UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FSlateBatchData Class Reference

#include <ElementBatcher.h>

Public Member Functions

SLATECORE_API FSlateBatchData ()
 
SLATECORE_API ~FSlateBatchData ()
 
SLATECORE_API void ResetData ()
 
const TArray< FSlateRenderBatch > & GetRenderBatches () const
 
SLATECORE_API bool IsStencilClippingRequired () const
 
SLATECORE_API bool IsVirtualTextureFeedbackRequired () const
 
int32 GetFirstRenderBatchIndex () const
 
int32 GetNumLayers () const
 
int32 GetNumFinalBatches () const
 
int32 GetMaxNumFinalVertices () const
 
int32 GetMaxNumFinalIndices () const
 
const FSlateVertexArrayGetFinalVertexData () const
 
const FSlateIndexArrayGetFinalIndexData () const
 
SLATECORE_API void FillVertexAndIndexBuffer (uint8 *VertexBuffer, uint8 *IndexBuffer, bool bAbsoluteIndices)
 
SLATECORE_API void MergeRenderBatches ()
 
FSlateRenderBatchAddRenderBatch (int32 InLayer, const FShaderParams &InShaderParams, const FSlateShaderResource *InResource, ESlateDrawPrimitive InPrimitiveType, ESlateShader InShaderType, ESlateDrawEffect InDrawEffects, ESlateBatchDrawFlag InDrawFlags, int8 SceneIndex)
 

Public Attributes

friend FSlateElementBatcher
 

Constructor & Destructor Documentation

◆ FSlateBatchData()

FSlateBatchData::FSlateBatchData ( )

◆ ~FSlateBatchData()

FSlateBatchData::~FSlateBatchData ( )
default

Member Function Documentation

◆ AddRenderBatch()

FSlateRenderBatch & FSlateBatchData::AddRenderBatch ( int32  InLayer,
const FShaderParams InShaderParams,
const FSlateShaderResource InResource,
ESlateDrawPrimitive  InPrimitiveType,
ESlateShader  InShaderType,
ESlateDrawEffect  InDrawEffects,
ESlateBatchDrawFlag  InDrawFlags,
int8  SceneIndex 
)

Adds a new render batch to list of batches

◆ FillVertexAndIndexBuffer()

SLATECORE_API void FSlateBatchData::FillVertexAndIndexBuffer ( uint8 VertexBuffer,
uint8 IndexBuffer,
bool  bAbsoluteIndices 
)

Fills batch data into the actual vertex and index buffer

Parameters
VertexBufferPointer to the actual memory for the vertex buffer
IndexBufferPointer to the actual memory for an index buffer
bAbsoluteIndicesWhether to write absolute indices (simplifies draw call setup on RHIs that do not support BaseVertex)

◆ GetFinalIndexData()

const FSlateIndexArray & FSlateBatchData::GetFinalIndexData ( ) const
inline

◆ GetFinalVertexData()

const FSlateVertexArray & FSlateBatchData::GetFinalVertexData ( ) const
inline

◆ GetFirstRenderBatchIndex()

int32 FSlateBatchData::GetFirstRenderBatchIndex ( ) const
inline

◆ GetMaxNumFinalIndices()

int32 FSlateBatchData::GetMaxNumFinalIndices ( ) const
inline

◆ GetMaxNumFinalVertices()

int32 FSlateBatchData::GetMaxNumFinalVertices ( ) const
inline

◆ GetNumFinalBatches()

int32 FSlateBatchData::GetNumFinalBatches ( ) const
inline

◆ GetNumLayers()

int32 FSlateBatchData::GetNumLayers ( ) const
inline
Returns
Total number of batched layers

◆ GetRenderBatches()

const TArray< FSlateRenderBatch > & FSlateBatchData::GetRenderBatches ( ) const
inline

Returns a list of element batches for this window

◆ IsStencilClippingRequired()

bool FSlateBatchData::IsStencilClippingRequired ( ) const

True if stencil buffer / clipping is needed.

◆ IsVirtualTextureFeedbackRequired()

bool FSlateBatchData::IsVirtualTextureFeedbackRequired ( ) const

True if virtual texture feedback is needed.

◆ MergeRenderBatches()

void FSlateBatchData::MergeRenderBatches ( )

Merges render batches across all elements where possible for final submit to GPU

◆ ResetData()

void FSlateBatchData::ResetData ( )

Member Data Documentation

◆ FSlateElementBatcher

friend FSlateBatchData::FSlateElementBatcher

The documentation for this class was generated from the following files: