void FSlateD3DRenderer::DrawWindows( FSlateDrawBuffer& InWindowDrawBuffer )
{
	// Update the font cache with new text before elements are batched
	FontCache->UpdateCache();

	// Iterate through each element list and set up an RHI window for it if needed
	TArray<FSlateWindowElementList>& WindowElementLists = InWindowDrawBuffer.GetWindowElementLists();
	for( int32 ListIndex = 0; ListIndex < WindowElementLists.Num(); ++ListIndex )
	{
		FSlateWindowElementList& ElementList = WindowElementLists[ListIndex];

		if ( ElementList.GetWindow().IsValid() )
		{
			TSharedRef<SWindow> WindowToDraw = ElementList.GetWindow().ToSharedRef();

			// Add all elements for this window to the element batcher
			ElementBatcher->AddElements( ElementList.GetDrawElements() );

			bool bUnused = false;
			ElementBatcher->FillBatchBuffers( ElementList, bUnused );

			// All elements for this window have been batched and rendering data updated
			ElementBatcher->ResetBatches();

			FVector2D WindowSize = WindowToDraw->GetSizeInScreen();

			FSlateD3DViewport* Viewport = WindowToViewportMap.Find( &WindowToDraw.Get() );
			check(Viewport);

			RenderingPolicy->UpdateBuffers( ElementList );

			check(Viewport);
			GD3DDeviceContext->RSSetViewports(1, &Viewport->ViewportInfo );

			ID3D11RenderTargetView* RTV = Viewport->RenderTargetView;
			ID3D11DepthStencilView* DSV = Viewport->DepthStencilView;

			GD3DDeviceContext->OMSetRenderTargets( 1, &RTV, NULL );

			RenderingPolicy->DrawElements( ViewMatrix*Viewport->ProjectionMatrix, ElementList.GetRenderBatches() );

			GD3DDeviceContext->OMSetRenderTargets(0, NULL, NULL);


			const bool bUseVSync = false;
			Viewport->D3DSwapChain->Present( bUseVSync ? 1 : 0, 0);

			// All elements have been drawn.  Reset all cached data
			ElementBatcher->ResetBatches();
		}

	}

	// flush the cache if needed
	FontCache->ConditionalFlushCache();

}
void FSlateD3DRenderer::Private_ResizeViewport( const TSharedRef<SWindow> InWindow, uint32 Width, uint32 Height, bool bFullscreen )
{
	FSlateD3DViewport* Viewport = WindowToViewportMap.Find( &InWindow.Get() );

	if( Viewport && ( Width != Viewport->ViewportInfo.Width || Height != Viewport->ViewportInfo.Height || bFullscreen != Viewport->bFullscreen ) )
	{
		GD3DDeviceContext->OMSetRenderTargets(0,NULL,NULL);

		Viewport->BackBufferTexture.SafeRelease();
		Viewport->RenderTargetView.SafeRelease();
		Viewport->DepthStencilView.SafeRelease();

		Viewport->ViewportInfo.Width = Width;
		Viewport->ViewportInfo.Height = Height;
		Viewport->bFullscreen = bFullscreen;
		Viewport->ProjectionMatrix = CreateProjectionMatrixD3D( Width, Height );

		DXGI_SWAP_CHAIN_DESC Desc;
		Viewport->D3DSwapChain->GetDesc( &Desc );
		HRESULT Hr = Viewport->D3DSwapChain->ResizeBuffers( Desc.BufferCount, Viewport->ViewportInfo.Width, Viewport->ViewportInfo.Height, Desc.BufferDesc.Format, Desc.Flags );
		check( SUCCEEDED(Hr) );

		CreateBackBufferResources( Viewport->D3DSwapChain, Viewport->BackBufferTexture,Viewport->RenderTargetView );
	}
}