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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <SlatePostBufferBlur.h>
Inheritance diagram for FSlatePostBufferBlurProxy:Public Attributes | |
| float | GaussianBlurStrength_RenderThread = 10 |
| float | GaussianBlurStrengthPreDraw = 10 |
Protected Attributes | |
| FRenderCommandFence | ParamUpdateFence |
Protected Attributes inherited from FSlateRHIPostBufferProcessorProxy | |
| TWeakObjectPtr< USlateRHIPostBufferProcessor > | ParentObject |
Additional Inherited Members | |
Protected Member Functions inherited from TSharedFromThis< FSlateRHIPostBufferProcessorProxy > | |
| TSharedFromThis () | |
| TSharedFromThis (TSharedFromThis const &) | |
| UE_FORCEINLINE_HINT TSharedFromThis & | operator= (TSharedFromThis const &) |
| ~TSharedFromThis () | |
Static Protected Member Functions inherited from TSharedFromThis< FSlateRHIPostBufferProcessorProxy > | |
| static UE_FORCEINLINE_HINT TSharedRef< OtherType, Mode > | SharedThis (OtherType *ThisPtr) |
| static UE_FORCEINLINE_HINT TSharedRef< OtherType const, Mode > | SharedThis (const OtherType *ThisPtr) |
Proxy for post buffer processor that the renderthread uses to perform processing This proxy exists because generally speaking usage on UObjects on the renderthread is a race condition due to UObjects being managed / updated by the game thread
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overridevirtual |
Called when an post buffer update element is added to a renderbatch, gives proxies a chance to queue updates to their renderthread values based on the UObject processor. These updates should likely be guarded by an 'FRenderCommandFence' to avoid duplicate updates
Reimplemented from FSlateRHIPostBufferProcessorProxy.
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overridevirtual |
Called on the render thread to run a post processing operation on the input texture and produce the output texture.
Reimplemented from FSlateRHIPostBufferProcessorProxy.
| float FSlatePostBufferBlurProxy::GaussianBlurStrength_RenderThread = 10 |
Blur strength to use when processing, renderthread version actually used to draw. Must be updated via render command except during initialization.
| float FSlatePostBufferBlurProxy::GaussianBlurStrengthPreDraw = 10 |
Blur strength can be updated from both renderthread during draw and gamethread update. Store the last value gamethread provided so we know if we should use the renderthread value or gamethread value. We will use the most recently updated one.
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protected |
Fence to allow for us to queue only one update per draw command from the gamethread