void FSlateRHIRenderingPolicy::UpdateBuffers( const FSlateWindowElementList& WindowElementList ) { SCOPE_CYCLE_COUNTER( STAT_SlateUpdateBufferRTTime ); // Should only be called by the rendering thread check(IsInRenderingThread()); { const TArray<FSlateVertex>& Vertices = WindowElementList.GetBatchedVertices(); const TArray<SlateIndex>& Indices = WindowElementList.GetBatchedIndices(); TSlateElementVertexBuffer<FSlateVertex>& VertexBuffer = VertexBuffers[CurrentBufferIndex]; FSlateElementIndexBuffer& IndexBuffer = IndexBuffers[CurrentBufferIndex]; VertexBuffer.FillBuffer( Vertices, bShouldShrinkResources ); IndexBuffer.FillBuffer( Indices, bShouldShrinkResources ); } }