--- 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FPrimitiveSceneData(SceneData.ush); - Instance: - C++的数据类型FInstanceSceneShaderData(InstanceUniformShaderParameters.h) - Shader的数据FInstanceSceneData(SceneData.ush); - Payload: - C++数据类型FPackedBatch、FPackedItem(InstanceCullingLoadBalancer.h) - Shader的数据类型FPackedInstanceBatch、FPackedInstanceBatchItem(InstanceCullingLoadBalancer.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); } ``` ## GPUScene数据更新 ```c++ // 函数调用关系 void FDeferredShadingSceneRenderer::Render(FRDGBuilder& GraphBuilder) { void FGPUScene::Update(FRDGBuilder& GraphBuilder, FScene& Scene, FRDGExternalAccessQueue& ExternalAccessQueue) { void FGPUScene::UpdateInternal(FRDGBuilder& GraphBuilder, FScene& Scene, FRDGExternalAccessQueue& ExternalAccessQueue) } } ``` ### 2.2、更新PrimitiveData ![](https://pic4.zhimg.com/80/v2-8bbde169a322380c8510375091517133_720w.webp) 接下来,对标记为dirty的Primitive进行更新,更新逻辑为找到该Primitive在PrimitiveData Buffer里对应offset位置,对其进行更新。使用模板FUploadDataSourceAdapterScenePrimitives调用UploadGeneral()。 ![](https://pic2.zhimg.com/80/v2-8f1c866194961597d4c3a40f24442fb1_720w.webp) 初始化5类Buffer的上传任务TaskContext 后面代码都是在对这个TaskContext进行初始化,然后启动任务,进行数据的上传。 ![](https://pic4.zhimg.com/80/v2-57bdcff035f205a83d3ca1a76036b9df_720w.webp) ![](https://pic3.zhimg.com/80/v2-4a22a7aa675804c2598bbd5a60062922_720w.webp) 2.2.1、并行更新Primitive数据,将需要更新的PrimitiveCopy到Upload Buffer里,后续通过ComputeShader进行显存的上传然后更新到目标Buffer里; ![](https://pic3.zhimg.com/80/v2-e0260c108d7428401228dbf7be0408da_720w.webp) 2.2.2、同理InstanceSceneData以及InstancePayloadData数据的处理。 2.2.3、同理InstanceBVHUploader,LightmapUploader。 2.2.4、最后都会调用每个Uploader的***End()方法进行GPU显存的更新***。 总结:数据的上传都一样,将需要更新的数据Copy到对应的UploadBuffer对应的位置里,然后通过对应的ComputeShader进行更新到目标Buffer,在函数FRDGAsyncScatterUploadBuffer::End()里实现,截图: ![](https://pic2.zhimg.com/80/v2-9f1c352cf6fd2900e60280c80e0e3cf1_720w.webp)