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03-UnrealEngine/Rendering/RenderingPipeline/GPUScene.md
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03-UnrealEngine/Rendering/RenderingPipeline/GPUScene.md
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---
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title: Untitled
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date: 2024-08-15 12:02:42
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excerpt:
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tags:
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rating: ⭐
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---
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# 前言
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- [UE5渲染--GPUScene与合并绘制](https://zhuanlan.zhihu.com/p/614758211)
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# 相关类型
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- Primitive:
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- C++的数据类型_FPrimitiveUniformShaderParameters_(PrimitiveUniformShaderParameters.h)
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- Shader的数据FPrimitiveSceneData(SceneData.ush);
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- Instance:
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- C++的数据类型FInstanceSceneShaderData(InstanceUniformShaderParameters.h)
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- Shader的数据FInstanceSceneData(SceneData.ush);
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- Payload:
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- C++数据类型FPackedBatch、FPackedItem(InstanceCullingLoadBalancer.h)
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- Shader的数据类型FPackedInstanceBatch、FPackedInstanceBatchItem(InstanceCullingLoadBalancer.ush)
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# DeferredShadingRenderer.cpp
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```c++
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Scene->GPUScene.Update(GraphBuilder, GetSceneUniforms(), *Scene, ExternalAccessQueue);
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for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
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{
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FViewInfo& View = Views[ViewIndex];
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RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
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Scene->GPUScene.UploadDynamicPrimitiveShaderDataForView(GraphBuilder, *Scene, View, ExternalAccessQueue);
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Scene->GPUScene.DebugRender(GraphBuilder, *Scene, GetSceneUniforms(), View);
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}
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```
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