Interface MTLRenderCommandEncoder

  • All Superinterfaces:
    MTLCommandEncoder

    public interface MTLRenderCommandEncoder
    extends MTLCommandEncoder
    [@protocol] MTLRenderCommandEncoder MTLRenderCommandEncoder is a container for graphics rendering state and the code to translate the state into a command format that the device can execute.
    • Method Summary

      All Methods Instance Methods Abstract Methods 
      Modifier and Type Method Description
      void dispatchThreadsPerTile​(MTLSize threadsPerTile)
      dispatchThreadsPerTile: dispatch threads to perform a mid-render compute operation.
      void drawIndexedPatchesPatchIndexBufferPatchIndexBufferOffsetControlPointIndexBufferControlPointIndexBufferOffsetIndirectBufferIndirectBufferOffset​(long numberOfPatchControlPoints, MTLBuffer patchIndexBuffer, long patchIndexBufferOffset, MTLBuffer controlPointIndexBuffer, long controlPointIndexBufferOffset, MTLBuffer indirectBuffer, long indirectBufferOffset)  
      void drawIndexedPatchesPatchStartPatchCountPatchIndexBufferPatchIndexBufferOffsetControlPointIndexBufferControlPointIndexBufferOffsetInstanceCountBaseInstance​(long numberOfPatchControlPoints, long patchStart, long patchCount, MTLBuffer patchIndexBuffer, long patchIndexBufferOffset, MTLBuffer controlPointIndexBuffer, long controlPointIndexBufferOffset, long instanceCount, long baseInstance)  
      void drawIndexedPrimitivesIndexCountIndexTypeIndexBufferIndexBufferOffset​(long primitiveType, long indexCount, long indexType, MTLBuffer indexBuffer, long indexBufferOffset)
      drawIndexedPrimitives:indexCount:indexType:indexBuffer:indexBufferOffset: Draw primitives with an index list.
      void drawIndexedPrimitivesIndexCountIndexTypeIndexBufferIndexBufferOffsetInstanceCount​(long primitiveType, long indexCount, long indexType, MTLBuffer indexBuffer, long indexBufferOffset, long instanceCount)
      drawIndexedPrimitives:indexCount:indexType:indexBuffer:indexBufferOffset:instanceCount: Draw primitives with an index list.
      void drawIndexedPrimitivesIndexCountIndexTypeIndexBufferIndexBufferOffsetInstanceCountBaseVertexBaseInstance​(long primitiveType, long indexCount, long indexType, MTLBuffer indexBuffer, long indexBufferOffset, long instanceCount, long baseVertex, long baseInstance)
      drawIndexedPrimitives:indexCount:indexType:indexBuffer:indexBufferOffset:instanceCount:baseVertex:baseInstance: Draw primitives with an index list.
      void drawIndexedPrimitivesIndexTypeIndexBufferIndexBufferOffsetIndirectBufferIndirectBufferOffset​(long primitiveType, long indexType, MTLBuffer indexBuffer, long indexBufferOffset, MTLBuffer indirectBuffer, long indirectBufferOffset)
      drawIndexedPrimitives:indexType:indexBuffer:indexBufferOffset:indirectBuffer:indirectBufferOffset: Draw primitives with an index list using an indirect buffer see MTLDrawIndexedPrimitivesIndirectArguments.
      void drawPatchesPatchIndexBufferPatchIndexBufferOffsetIndirectBufferIndirectBufferOffset​(long numberOfPatchControlPoints, MTLBuffer patchIndexBuffer, long patchIndexBufferOffset, MTLBuffer indirectBuffer, long indirectBufferOffset)  
      void drawPatchesPatchStartPatchCountPatchIndexBufferPatchIndexBufferOffsetInstanceCountBaseInstance​(long numberOfPatchControlPoints, long patchStart, long patchCount, MTLBuffer patchIndexBuffer, long patchIndexBufferOffset, long instanceCount, long baseInstance)  
      void drawPrimitivesIndirectBufferIndirectBufferOffset​(long primitiveType, MTLBuffer indirectBuffer, long indirectBufferOffset)
      drawPrimitives:indirectBuffer:indirectBufferOffset: Draw primitives without an index list using an indirect buffer see MTLDrawPrimitivesIndirectArguments.
      void drawPrimitivesVertexStartVertexCount​(long primitiveType, long vertexStart, long vertexCount)
      drawPrimitives:vertexStart:vertexCount: Draw primitives without an index list.
      void drawPrimitivesVertexStartVertexCountInstanceCount​(long primitiveType, long vertexStart, long vertexCount, long instanceCount)
      drawPrimitives:vertexStart:vertexCount:instanceCount: Draw primitives without an index list.
      void drawPrimitivesVertexStartVertexCountInstanceCountBaseInstance​(long primitiveType, long vertexStart, long vertexCount, long instanceCount, long baseInstance)
      drawPrimitives:vertexStart:vertexCount:instanceCount:baseInstance: Draw primitives without an index list.
      void executeCommandsInBufferIndirectBufferIndirectBufferOffset​(MTLIndirectCommandBuffer indirectCommandbuffer, MTLBuffer indirectRangeBuffer, long indirectBufferOffset)
      executeCommandsInBuffer:indirectBuffer:indirectBufferOffset: Execute commands in the buffer within the range specified by the indirect range buffer.
      void executeCommandsInBufferWithRange​(MTLIndirectCommandBuffer indirectCommandBuffer, NSRange executionRange)
      executeCommandsInBuffer:withRange: Execute commands in the buffer within the range specified.
      void sampleCountersInBufferAtSampleIndexWithBarrier​(MTLCounterSampleBuffer sampleBuffer, long sampleIndex, boolean barrier)
      sampleCountersInBuffer:atSampleIndex:withBarrier: Sample hardware counters at this point in the render encoder and store the counter sample into the sample buffer at the specified index.
      void setBlendColorRedGreenBlueAlpha​(float red, float green, float blue, float alpha)
      Constant Blend Color setBlendColorRed:green:blue:alpha: Set the constant blend color used across all blending on all render targets
      void setColorStoreActionAtIndex​(long storeAction, long colorAttachmentIndex)
      setColorStoreAction:atIndex: If the the store action for a given color attachment was set to MTLStoreActionUnknown when the render command encoder was created, setColorStoreAction:atIndex: must be used to finalize the store action before endEncoding is called.
      void setColorStoreActionOptionsAtIndex​(long storeActionOptions, long colorAttachmentIndex)
      setColorStoreActionOptions:atIndex: If the the store action for a given color attachment was set to MTLStoreActionUnknown when the render command encoder was created, setColorStoreActionOptions:atIndex: may be used to finalize the store action options before endEncoding is called.
      void setCullMode​(long cullMode)
      setCullMode: Controls if primitives are culled when front facing, back facing, or not culled at all.
      void setDepthBiasSlopeScaleClamp​(float depthBias, float slopeScale, float clamp)
      setDepthBias:slopeScale:clamp: Depth Bias.
      void setDepthClipMode​(long depthClipMode)
      setDepthClipMode: Controls what is done with fragments outside of the near or far planes.
      void setDepthStencilState​(MTLDepthStencilState depthStencilState)
      setDepthStencilState: Set the DepthStencil state object.
      void setDepthStoreAction​(long storeAction)
      setDepthStoreAction: If the the store action for the depth attachment was set to MTLStoreActionUnknown when the render command encoder was created, setDepthStoreAction: must be used to finalize the store action before endEncoding is called.
      void setDepthStoreActionOptions​(long storeActionOptions)
      setDepthStoreActionOptions: If the the store action for the depth attachment was set to MTLStoreActionUnknown when the render command encoder was created, setDepthStoreActionOptions: may be used to finalize the store action options before endEncoding is called.
      void setFragmentBufferOffsetAtIndex​(long offset, long index)
      setFragmentBufferOffset:atIndex: Set the offset within the current global buffer for all fragment shaders at the given bind point index.
      void setFragmentBufferOffsetAtIndex​(MTLBuffer buffer, long offset, long index)
      setFragmentBuffer:offset:atIndex: Set a global buffer for all fragment shaders at the given bind point index.
      void setFragmentBuffersOffsetsWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> buffers, org.moe.natj.general.ptr.ConstNUIntPtr offsets, NSRange range)
      setFragmentBuffers:offsets:withRange: Set an array of global buffers for all fragment shaders with the given bind point range.
      void setFragmentBytesLengthAtIndex​(org.moe.natj.general.ptr.ConstVoidPtr bytes, long length, long index)
      setFragmentBytes:length:atIndex: Set the data (by copy) for a given fragment buffer binding point.
      void setFragmentSamplerStateAtIndex​(MTLSamplerState sampler, long index)
      setFragmentSamplerState:atIndex: Set a global sampler for all fragment shaders at the given bind point index.
      void setFragmentSamplerStateLodMinClampLodMaxClampAtIndex​(MTLSamplerState sampler, float lodMinClamp, float lodMaxClamp, long index)
      setFragmentSamplerState:lodMinClamp:lodMaxClamp:atIndex: Set a global sampler for all fragment shaders at the given bind point index.
      void setFragmentSamplerStatesLodMinClampsLodMaxClampsWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> samplers, org.moe.natj.general.ptr.ConstFloatPtr lodMinClamps, org.moe.natj.general.ptr.ConstFloatPtr lodMaxClamps, NSRange range)
      setFragmentSamplerStates:lodMinClamps:lodMaxClamps:withRange: Set an array of global samplers for all fragment shaders with the given bind point range.
      void setFragmentSamplerStatesWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> samplers, NSRange range)
      setFragmentSamplerStates:withRange: Set an array of global samplers for all fragment shaders with the given bind point range.
      void setFragmentTextureAtIndex​(MTLTexture texture, long index)
      setFragmentTexture:atIndex: Set a global texture for all fragment shaders at the given bind point index.
      void setFragmentTexturesWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> textures, NSRange range)
      setFragmentTextures:withRange: Set an array of global textures for all fragment shaders with the given bind point range.
      void setFrontFacingWinding​(long frontFacingWinding)
      setFrontFacingWinding: The winding order of front-facing primitives.
      void setRenderPipelineState​(MTLRenderPipelineState pipelineState)
      setRenderPipelineState Sets the current render pipeline state object.
      void setScissorRect​(MTLScissorRect rect)
      setScissorRect: Specifies a rectangle for a fragment scissor test.
      void setScissorRectsCount​(MTLScissorRect scissorRects, long count)
      setScissorRects: Specifies an array of rectangles for a fragment scissor test.
      void setStencilFrontReferenceValueBackReferenceValue​(int frontReferenceValue, int backReferenceValue)
      setStencilFrontReferenceValue:backReferenceValue: Set the stencil reference value for the back and front stencil buffers independently.
      void setStencilReferenceValue​(int referenceValue)
      setStencilReferenceValue: Set the stencil reference value for both the back and front stencil buffers.
      void setStencilStoreAction​(long storeAction)
      setStencilStoreAction: If the the store action for the stencil attachment was set to MTLStoreActionUnknown when the render command encoder was created, setStencilStoreAction: must be used to finalize the store action before endEncoding is called.
      void setStencilStoreActionOptions​(long storeActionOptions)
      setStencilStoreActionOptions: If the the store action for the stencil attachment was set to MTLStoreActionUnknown when the render command encoder was created, setStencilStoreActionOptions: may be used to finalize the store action options before endEncoding is called.
      void setTessellationFactorBufferOffsetInstanceStride​(MTLBuffer buffer, long offset, long instanceStride)  
      void setTessellationFactorScale​(float scale)  
      void setThreadgroupMemoryLengthOffsetAtIndex​(long length, long offset, long index)
      setThreadgroupMemoryLength:offset:atIndex: Set the size of the threadgroup memory argument at the given bind point index and offset.
      void setTileBufferOffsetAtIndex​(long offset, long index)
      setTileBufferOffset:atIndex: Set the offset within the current global buffer for all tile shaders at the given bind point index.
      void setTileBufferOffsetAtIndex​(MTLBuffer buffer, long offset, long index)
      setTileBuffer:offset:atIndex: Set a global buffer for all tile shaders at the given bind point index.
      void setTileBuffersOffsetsWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> buffers, org.moe.natj.general.ptr.ConstNUIntPtr offsets, NSRange range)
      setTileBuffers:offsets:withRange: Set an array of global buffers for all tile shaders with the given bind point range.
      void setTileBytesLengthAtIndex​(org.moe.natj.general.ptr.ConstVoidPtr bytes, long length, long index)
      setTileBytes:length:atIndex: Set the data (by copy) for a given tile buffer binding point.
      void setTileSamplerStateAtIndex​(MTLSamplerState sampler, long index)
      setTileSamplerState:atIndex: Set a global sampler for all tile shaders at the given bind point index.
      void setTileSamplerStateLodMinClampLodMaxClampAtIndex​(MTLSamplerState sampler, float lodMinClamp, float lodMaxClamp, long index)
      setTileSamplerState:lodMinClamp:lodMaxClamp:atIndex: Set a global sampler for all tile shaders at the given bind point index.
      void setTileSamplerStatesLodMinClampsLodMaxClampsWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> samplers, org.moe.natj.general.ptr.ConstFloatPtr lodMinClamps, org.moe.natj.general.ptr.ConstFloatPtr lodMaxClamps, NSRange range)
      setTileSamplerStates:lodMinClamps:lodMaxClamps:withRange: Set an array of global samplers for all tile shaders with the given bind point range.
      void setTileSamplerStatesWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> samplers, NSRange range)
      setTileSamplerStates:withRange: Set an array of global samplers for all fragment shaders with the given bind point range.
      void setTileTextureAtIndex​(MTLTexture texture, long index)
      setTileTexture:atIndex: Set a global texture for all tile shaders at the given bind point index.
      void setTileTexturesWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> textures, NSRange range)
      setTileTextures:withRange: Set an array of global textures for all tile shaders with the given bind point range.
      void setTriangleFillMode​(long fillMode)
      setTriangleFillMode: Set how to rasterize triangle and triangle strip primitives.
      void setVertexAmplificationCountViewMappings​(long count, MTLVertexAmplificationViewMapping viewMappings)
      setVertexAmplificationCount: Specifies the vertex amplification count and associated view mappings for each amplification ID.
      void setVertexBufferOffsetAtIndex​(long offset, long index)
      setVertexBufferOffset:atIndex: Set the offset within the current global buffer for all vertex shaders at the given bind point index.
      void setVertexBufferOffsetAtIndex​(MTLBuffer buffer, long offset, long index)
      setVertexBuffer:offset:atIndex: Set a global buffer for all vertex shaders at the given bind point index.
      void setVertexBuffersOffsetsWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> buffers, org.moe.natj.general.ptr.ConstNUIntPtr offsets, NSRange range)
      setVertexBuffers:offsets:withRange: Set an array of global buffers for all vertex shaders with the given bind point range.
      void setVertexBytesLengthAtIndex​(org.moe.natj.general.ptr.ConstVoidPtr bytes, long length, long index)
      setVertexBytes:length:atIndex: Set the data (by copy) for a given vertex buffer binding point.
      void setVertexSamplerStateAtIndex​(MTLSamplerState sampler, long index)
      setVertexSamplerState:atIndex: Set a global sampler for all vertex shaders at the given bind point index.
      void setVertexSamplerStateLodMinClampLodMaxClampAtIndex​(MTLSamplerState sampler, float lodMinClamp, float lodMaxClamp, long index)
      setVertexSamplerState:lodMinClamp:lodMaxClamp:atIndex: Set a global sampler for all vertex shaders at the given bind point index.
      void setVertexSamplerStatesLodMinClampsLodMaxClampsWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> samplers, org.moe.natj.general.ptr.ConstFloatPtr lodMinClamps, org.moe.natj.general.ptr.ConstFloatPtr lodMaxClamps, NSRange range)
      setVertexSamplerStates:lodMinClamps:lodMaxClamps:withRange: Set an array of global samplers for all vertex shaders with the given bind point range.
      void setVertexSamplerStatesWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> samplers, NSRange range)
      setVertexSamplerStates:withRange: Set an array of global samplers for all vertex shaders with the given bind point range.
      void setVertexTextureAtIndex​(MTLTexture texture, long index)
      setVertexTexture:atIndex: Set a global texture for all vertex shaders at the given bind point index.
      void setVertexTexturesWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> textures, NSRange range)
      setVertexTextures:withRange: Set an array of global textures for all vertex shaders with the given bind point range.
      void setViewport​(MTLViewport viewport)
      setViewport: Set the viewport, which is used to transform vertexes from normalized device coordinates to window coordinates.
      void setViewportsCount​(MTLViewport viewports, long count)
      setViewports: Specifies an array of viewports, which are used to transform vertices from normalized device coordinates to window coordinates based on [[ viewport_array_index ]] value specified in the vertex shader.
      void setVisibilityResultModeOffset​(long mode, long offset)
      setVisibilityResultMode:offset: Monitor if samples pass the depth and stencil tests.
      long tileHeight()
      [@property] tileHeight: The height of the tile for this render pass.
      long tileWidth()
      [@property] tileWidth: The width of the tile for this render pass.
      void updateFenceAfterStages​(MTLFence fence, long stages)
      updateFence:afterStages: Update the fence to capture all GPU work so far enqueued by this encoder for the given stages.
      void useHeap​(MTLHeap heap)
      useHeap: Declare that the resources allocated from a heap may be accessed by the render pass through an argument buffer This method does not protect against data hazards; these hazards must be addressed using an MTLFence.
      void useHeapsCount​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> heaps, long count)
      useHeaps:count: Declare that the resources allocated from an array of heaps may be accessed by the render pass through an argument buffer This method does not protect against data hazards; these hazards must be addressed using an MTLFence.
      void useHeapsCountStages​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> heaps, long count, long stages)
      useHeaps:count:stages Declare that the resources allocated from an array of heaps may be accessed by the render pass through an argument buffer This method does not protect against data hazards; these hazards must be addressed using an MTLFence.
      void useHeapStages​(MTLHeap heap, long stages)
      useHeap:stages Declare that the resources allocated from a heap may be accessed by the render pass through an argument buffer If the heap is tracked, this method protects against hazard tracking; these hazards must be addressed using an MTLFence.
      void useResourcesCountUsage​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> resources, long count, long usage)
      * @method useResources:count:usage: * @abstract Declare that an array of resources may be accessed through an argument buffer by the render pass * @discussion This method does not protect against data hazards; these hazards must be addressed using an MTLFence.
      void useResourcesCountUsageStages​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> resources, long count, long usage, long stages)
      * @method useResources:count:usage:stages * @abstract Declare that an array of resources may be accessed through an argument buffer by the render pass * @discussion For hazard tracked resources, this method protects against data hazards.
      void useResourceUsage​(MTLResource resource, long usage)
      * @method useResource:usage: * @abstract Declare that a resource may be accessed by the render pass through an argument buffer * @discussion This method does not protect against data hazards; these hazards must be addressed using an MTLFence.
      void useResourceUsageStages​(MTLResource resource, long usage, long stages)
      * @method useResources:usage:stage * @abstract Declare that a resource may be accessed by the render pass through an argument buffer * @For hazard tracked resources, this method protects against data hazards.
      void waitForFenceBeforeStages​(MTLFence fence, long stages)
      waitForFence:beforeStages: Prevent further GPU work until the fence is reached for the given stages.
    • Method Detail

      • drawIndexedPatchesPatchStartPatchCountPatchIndexBufferPatchIndexBufferOffsetControlPointIndexBufferControlPointIndexBufferOffsetInstanceCountBaseInstance

        void drawIndexedPatchesPatchStartPatchCountPatchIndexBufferPatchIndexBufferOffsetControlPointIndexBufferControlPointIndexBufferOffsetInstanceCountBaseInstance​(long numberOfPatchControlPoints,
                                                                                                                                                                       long patchStart,
                                                                                                                                                                       long patchCount,
                                                                                                                                                                       MTLBuffer patchIndexBuffer,
                                                                                                                                                                       long patchIndexBufferOffset,
                                                                                                                                                                       MTLBuffer controlPointIndexBuffer,
                                                                                                                                                                       long controlPointIndexBufferOffset,
                                                                                                                                                                       long instanceCount,
                                                                                                                                                                       long baseInstance)
      • drawIndexedPrimitivesIndexCountIndexTypeIndexBufferIndexBufferOffset

        void drawIndexedPrimitivesIndexCountIndexTypeIndexBufferIndexBufferOffset​(long primitiveType,
                                                                                  long indexCount,
                                                                                  long indexType,
                                                                                  MTLBuffer indexBuffer,
                                                                                  long indexBufferOffset)
        drawIndexedPrimitives:indexCount:indexType:indexBuffer:indexBufferOffset: Draw primitives with an index list.
        Parameters:
        primitiveType - The type of primitives that elements are assembled into.
        indexCount - The number of indexes to read from the index buffer for each instance.
        indexType - The type if indexes, either 16 bit integer or 32 bit integer.
        indexBuffer - A buffer object that the device will read indexes from.
        indexBufferOffset - Byte offset within @a indexBuffer to start reading indexes from. @a indexBufferOffset must be a multiple of the index size.
      • drawIndexedPrimitivesIndexCountIndexTypeIndexBufferIndexBufferOffsetInstanceCount

        void drawIndexedPrimitivesIndexCountIndexTypeIndexBufferIndexBufferOffsetInstanceCount​(long primitiveType,
                                                                                               long indexCount,
                                                                                               long indexType,
                                                                                               MTLBuffer indexBuffer,
                                                                                               long indexBufferOffset,
                                                                                               long instanceCount)
        drawIndexedPrimitives:indexCount:indexType:indexBuffer:indexBufferOffset:instanceCount: Draw primitives with an index list.
        Parameters:
        primitiveType - The type of primitives that elements are assembled into.
        indexCount - The number of indexes to read from the index buffer for each instance.
        indexType - The type if indexes, either 16 bit integer or 32 bit integer.
        indexBuffer - A buffer object that the device will read indexes from.
        indexBufferOffset - Byte offset within @a indexBuffer to start reading indexes from. @a indexBufferOffset must be a multiple of the index size.
        instanceCount - The number of instances drawn.
      • drawIndexedPrimitivesIndexCountIndexTypeIndexBufferIndexBufferOffsetInstanceCountBaseVertexBaseInstance

        void drawIndexedPrimitivesIndexCountIndexTypeIndexBufferIndexBufferOffsetInstanceCountBaseVertexBaseInstance​(long primitiveType,
                                                                                                                     long indexCount,
                                                                                                                     long indexType,
                                                                                                                     MTLBuffer indexBuffer,
                                                                                                                     long indexBufferOffset,
                                                                                                                     long instanceCount,
                                                                                                                     long baseVertex,
                                                                                                                     long baseInstance)
        drawIndexedPrimitives:indexCount:indexType:indexBuffer:indexBufferOffset:instanceCount:baseVertex:baseInstance: Draw primitives with an index list.
        Parameters:
        primitiveType - The type of primitives that elements are assembled into.
        indexCount - The number of indexes to read from the index buffer for each instance.
        indexType - The type if indexes, either 16 bit integer or 32 bit integer.
        indexBuffer - A buffer object that the device will read indexes from.
        indexBufferOffset - Byte offset within @a indexBuffer to start reading indexes from. @a indexBufferOffset must be a multiple of the index size.
        instanceCount - The number of instances drawn.
        baseVertex - Offset for vertex_id. NOTE: this can be negative
        baseInstance - Offset for instance_id.
      • drawIndexedPrimitivesIndexTypeIndexBufferIndexBufferOffsetIndirectBufferIndirectBufferOffset

        void drawIndexedPrimitivesIndexTypeIndexBufferIndexBufferOffsetIndirectBufferIndirectBufferOffset​(long primitiveType,
                                                                                                          long indexType,
                                                                                                          MTLBuffer indexBuffer,
                                                                                                          long indexBufferOffset,
                                                                                                          MTLBuffer indirectBuffer,
                                                                                                          long indirectBufferOffset)
        drawIndexedPrimitives:indexType:indexBuffer:indexBufferOffset:indirectBuffer:indirectBufferOffset: Draw primitives with an index list using an indirect buffer see MTLDrawIndexedPrimitivesIndirectArguments.
        Parameters:
        primitiveType - The type of primitives that elements are assembled into.
        indexType - The type if indexes, either 16 bit integer or 32 bit integer.
        indexBuffer - A buffer object that the device will read indexes from.
        indexBufferOffset - Byte offset within @a indexBuffer to start reading indexes from. @a indexBufferOffset must be a multiple of the index size.
        indirectBuffer - A buffer object that the device will read drawIndexedPrimitives arguments from, see MTLDrawIndexedPrimitivesIndirectArguments.
        indirectBufferOffset - Byte offset within @a indirectBuffer to start reading indexes from. @a indirectBufferOffset must be a multiple of 4.
      • drawPatchesPatchStartPatchCountPatchIndexBufferPatchIndexBufferOffsetInstanceCountBaseInstance

        void drawPatchesPatchStartPatchCountPatchIndexBufferPatchIndexBufferOffsetInstanceCountBaseInstance​(long numberOfPatchControlPoints,
                                                                                                            long patchStart,
                                                                                                            long patchCount,
                                                                                                            MTLBuffer patchIndexBuffer,
                                                                                                            long patchIndexBufferOffset,
                                                                                                            long instanceCount,
                                                                                                            long baseInstance)
      • drawPrimitivesIndirectBufferIndirectBufferOffset

        void drawPrimitivesIndirectBufferIndirectBufferOffset​(long primitiveType,
                                                              MTLBuffer indirectBuffer,
                                                              long indirectBufferOffset)
        drawPrimitives:indirectBuffer:indirectBufferOffset: Draw primitives without an index list using an indirect buffer see MTLDrawPrimitivesIndirectArguments.
        Parameters:
        primitiveType - The type of primitives that elements are assembled into.
        indirectBuffer - A buffer object that the device will read drawPrimitives arguments from, see MTLDrawPrimitivesIndirectArguments.
        indirectBufferOffset - Byte offset within @a indirectBuffer to start reading indexes from. @a indirectBufferOffset must be a multiple of 4.
      • drawPrimitivesVertexStartVertexCount

        void drawPrimitivesVertexStartVertexCount​(long primitiveType,
                                                  long vertexStart,
                                                  long vertexCount)
        drawPrimitives:vertexStart:vertexCount: Draw primitives without an index list.
        Parameters:
        primitiveType - The type of primitives that elements are assembled into.
        vertexStart - For each instance, the first index to draw
        vertexCount - For each instance, the number of indexes to draw
      • drawPrimitivesVertexStartVertexCountInstanceCount

        void drawPrimitivesVertexStartVertexCountInstanceCount​(long primitiveType,
                                                               long vertexStart,
                                                               long vertexCount,
                                                               long instanceCount)
        drawPrimitives:vertexStart:vertexCount:instanceCount: Draw primitives without an index list.
        Parameters:
        primitiveType - The type of primitives that elements are assembled into.
        vertexStart - For each instance, the first index to draw
        vertexCount - For each instance, the number of indexes to draw
        instanceCount - The number of instances drawn.
      • drawPrimitivesVertexStartVertexCountInstanceCountBaseInstance

        void drawPrimitivesVertexStartVertexCountInstanceCountBaseInstance​(long primitiveType,
                                                                           long vertexStart,
                                                                           long vertexCount,
                                                                           long instanceCount,
                                                                           long baseInstance)
        drawPrimitives:vertexStart:vertexCount:instanceCount:baseInstance: Draw primitives without an index list.
        Parameters:
        primitiveType - The type of primitives that elements are assembled into.
        vertexStart - For each instance, the first index to draw
        vertexCount - For each instance, the number of indexes to draw
        instanceCount - The number of instances drawn.
        baseInstance - Offset for instance_id.
      • setBlendColorRedGreenBlueAlpha

        void setBlendColorRedGreenBlueAlpha​(float red,
                                            float green,
                                            float blue,
                                            float alpha)
        Constant Blend Color setBlendColorRed:green:blue:alpha: Set the constant blend color used across all blending on all render targets
      • setColorStoreActionAtIndex

        void setColorStoreActionAtIndex​(long storeAction,
                                        long colorAttachmentIndex)
        setColorStoreAction:atIndex: If the the store action for a given color attachment was set to MTLStoreActionUnknown when the render command encoder was created, setColorStoreAction:atIndex: must be used to finalize the store action before endEncoding is called.
        Parameters:
        storeAction - The desired store action for the given color attachment. This may be set to any value other than MTLStoreActionUnknown.
        colorAttachmentIndex - The index of the color attachment
      • setCullMode

        void setCullMode​(long cullMode)
        setCullMode: Controls if primitives are culled when front facing, back facing, or not culled at all.
      • setDepthBiasSlopeScaleClamp

        void setDepthBiasSlopeScaleClamp​(float depthBias,
                                         float slopeScale,
                                         float clamp)
        setDepthBias:slopeScale:clamp: Depth Bias.
      • setDepthStencilState

        void setDepthStencilState​(MTLDepthStencilState depthStencilState)
        setDepthStencilState: Set the DepthStencil state object.
      • setDepthStoreAction

        void setDepthStoreAction​(long storeAction)
        setDepthStoreAction: If the the store action for the depth attachment was set to MTLStoreActionUnknown when the render command encoder was created, setDepthStoreAction: must be used to finalize the store action before endEncoding is called.
      • setFragmentBufferOffsetAtIndex

        void setFragmentBufferOffsetAtIndex​(MTLBuffer buffer,
                                            long offset,
                                            long index)
        setFragmentBuffer:offset:atIndex: Set a global buffer for all fragment shaders at the given bind point index.
      • setFragmentBufferOffsetAtIndex

        void setFragmentBufferOffsetAtIndex​(long offset,
                                            long index)
        setFragmentBufferOffset:atIndex: Set the offset within the current global buffer for all fragment shaders at the given bind point index.
      • setFragmentBuffersOffsetsWithRange

        void setFragmentBuffersOffsetsWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> buffers,
                                                org.moe.natj.general.ptr.ConstNUIntPtr offsets,
                                                NSRange range)
        setFragmentBuffers:offsets:withRange: Set an array of global buffers for all fragment shaders with the given bind point range.
      • setFragmentBytesLengthAtIndex

        void setFragmentBytesLengthAtIndex​(org.moe.natj.general.ptr.ConstVoidPtr bytes,
                                           long length,
                                           long index)
        setFragmentBytes:length:atIndex: Set the data (by copy) for a given fragment buffer binding point. This will remove any existing MTLBuffer from the binding point.
      • setFragmentSamplerStateAtIndex

        void setFragmentSamplerStateAtIndex​(MTLSamplerState sampler,
                                            long index)
        setFragmentSamplerState:atIndex: Set a global sampler for all fragment shaders at the given bind point index.
      • setFragmentSamplerStateLodMinClampLodMaxClampAtIndex

        void setFragmentSamplerStateLodMinClampLodMaxClampAtIndex​(MTLSamplerState sampler,
                                                                  float lodMinClamp,
                                                                  float lodMaxClamp,
                                                                  long index)
        setFragmentSamplerState:lodMinClamp:lodMaxClamp:atIndex: Set a global sampler for all fragment shaders at the given bind point index.
      • setFragmentSamplerStatesLodMinClampsLodMaxClampsWithRange

        void setFragmentSamplerStatesLodMinClampsLodMaxClampsWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> samplers,
                                                                       org.moe.natj.general.ptr.ConstFloatPtr lodMinClamps,
                                                                       org.moe.natj.general.ptr.ConstFloatPtr lodMaxClamps,
                                                                       NSRange range)
        setFragmentSamplerStates:lodMinClamps:lodMaxClamps:withRange: Set an array of global samplers for all fragment shaders with the given bind point range.
      • setFragmentSamplerStatesWithRange

        void setFragmentSamplerStatesWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> samplers,
                                               NSRange range)
        setFragmentSamplerStates:withRange: Set an array of global samplers for all fragment shaders with the given bind point range.
      • setFragmentTextureAtIndex

        void setFragmentTextureAtIndex​(MTLTexture texture,
                                       long index)
        setFragmentTexture:atIndex: Set a global texture for all fragment shaders at the given bind point index.
      • setFragmentTexturesWithRange

        void setFragmentTexturesWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> textures,
                                          NSRange range)
        setFragmentTextures:withRange: Set an array of global textures for all fragment shaders with the given bind point range.
      • setFrontFacingWinding

        void setFrontFacingWinding​(long frontFacingWinding)
        setFrontFacingWinding: The winding order of front-facing primitives.
      • setRenderPipelineState

        void setRenderPipelineState​(MTLRenderPipelineState pipelineState)
        setRenderPipelineState Sets the current render pipeline state object.
      • setScissorRect

        void setScissorRect​(MTLScissorRect rect)
        setScissorRect: Specifies a rectangle for a fragment scissor test. All fragments outside of this rectangle are discarded.
      • setStencilFrontReferenceValueBackReferenceValue

        void setStencilFrontReferenceValueBackReferenceValue​(int frontReferenceValue,
                                                             int backReferenceValue)
        setStencilFrontReferenceValue:backReferenceValue: Set the stencil reference value for the back and front stencil buffers independently.
      • setStencilReferenceValue

        void setStencilReferenceValue​(int referenceValue)
        setStencilReferenceValue: Set the stencil reference value for both the back and front stencil buffers.
      • setStencilStoreAction

        void setStencilStoreAction​(long storeAction)
        setStencilStoreAction: If the the store action for the stencil attachment was set to MTLStoreActionUnknown when the render command encoder was created, setStencilStoreAction: must be used to finalize the store action before endEncoding is called.
      • setTessellationFactorBufferOffsetInstanceStride

        void setTessellationFactorBufferOffsetInstanceStride​(MTLBuffer buffer,
                                                             long offset,
                                                             long instanceStride)
      • setTessellationFactorScale

        void setTessellationFactorScale​(float scale)
      • setTriangleFillMode

        void setTriangleFillMode​(long fillMode)
        setTriangleFillMode: Set how to rasterize triangle and triangle strip primitives.
      • setVertexBufferOffsetAtIndex

        void setVertexBufferOffsetAtIndex​(MTLBuffer buffer,
                                          long offset,
                                          long index)
        setVertexBuffer:offset:atIndex: Set a global buffer for all vertex shaders at the given bind point index.
      • setVertexBufferOffsetAtIndex

        void setVertexBufferOffsetAtIndex​(long offset,
                                          long index)
        setVertexBufferOffset:atIndex: Set the offset within the current global buffer for all vertex shaders at the given bind point index.
      • setVertexBuffersOffsetsWithRange

        void setVertexBuffersOffsetsWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> buffers,
                                              org.moe.natj.general.ptr.ConstNUIntPtr offsets,
                                              NSRange range)
        setVertexBuffers:offsets:withRange: Set an array of global buffers for all vertex shaders with the given bind point range.
      • setVertexBytesLengthAtIndex

        void setVertexBytesLengthAtIndex​(org.moe.natj.general.ptr.ConstVoidPtr bytes,
                                         long length,
                                         long index)
        setVertexBytes:length:atIndex: Set the data (by copy) for a given vertex buffer binding point. This will remove any existing MTLBuffer from the binding point.
      • setVertexSamplerStateAtIndex

        void setVertexSamplerStateAtIndex​(MTLSamplerState sampler,
                                          long index)
        setVertexSamplerState:atIndex: Set a global sampler for all vertex shaders at the given bind point index.
      • setVertexSamplerStateLodMinClampLodMaxClampAtIndex

        void setVertexSamplerStateLodMinClampLodMaxClampAtIndex​(MTLSamplerState sampler,
                                                                float lodMinClamp,
                                                                float lodMaxClamp,
                                                                long index)
        setVertexSamplerState:lodMinClamp:lodMaxClamp:atIndex: Set a global sampler for all vertex shaders at the given bind point index.
      • setVertexSamplerStatesLodMinClampsLodMaxClampsWithRange

        void setVertexSamplerStatesLodMinClampsLodMaxClampsWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> samplers,
                                                                     org.moe.natj.general.ptr.ConstFloatPtr lodMinClamps,
                                                                     org.moe.natj.general.ptr.ConstFloatPtr lodMaxClamps,
                                                                     NSRange range)
        setVertexSamplerStates:lodMinClamps:lodMaxClamps:withRange: Set an array of global samplers for all vertex shaders with the given bind point range.
      • setVertexSamplerStatesWithRange

        void setVertexSamplerStatesWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> samplers,
                                             NSRange range)
        setVertexSamplerStates:withRange: Set an array of global samplers for all vertex shaders with the given bind point range.
      • setVertexTextureAtIndex

        void setVertexTextureAtIndex​(MTLTexture texture,
                                     long index)
        setVertexTexture:atIndex: Set a global texture for all vertex shaders at the given bind point index.
      • setVertexTexturesWithRange

        void setVertexTexturesWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> textures,
                                        NSRange range)
        setVertexTextures:withRange: Set an array of global textures for all vertex shaders with the given bind point range.
      • setViewport

        void setViewport​(MTLViewport viewport)
        setViewport: Set the viewport, which is used to transform vertexes from normalized device coordinates to window coordinates. Fragments that lie outside of the viewport are clipped, and optionally clamped for fragments outside of znear/zfar.
      • setVisibilityResultModeOffset

        void setVisibilityResultModeOffset​(long mode,
                                           long offset)
        setVisibilityResultMode:offset: Monitor if samples pass the depth and stencil tests.
        Parameters:
        mode - Controls if the counter is disabled or moniters passing samples.
        offset - The offset relative to the occlusion query buffer provided when the command encoder was created. offset must be a multiple of 8.
      • updateFenceAfterStages

        void updateFenceAfterStages​(MTLFence fence,
                                    long stages)
        updateFence:afterStages: Update the fence to capture all GPU work so far enqueued by this encoder for the given stages. Unlike updateFence:, this method will update the fence when the given stage(s) complete, allowing for commands to overlap in execution. On iOS, render command encoder fence updates are always delayed until the end of the encoder.
      • waitForFenceBeforeStages

        void waitForFenceBeforeStages​(MTLFence fence,
                                      long stages)
        waitForFence:beforeStages: Prevent further GPU work until the fence is reached for the given stages. Unlike waitForFence:, this method will only block commands assoicated with the given stage(s), allowing for commands to overlap in execution. On iOS, render command encoder fence waits always occur the beginning of the encoder.
      • dispatchThreadsPerTile

        void dispatchThreadsPerTile​(MTLSize threadsPerTile)
        dispatchThreadsPerTile: dispatch threads to perform a mid-render compute operation.
      • setColorStoreActionOptionsAtIndex

        void setColorStoreActionOptionsAtIndex​(long storeActionOptions,
                                               long colorAttachmentIndex)
        setColorStoreActionOptions:atIndex: If the the store action for a given color attachment was set to MTLStoreActionUnknown when the render command encoder was created, setColorStoreActionOptions:atIndex: may be used to finalize the store action options before endEncoding is called.
        Parameters:
        storeActionOptions - The desired store action options for the given color attachment.
        colorAttachmentIndex - The index of the color attachment
      • setDepthClipMode

        void setDepthClipMode​(long depthClipMode)
        setDepthClipMode: Controls what is done with fragments outside of the near or far planes.
      • setDepthStoreActionOptions

        void setDepthStoreActionOptions​(long storeActionOptions)
        setDepthStoreActionOptions: If the the store action for the depth attachment was set to MTLStoreActionUnknown when the render command encoder was created, setDepthStoreActionOptions: may be used to finalize the store action options before endEncoding is called.
      • setStencilStoreActionOptions

        void setStencilStoreActionOptions​(long storeActionOptions)
        setStencilStoreActionOptions: If the the store action for the stencil attachment was set to MTLStoreActionUnknown when the render command encoder was created, setStencilStoreActionOptions: may be used to finalize the store action options before endEncoding is called.
      • setThreadgroupMemoryLengthOffsetAtIndex

        void setThreadgroupMemoryLengthOffsetAtIndex​(long length,
                                                     long offset,
                                                     long index)
        setThreadgroupMemoryLength:offset:atIndex: Set the size of the threadgroup memory argument at the given bind point index and offset.
      • setTileBufferOffsetAtIndex

        void setTileBufferOffsetAtIndex​(MTLBuffer buffer,
                                        long offset,
                                        long index)
        setTileBuffer:offset:atIndex: Set a global buffer for all tile shaders at the given bind point index.
      • setTileBufferOffsetAtIndex

        void setTileBufferOffsetAtIndex​(long offset,
                                        long index)
        setTileBufferOffset:atIndex: Set the offset within the current global buffer for all tile shaders at the given bind point index.
      • setTileBuffersOffsetsWithRange

        void setTileBuffersOffsetsWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> buffers,
                                            org.moe.natj.general.ptr.ConstNUIntPtr offsets,
                                            NSRange range)
        setTileBuffers:offsets:withRange: Set an array of global buffers for all tile shaders with the given bind point range.
      • setTileBytesLengthAtIndex

        void setTileBytesLengthAtIndex​(org.moe.natj.general.ptr.ConstVoidPtr bytes,
                                       long length,
                                       long index)
        setTileBytes:length:atIndex: Set the data (by copy) for a given tile buffer binding point. This will remove any existing MTLBuffer from the binding point.
      • setTileSamplerStateAtIndex

        void setTileSamplerStateAtIndex​(MTLSamplerState sampler,
                                        long index)
        setTileSamplerState:atIndex: Set a global sampler for all tile shaders at the given bind point index.
      • setTileSamplerStateLodMinClampLodMaxClampAtIndex

        void setTileSamplerStateLodMinClampLodMaxClampAtIndex​(MTLSamplerState sampler,
                                                              float lodMinClamp,
                                                              float lodMaxClamp,
                                                              long index)
        setTileSamplerState:lodMinClamp:lodMaxClamp:atIndex: Set a global sampler for all tile shaders at the given bind point index.
      • setTileSamplerStatesLodMinClampsLodMaxClampsWithRange

        void setTileSamplerStatesLodMinClampsLodMaxClampsWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> samplers,
                                                                   org.moe.natj.general.ptr.ConstFloatPtr lodMinClamps,
                                                                   org.moe.natj.general.ptr.ConstFloatPtr lodMaxClamps,
                                                                   NSRange range)
        setTileSamplerStates:lodMinClamps:lodMaxClamps:withRange: Set an array of global samplers for all tile shaders with the given bind point range.
      • setTileSamplerStatesWithRange

        void setTileSamplerStatesWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> samplers,
                                           NSRange range)
        setTileSamplerStates:withRange: Set an array of global samplers for all fragment shaders with the given bind point range.
      • setTileTextureAtIndex

        void setTileTextureAtIndex​(MTLTexture texture,
                                   long index)
        setTileTexture:atIndex: Set a global texture for all tile shaders at the given bind point index.
      • setTileTexturesWithRange

        void setTileTexturesWithRange​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> textures,
                                      NSRange range)
        setTileTextures:withRange: Set an array of global textures for all tile shaders with the given bind point range.
      • tileHeight

        long tileHeight()
        [@property] tileHeight: The height of the tile for this render pass.
      • tileWidth

        long tileWidth()
        [@property] tileWidth: The width of the tile for this render pass.
      • useHeap

        void useHeap​(MTLHeap heap)
        useHeap: Declare that the resources allocated from a heap may be accessed by the render pass through an argument buffer This method does not protect against data hazards; these hazards must be addressed using an MTLFence. This method must be called before encoding any draw commands which may access the resources allocated from the heap through an argument buffer. This method may cause all of the color attachments allocated from the heap to become decompressed. Therefore, it is recommended that the useResource:usage: or useResources:count:usage: methods be used for color attachments instead, with a minimal (i.e. read-only) usage.
      • useHeapsCount

        void useHeapsCount​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> heaps,
                           long count)
        useHeaps:count: Declare that the resources allocated from an array of heaps may be accessed by the render pass through an argument buffer This method does not protect against data hazards; these hazards must be addressed using an MTLFence. This method must be called before encoding any draw commands which may access the resources allocated from the heaps through an argument buffer. This method may cause all of the color attachments allocated from the heaps to become decompressed. Therefore, it is recommended that the useResource:usage: or useResources:count:usage: methods be used for color attachments instead, with a minimal (i.e. read-only) usage.
      • useResourceUsage

        void useResourceUsage​(MTLResource resource,
                              long usage)
        * @method useResource:usage: * @abstract Declare that a resource may be accessed by the render pass through an argument buffer * @discussion This method does not protect against data hazards; these hazards must be addressed using an MTLFence. This method must be called before encoding any draw commands which may access the resource through an argument buffer. However, this method may cause color attachments to become decompressed. Therefore, this method should be called until as late as possible within a render command encoder. Declaring a minimal usage (i.e. read-only) may prevent color attachments from becoming decompressed on some devices. Note that calling useResource does not retain the resource. It is the responsiblity of the user to retain the resource until the command buffer has been executed.
      • useResourcesCountUsage

        void useResourcesCountUsage​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> resources,
                                    long count,
                                    long usage)
        * @method useResources:count:usage: * @abstract Declare that an array of resources may be accessed through an argument buffer by the render pass * @discussion This method does not protect against data hazards; these hazards must be addressed using an MTLFence. This method must be called before encoding any draw commands which may access the resources through an argument buffer. However, this method may cause color attachments to become decompressed. Therefore, this method should be called until as late as possible within a render command encoder. Declaring a minimal usage (i.e. read-only) may prevent color attachments from becoming decompressed on some devices. Note that calling useResources does not retain the resources. It is the responsiblity of the user to retain the resources until the command buffer has been executed.
      • drawIndexedPatchesPatchIndexBufferPatchIndexBufferOffsetControlPointIndexBufferControlPointIndexBufferOffsetIndirectBufferIndirectBufferOffset

        void drawIndexedPatchesPatchIndexBufferPatchIndexBufferOffsetControlPointIndexBufferControlPointIndexBufferOffsetIndirectBufferIndirectBufferOffset​(long numberOfPatchControlPoints,
                                                                                                                                                            MTLBuffer patchIndexBuffer,
                                                                                                                                                            long patchIndexBufferOffset,
                                                                                                                                                            MTLBuffer controlPointIndexBuffer,
                                                                                                                                                            long controlPointIndexBufferOffset,
                                                                                                                                                            MTLBuffer indirectBuffer,
                                                                                                                                                            long indirectBufferOffset)
      • drawPatchesPatchIndexBufferPatchIndexBufferOffsetIndirectBufferIndirectBufferOffset

        void drawPatchesPatchIndexBufferPatchIndexBufferOffsetIndirectBufferIndirectBufferOffset​(long numberOfPatchControlPoints,
                                                                                                 MTLBuffer patchIndexBuffer,
                                                                                                 long patchIndexBufferOffset,
                                                                                                 MTLBuffer indirectBuffer,
                                                                                                 long indirectBufferOffset)
      • executeCommandsInBufferIndirectBufferIndirectBufferOffset

        void executeCommandsInBufferIndirectBufferIndirectBufferOffset​(MTLIndirectCommandBuffer indirectCommandbuffer,
                                                                       MTLBuffer indirectRangeBuffer,
                                                                       long indirectBufferOffset)
        executeCommandsInBuffer:indirectBuffer:indirectBufferOffset: Execute commands in the buffer within the range specified by the indirect range buffer. The same indirect command buffer may be executed any number of times within the same encoder.
        Parameters:
        indirectRangeBuffer - An indirect buffer from which the device reads the execution range parameter, as laid out in the MTLIndirectCommandBufferExecutionRange structure.
        indirectBufferOffset - The byte offset within indirectBuffer where the execution range parameter is located. Must be a multiple of 4 bytes.
      • executeCommandsInBufferWithRange

        void executeCommandsInBufferWithRange​(MTLIndirectCommandBuffer indirectCommandBuffer,
                                              NSRange executionRange)
        executeCommandsInBuffer:withRange: Execute commands in the buffer within the range specified. The same indirect command buffer may be executed any number of times within the same encoder.
      • setScissorRectsCount

        void setScissorRectsCount​(MTLScissorRect scissorRects,
                                  long count)
        setScissorRects: Specifies an array of rectangles for a fragment scissor test. The specific rectangle used is based on the [[ viewport_array_index ]] value output by the vertex shader. Fragments that lie outside the scissor rectangle are discarded.
      • setVertexAmplificationCountViewMappings

        void setVertexAmplificationCountViewMappings​(long count,
                                                     MTLVertexAmplificationViewMapping viewMappings)
        setVertexAmplificationCount: Specifies the vertex amplification count and associated view mappings for each amplification ID. Each mapping element describes how to route the corresponding amplification ID to a specific viewport and render target array index by using offsets from the base array index provided by the [[render_target_array_index]] and/or [[viewport_array_index]] output attributes in the vertex shader. This allows a modicum of programmability for each amplified vertex to be routed to a different [[render_target_array_index]] and [[viewport_array_index]] even though these attribytes cannot be amplified themselves.
        Parameters:
        count - the amplification count. The maximum value is currently 2.
        viewMappings - an array of mapping elements.
      • setViewportsCount

        void setViewportsCount​(MTLViewport viewports,
                               long count)
        setViewports: Specifies an array of viewports, which are used to transform vertices from normalized device coordinates to window coordinates based on [[ viewport_array_index ]] value specified in the vertex shader.
      • useHeapStages

        void useHeapStages​(MTLHeap heap,
                           long stages)
        useHeap:stages Declare that the resources allocated from a heap may be accessed by the render pass through an argument buffer If the heap is tracked, this method protects against hazard tracking; these hazards must be addressed using an MTLFence. This method must be called before encoding any draw commands which may access the resources allocated from the heap through an argument buffer. This method may cause all of the color attachments allocated from the heap to become decompressed. Therefore, it is recommended that the useResource:usage: or useResources:count:usage: methods be used for color attachments instead, with a minimal (i.e. read-only) usage.
      • useHeapsCountStages

        void useHeapsCountStages​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> heaps,
                                 long count,
                                 long stages)
        useHeaps:count:stages Declare that the resources allocated from an array of heaps may be accessed by the render pass through an argument buffer This method does not protect against data hazards; these hazards must be addressed using an MTLFence. This method must be called before encoding any draw commands which may access the resources allocated from the heaps through an argument buffer. This method may cause all of the color attachments allocated from the heaps to become decompressed. Therefore, it is recommended that the useResource:usage: or useResources:count:usage: methods be used for color attachments instead, with a minimal (i.e. read-only) usage.
      • useResourceUsageStages

        void useResourceUsageStages​(MTLResource resource,
                                    long usage,
                                    long stages)
        * @method useResources:usage:stage * @abstract Declare that a resource may be accessed by the render pass through an argument buffer * @For hazard tracked resources, this method protects against data hazards. This method must be called before encoding any draw commands which may access the resource through an argument buffer. However, this method may cause color attachments to become decompressed. Therefore, this method should be called until as late as possible within a render command encoder. Declaring a minimal usage (i.e. read-only) may prevent color attachments from becoming decompressed on some devices. Note that calling useResource does not retain the resource. It is the responsiblity of the user to retain the resource until the command buffer has been executed.
      • useResourcesCountUsageStages

        void useResourcesCountUsageStages​(org.moe.natj.general.ptr.Ptr<org.moe.natj.objc.ObjCObject> resources,
                                          long count,
                                          long usage,
                                          long stages)
        * @method useResources:count:usage:stages * @abstract Declare that an array of resources may be accessed through an argument buffer by the render pass * @discussion For hazard tracked resources, this method protects against data hazards. This method must be called before encoding any draw commands which may access the resources through an argument buffer. However, this method may cause color attachments to become decompressed. Therefore, this method should be called until as late as possible within a render command encoder. Declaring a minimal usage (i.e. read-only) may prevent color attachments from becoming decompressed on some devices. Note that calling useResources does not retain the resources. It is the responsiblity of the user to retain the resources until the command buffer has been executed.
      • sampleCountersInBufferAtSampleIndexWithBarrier

        void sampleCountersInBufferAtSampleIndexWithBarrier​(MTLCounterSampleBuffer sampleBuffer,
                                                            long sampleIndex,
                                                            boolean barrier)
        sampleCountersInBuffer:atSampleIndex:withBarrier: Sample hardware counters at this point in the render encoder and store the counter sample into the sample buffer at the specified index.
        Parameters:
        sampleBuffer - The sample buffer to sample into
        sampleIndex - The index into the counter buffer to write the sample.
        barrier - Insert a barrier before taking the sample. Passing YES will ensure that all work encoded before this operation in the encoder is complete but does not isolate the work with respect to other encoders. Passing NO will allow the sample to be taken concurrently with other operations in this encoder. In general, passing YES will lead to more repeatable counter results but may negatively impact performance. Passing NO will generally be higher performance but counter results may not be repeatable.