| void .ctor(MeshGenerationContext mgc) | Public+1 flags | | 0x08 |
| void set_currentElement(VisualElement value) | PublicFinal+3 flags | | 0x08 |
| TextJobSystem get_textJobSystem() | PublicFinal+3 flags | | 0x08 |
| void set_textJobSystem(TextJobSystem value) | PublicFinal+3 flags | | 0x08 |
| Vector2 ConvertBorderRadiusPercentToPoints(const Vector2& borderRectSize, const Length& length) | PrivateStatic | | 0x08 |
| void GetVisualElementRadii(VisualElement ve, ref Vector2& topLeft, ref Vector2& bottomLeft, ref Vector2& topRight, ref Vector2& bottomRight) | PublicStatic | | 0x08 |
| void AdjustBackgroundSizeForBorders(VisualElement visualElement, ref RectangleParams& rectParams) | PublicStatic | | 0x138 |
| void DrawText(List<Unity.Collections.NativeSlice<UnityEngine.UIElements.Vertex>> vertices, List<Unity.Collections.NativeSlice<System.UInt16>> indices, List<UnityEngine.Material> materials, List<UnityEngine.TextCore.LowLevel.GlyphRenderMode> renderModes) | PublicFinal+2 flags | | 0x08 |
| void DrawText(List<Unity.Collections.NativeSlice<UnityEngine.UIElements.Vertex>> vertices, List<Unity.Collections.NativeSlice<System.UInt16>> indices, List<UnityEngine.Texture2D> atlases, List<UnityEngine.TextCore.LowLevel.GlyphRenderMode> renderModes, List<System.Single> sdfScales) | PublicFinal+2 flags | | 0x08 |
| Vertex ConvertTextVertexToUIRVertex(ref TextCoreVertex& vertex, const Vector2& posOffset, float inverseScale, bool isDynamicColor, bool isColorGlyph, bool isTextCore) | Static+1 flags | | 0x48 |
| void MakeText(Texture texture, const NativeSlice<UnityEngine.UIElements.Vertex>& vertices, const NativeSlice<System.UInt16>& indices, bool isSdf, float sdfScale, float sharpness, bool multiChannel) | Private | | 0x10 |
| void DrawRectangle(const RectangleParams& rectParams) | PublicFinal+2 flags | | 0x138 |
| void DrawBorder(const BorderParams& borderParams) | PublicFinal+2 flags | | 0xB0 |
| void DrawRectangleRepeat(const RectangleParams& rectParams, const Rect& totalRect, float scaledPixelsPerPoint) | PublicFinal+2 flags | | 0x138 |
| void DoDrawRectangleRepeat(ref RectangleParams& rectParams, const Rect& totalRect, float scaledPixelsPerPoint) | Private | | 0x138 |
| void StampRectangleWithSubRect(const RectangleParams& rectParams, const Rect& targetRect, const Rect& totalRect, const Rect& targetUV, ref NativePagedList<UnityEngine.UIElements.UIR.MeshGenerator.BackgroundRepeatInstance>& backgroundRepeatInstanceList) | Private | | 0x138 |
| void AdjustSpriteWinding(const Vector2[]& vertices, const ushort[]& indices, const NativeSlice<System.UInt16>& newIndices) | PrivateStatic | | 0x10 |
| void ScheduleJobs(MeshGenerationContext mgc) | PublicFinal+2 flags | | 0x08 |
| void OnMeshGeneration(MeshGenerationContext ctx, object data) | Private | | 0x08 |
| bool get_disposed() | 2 flags | | 0x01 |
| void set_disposed(bool value) | Private+1 flags | | 0x01 |
| void Dispose() | PublicFinal+2 flags | | 0x00 |
| void Dispose(bool disposing) | Private | | 0x01 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |