77 lines
		
	
	
		
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			77 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
---
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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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## GPUScene数据更新
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```c++
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// 函数调用关系
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void FDeferredShadingSceneRenderer::Render(FRDGBuilder& GraphBuilder)
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{
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	void FGPUScene::Update(FRDGBuilder& GraphBuilder, FScene& Scene, FRDGExternalAccessQueue& ExternalAccessQueue)
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	{		
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		void FGPUScene::UpdateInternal(FRDGBuilder& GraphBuilder, FScene& Scene, FRDGExternalAccessQueue& ExternalAccessQueue)
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	}
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}
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```
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### 2.2、更新PrimitiveData
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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()。
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初始化5类Buffer的上传任务TaskContext
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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。
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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;
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2.2.2、同理InstanceSceneData以及InstancePayloadData数据的处理。
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2.2.3、同理InstanceBVHUploader,LightmapUploader。
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2.2.4、最后都会调用每个Uploader的***End()方法进行GPU显存的更新***。
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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:
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