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API > API/Runtime > API/Runtime/SlateCore
| Name | FSlateBatchData |
| Type | class |
| Header File | /Engine/Source/Runtime/SlateCore/Public/Rendering/ElementBatcher.h |
| Include Path | #include "Rendering/ElementBatcher.h" |
Syntax
class FSlateBatchData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSlateBatchData() |
Rendering/ElementBatcher.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FSlateBatchData() |
Rendering/ElementBatcher.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| FSlateElementBatcher | friend | Rendering/ElementBatcher.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsStencilBufferRequired | bool | True if slate rendering pass requires a stencil buffer | Rendering/ElementBatcher.h | |
| bRequiresVirtualTextureFeedback | bool | True if slate rendering pass requires a virtual texture feedback buffer | Rendering/ElementBatcher.h | |
| FinalIndexData | FSlateIndexArray | Rendering/ElementBatcher.h | ||
| FinalVertexData | FSlateVertexArray | Rendering/ElementBatcher.h | ||
| FirstRenderBatchIndex | int32 | Rendering/ElementBatcher.h | ||
| MaxNumFinalIndices | int32 | Rendering/ElementBatcher.h | ||
| MaxNumFinalVertices | int32 | Rendering/ElementBatcher.h | ||
| NumBatches | int32 | Number of final render batches. it is not the same as RenderBatches.Num(); | Rendering/ElementBatcher.h | |
| NumLayers | int32 | Rendering/ElementBatcher.h | ||
| RenderBatches | TArray< FSlateRenderBatch > | Todo allocator? | Rendering/ElementBatcher.h | |
| UncachedSourceBatchIndices | FSlateIndexArray | Rendering/ElementBatcher.h | ||
| UncachedSourceBatchVertices | FSlateVertexArray | Uncached source vertices and indices from volatile elements | Rendering/ElementBatcher.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSlateRenderBatch & AddRenderBatch
(
int32 InLayer, |
Adds a new render batch to list of batches | Rendering/ElementBatcher.h | |
void FillVertexAndIndexBuffer
(
uint8* VertexBuffer, |
Fills batch data into the actual vertex and index buffer | Rendering/ElementBatcher.h | |
const FSlateIndexArray & GetFinalIndexData() |
Rendering/ElementBatcher.h | ||
const FSlateVertexArray & GetFinalVertexData() |
Rendering/ElementBatcher.h | ||
int32 GetFirstRenderBatchIndex() |
Rendering/ElementBatcher.h | ||
int32 GetMaxNumFinalIndices() |
Rendering/ElementBatcher.h | ||
int32 GetMaxNumFinalVertices() |
Rendering/ElementBatcher.h | ||
int32 GetNumFinalBatches() |
Rendering/ElementBatcher.h | ||
int32 GetNumLayers() |
Rendering/ElementBatcher.h | ||
const TArray< FSlateRenderBatch > & GetRenderBatches() |
Returns a list of element batches for this window | Rendering/ElementBatcher.h | |
bool IsStencilClippingRequired() |
True if stencil buffer / clipping is needed. | Rendering/ElementBatcher.h | |
bool IsVirtualTextureFeedbackRequired() |
True if virtual texture feedback is needed. | Rendering/ElementBatcher.h | |
void MergeRenderBatches() |
Merges render batches across all elements where possible for final submit to GPU | Rendering/ElementBatcher.h | |
void ResetData() |
Rendering/ElementBatcher.h |