#include <ElementBatcher.h>
◆ FSlateBatchData()
| FSlateBatchData::FSlateBatchData |
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◆ ~FSlateBatchData()
| FSlateBatchData::~FSlateBatchData |
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default |
◆ AddRenderBatch()
Adds a new render batch to list of batches
◆ FillVertexAndIndexBuffer()
Fills batch data into the actual vertex and index buffer
- Parameters
-
| VertexBuffer | Pointer to the actual memory for the vertex buffer |
| IndexBuffer | Pointer to the actual memory for an index buffer |
| bAbsoluteIndices | Whether to write absolute indices (simplifies draw call setup on RHIs that do not support BaseVertex) |
◆ GetFinalIndexData()
◆ GetFinalVertexData()
◆ GetFirstRenderBatchIndex()
| int32 FSlateBatchData::GetFirstRenderBatchIndex |
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const |
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inline |
◆ GetMaxNumFinalIndices()
| int32 FSlateBatchData::GetMaxNumFinalIndices |
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const |
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inline |
◆ GetMaxNumFinalVertices()
| int32 FSlateBatchData::GetMaxNumFinalVertices |
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const |
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inline |
◆ GetNumFinalBatches()
| int32 FSlateBatchData::GetNumFinalBatches |
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const |
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inline |
◆ GetNumLayers()
| int32 FSlateBatchData::GetNumLayers |
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const |
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inline |
- Returns
- Total number of batched layers
◆ GetRenderBatches()
Returns a list of element batches for this window
◆ IsStencilClippingRequired()
| bool FSlateBatchData::IsStencilClippingRequired |
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const |
True if stencil buffer / clipping is needed.
◆ IsVirtualTextureFeedbackRequired()
| bool FSlateBatchData::IsVirtualTextureFeedbackRequired |
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const |
True if virtual texture feedback is needed.
◆ MergeRenderBatches()
| void FSlateBatchData::MergeRenderBatches |
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Merges render batches across all elements where possible for final submit to GPU
◆ ResetData()
| void FSlateBatchData::ResetData |
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◆ FSlateElementBatcher
| friend FSlateBatchData::FSlateElementBatcher |
The documentation for this class was generated from the following files: