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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <SlateRHIPostBufferProcessor.h>
Inheritance diagram for FSlateRHIPostBufferProcessorProxy:Protected Attributes | |
| 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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inlinevirtual |
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inlinevirtual |
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 in FSlatePostBufferBlurProxy.
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inlinevirtual |
Called on the render thread to run a post processing operation on the input texture and produce the output texture.
Reimplemented in FSlatePostBufferBlurProxy.
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inlinevirtual |
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inline |
Set the UObject that we are a renderthread proxy for, useful for doing gamethread updates from the proxy
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protected |
Pointer to processor that we are a proxy for, external design constraints should ensure that this is always valid