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Untitled 2024-08-15 12:02:42

前言

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

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);  
}