---
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)