--- 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); } ```