread(RenderSystem::isInInitPhase);
- GLX._setGlfwErrorCallback(\u2603);
- }
- public static void pollEvents() {
- }
- public static void recordRenderCall(final cvy \u2603) {
- RenderSystem.recordingQueue.add(\u2603);
- }
- public static void glClientActiveTexture(final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.q(\u2603);
- }
- public static void renderCrosshair(final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- GLX._renderCrosshair(\u2603, true, true, true);
- }
- public static void setupNvFogDistance() {
- assertThread(RenderSystem::isOnGameThread);
- GLX._setupNvFogDistance();
- }
- public static void glMultiTexCoord2f(final int \u2603, final float \u2603, final float \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603, \u2603, \u2603);
- }
- public static String getCapsString() {
- assertThread(RenderSystem::isOnGameThread);
- return GLX._getCapsString();
- }
- public static void setupDefaultState(final int \u2603, final int \u2603, final int \u2603, final int \u2603) {
- assertThread(RenderSystem::isInInitPhase);
- cwi.I();
- cwi.x(7425);
- cwi.a(1.0);
- cwi.l();
- cwi.c(515);
- cwi.f();
- cwi.a(516, 0.1f);
- cwi.s(cwi.i.b.d);
- cwi.A(5889);
- cwi.P();
- cwi.A(5888);
- cwi.e(\u2603, \u2603, \u2603, \u2603);
- }
- public static int maxSupportedTextureSize() {
- assertThread(RenderSystem::isInInitPhase);
- if (RenderSystem.MAX_SUPPORTED_TEXTURE_SIZE == -1) {
- for (int i = 16384; i > 0; i >>= 1) {
- cwi.a(32868, 0, 6408, i, i, 0, 6408, 5121, (IntBuffer)null);
- final int c = cwi.c(32868, 0, 4096);
- if (c != 0) {
- return RenderSystem.MAX_SUPPORTED_TEXTURE_SIZE = i;
- }
- }
- RenderSystem.MAX_SUPPORTED_TEXTURE_SIZE = abe.a(cwi.H(3379), 1024, 16384);
- RenderSystem.LOGGER.info("Failed to determine maximum texture size by probing, trying GL_MAX_TEXTURE_SIZE = {}", (Object)RenderSystem.MAX_SUPPORTED_TEXTURE_SIZE);
- }
- return RenderSystem.MAX_SUPPORTED_TEXTURE_SIZE;
- }
- public static void flipFrame() {
- GLFW.glfwPollEvents();
- RenderSystem.isReplayingQueue = true;
- while (!RenderSystem.recordingQueue.isEmpty()) {
- final cvy cvy = RenderSystem.recordingQueue.poll();
- cvy.execute();
- }
- RenderSystem.isReplayingQueue = false;
- cxh.a().c().j();
- }
- public static void glBindFramebuffer(final int \u2603, final int \u2603) {
- assertThread(RenderSystem::isOnGameThreadOrInit);
- cwi.h(\u2603, \u2603);
- }
- public static void glDeleteRenderbuffers(final int \u2603) {
- assertThread(RenderSystem::isOnGameThreadOrInit);
- cwi.m(\u2603);
- }
- public static void glDeleteFramebuffers(final int \u2603) {
- assertThread(RenderSystem::isOnGameThreadOrInit);
- cwi.n(\u2603);
- }
- public static void glFramebufferTexture2D(final int \u2603, final int \u2603, final int \u2603, final int \u2603, final int \u2603) {
- assertThread(RenderSystem::isOnGameThreadOrInit);
- cwi.a(\u2603, \u2603, \u2603, \u2603, \u2603);
- }
- public static void glBindRenderbuffer(final int \u2603, final int \u2603) {
- assertThread(RenderSystem::isOnGameThreadOrInit);
- cwi.i(\u2603, \u2603);
- }
- public static void glRenderbufferStorage(final int \u2603, final int \u2603, final int \u2603, final int \u2603) {
- assertThread(RenderSystem::isOnGameThreadOrInit);
- cwi.b(\u2603, \u2603, \u2603, \u2603);
- }
- public static void glFramebufferRenderbuffer(final int \u2603, final int \u2603, final int \u2603, final int \u2603) {
- assertThread(RenderSystem::isOnGameThreadOrInit);
- cwi.c(\u2603, \u2603, \u2603, \u2603);
- }
- public static void glBindBuffer(final int \u2603, final Supplier<Integer> \u2603) {
- cwi.g(\u2603, (int)\u2603.get());
- }
- public static void glBufferData(final int \u2603, final ByteBuffer \u2603, final int \u2603) {
- assertThread(RenderSystem::isOnRenderThreadOrInit);
- cwi.a(\u2603, \u2603, \u2603);
- }
- public static void glDeleteBuffers(final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.l(\u2603);
- }
- public static void glUniform1i(final int \u2603, final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.f(\u2603, \u2603);
- }
- public static void glUniform1(final int \u2603, final IntBuffer \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603, \u2603);
- }
- public static void glUniform2(final int \u2603, final IntBuffer \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.b(\u2603, \u2603);
- }
- public static void glUniform3(final int \u2603, final IntBuffer \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.c(\u2603, \u2603);
- }
- public static void glUniform4(final int \u2603, final IntBuffer \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.d(\u2603, \u2603);
- }
- public static void glUniform1(final int \u2603, final FloatBuffer \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.b(\u2603, \u2603);
- }
- public static void glUniform2(final int \u2603, final FloatBuffer \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.c(\u2603, \u2603);
- }
- public static void glUniform3(final int \u2603, final FloatBuffer \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.d(\u2603, \u2603);
- }
- public static void glUniform4(final int \u2603, final FloatBuffer \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.e(\u2603, \u2603);
- }
- public static void glUniformMatrix2(final int \u2603, final boolean \u2603, final FloatBuffer \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603, \u2603, \u2603);
- }
- public static void glUniformMatrix3(final int \u2603, final boolean \u2603, final FloatBuffer \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.b(\u2603, \u2603, \u2603);
- }
- public static void glUniformMatrix4(final int \u2603, final boolean \u2603, final FloatBuffer \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.c(\u2603, \u2603, \u2603);
- }
- public static void glUseProgram(final int \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.i(\u2603);
- }
- public static void setupOverlayColor(final int \u2603, final boolean \u2603) {
- assertThread(RenderSystem::isOnGameThread);
- cwi.a(\u2603, \u2603);
- }
- public static void teardownOverlayColor() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.t();
- }
- public static void enableUsualDiffuseLighting() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.v();
- }
- public static void enableGuiDiffuseLighting() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.w();
- }
- public static void disableDiffuseLighting() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.x();
- }
- public static void setProfile(final RenderSystem.a \u2603) {
- \u2603.a();
- }
- public static void unsetProfile(final RenderSystem.a \u2603) {
- \u2603.b();
- }
- public static void beginInitialization() {
- RenderSystem.isInInit = true;
- }
- public static void finishInitialization() {
- RenderSystem.isInInit = false;
- if (!RenderSystem.recordingQueue.isEmpty()) {
- flipFrame();
- }
- if (!RenderSystem.recordingQueue.isEmpty()) {
- throw new IllegalStateException("Recorded to render queue during initialization");
- }
- }
- public static void glGenBuffers(final Consumer<Integer> \u2603) {
- if (!isOnRenderThread()) {
- recordRenderCall(() -> \u2603.accept(cwi.q()));
- }
- else {
- \u2603.accept(cwi.q());
- }
- }
- public static cxh renderThreadTesselator() {
- assertThread(RenderSystem::isOnRenderThread);
- return RenderSystem.RENDER_THREAD_TESSELATOR;
- }
- public static void defaultBlendFunc() {
- blendFuncSeparate(cwi.r.l, cwi.l.j, cwi.r.e, cwi.l.n);
- }
- public static void defaultAlphaFunc() {
- alphaFunc(516, 0.1f);
- }
- private static void setupDefaultGlState() {
- assertThread(RenderSystem::isOnGameThread);
- cwi.u();
- }
- static {
- LOGGER = LogManager.getLogger();
- recordingQueue = Queues.newConcurrentLinkedQueue();
- RENDER_THREAD_TESSELATOR = new cxh();
- RenderSystem.MAX_SUPPORTED_TEXTURE_SIZE = -1;
- }
- }
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