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---
title: Untitled
date: 2024-08-15 12:02:42
excerpt:
tags:
rating: ⭐
---
# 前言
- [UE5渲染--GPUScene与合并绘制](https://zhuanlan.zhihu.com/p/614758211)
# 相关类型
- Primitive
- C++的数据类型_FPrimitiveUniformShaderParameters_PrimitiveUniformShaderParameters.h)
- Shader的数据FPrimitiveSceneDataSceneData.ush)
- Instance
- C++的数据类型FInstanceSceneShaderDataInstanceUniformShaderParameters.h)
- Shader的数据FInstanceSceneDataSceneData.ush)
- Payload
- C++数据类型FPackedBatch、FPackedItemInstanceCullingLoadBalancer.h)
- Shader的数据类型FPackedInstanceBatch、FPackedInstanceBatchItemInstanceCullingLoadBalancer.ush)
# DeferredShadingRenderer.cpp
```c++
Scene->GPUScene.Update(GraphBuilder, GetSceneUniforms(), *Scene, ExternalAccessQueue);
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
Scene->GPUScene.UploadDynamicPrimitiveShaderDataForView(GraphBuilder, *Scene, View, ExternalAccessQueue);
Scene->GPUScene.DebugRender(GraphBuilder, *Scene, GetSceneUniforms(), View);
}
```