refactor(srp): remove native directional shadow planning policy seam
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@@ -133,7 +133,6 @@ struct ManagedCameraRenderRequestContextState {
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size_t renderedRequestCount = 0u;
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Rendering::DirectionalShadowPlanningSettings
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directionalShadowPlanningSettings = {};
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bool directionalShadowPlanningSettingsDirty = false;
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bool suppressDirectionalShadow = false;
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};
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@@ -1505,8 +1504,6 @@ public:
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bool UsesNativeCameraFramePlanBaseline() const override;
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bool UsesNativeCameraFramePlanBaseline(
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int32_t rendererIndex) const override;
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std::string GetDirectionalShadowPlanningPolicyAssetKey() const
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override;
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std::string GetCameraFrameStandalonePassAssetKey(
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Rendering::CameraFrameStage stage) const override;
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std::string GetCameraFrameStandalonePassAssetKey(
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@@ -1554,8 +1551,6 @@ private:
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MonoObject* assetObject) const;
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MonoMethod* ResolveConfigureDirectionalShadowExecutionStateMethod(
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MonoObject* assetObject) const;
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MonoMethod* ResolveGetDirectionalShadowPlanningPolicyAssetKeyMethod(
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MonoObject* assetObject) const;
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MonoMethod* ResolveGetCameraFrameStandalonePassAssetKeyMethod(
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MonoObject* assetObject) const;
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MonoMethod*
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@@ -1586,8 +1581,6 @@ private:
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nullptr;
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mutable MonoMethod*
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m_configureDirectionalShadowExecutionStateMethod = nullptr;
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mutable MonoMethod*
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m_getDirectionalShadowPlanningPolicyAssetKeyMethod = nullptr;
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mutable MonoMethod* m_getCameraFrameStandalonePassAssetKeyMethod =
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nullptr;
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mutable MonoMethod*
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@@ -2006,6 +1999,12 @@ void MonoManagedRenderPipelineAssetRuntime::ConfigureCameraRenderRequest(
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const Rendering::DirectionalShadowPlanningSettings&
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directionalShadowSettings) const {
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if (!EnsureManagedAsset()) {
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request.directionalShadow = {};
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Rendering::ApplyDefaultRenderPipelineAssetCameraRenderRequestPolicy(
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request,
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renderedBaseCameraCount,
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renderedRequestCount,
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directionalShadowSettings);
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return;
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}
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@@ -2013,6 +2012,12 @@ void MonoManagedRenderPipelineAssetRuntime::ConfigureCameraRenderRequest(
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MonoMethod* const method =
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ResolveConfigureCameraRenderRequestMethod(assetObject);
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if (assetObject == nullptr || method == nullptr) {
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request.directionalShadow = {};
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Rendering::ApplyDefaultRenderPipelineAssetCameraRenderRequestPolicy(
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request,
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renderedBaseCameraCount,
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renderedRequestCount,
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directionalShadowSettings);
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return;
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}
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@@ -2032,6 +2037,12 @@ void MonoManagedRenderPipelineAssetRuntime::ConfigureCameraRenderRequest(
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if (requestContextObject == nullptr) {
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UnregisterManagedCameraRenderRequestContextState(
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requestContextHandle);
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request.directionalShadow = {};
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Rendering::ApplyDefaultRenderPipelineAssetCameraRenderRequestPolicy(
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request,
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renderedBaseCameraCount,
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renderedRequestCount,
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directionalShadowSettings);
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return;
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}
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@@ -2041,30 +2052,14 @@ void MonoManagedRenderPipelineAssetRuntime::ConfigureCameraRenderRequest(
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method,
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args,
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nullptr);
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const std::string directionalShadowPlanningPolicyAssetKey =
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GetDirectionalShadowPlanningPolicyAssetKey();
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request.directionalShadow = {};
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if (requestContextState.suppressDirectionalShadow) {
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request.directionalShadow = {};
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} else if (requestContextState.directionalShadowPlanningSettingsDirty) {
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request.directionalShadow = {};
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if (directionalShadowPlanningPolicyAssetKey.empty()) {
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Rendering::ApplyDefaultRenderPipelineAssetCameraRenderRequestPolicy(
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request,
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renderedBaseCameraCount,
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renderedRequestCount,
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requestContextState.directionalShadowPlanningSettings);
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} else if (!Rendering::Internal::ApplyDirectionalShadowPlanningPolicyByKey(
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directionalShadowPlanningPolicyAssetKey,
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request,
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renderedBaseCameraCount,
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renderedRequestCount,
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requestContextState.directionalShadowPlanningSettings)) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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Containers::String(
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"MonoManagedRenderPipelineAssetRuntime failed to resolve directional shadow planning policy asset key: ") +
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directionalShadowPlanningPolicyAssetKey.c_str());
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}
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} else {
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Rendering::ApplyDefaultRenderPipelineAssetCameraRenderRequestPolicy(
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request,
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renderedBaseCameraCount,
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renderedRequestCount,
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requestContextState.directionalShadowPlanningSettings);
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}
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UnregisterManagedCameraRenderRequestContextState(
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requestContextHandle);
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@@ -2385,37 +2380,6 @@ bool MonoManagedRenderPipelineAssetRuntime::UsesNativeCameraFramePlanBaseline(
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usesBaseline;
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}
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std::string MonoManagedRenderPipelineAssetRuntime::
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GetDirectionalShadowPlanningPolicyAssetKey() const {
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if (!SyncManagedAssetRuntimeState()) {
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return {};
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}
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MonoObject* const assetObject = GetManagedAssetObject();
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if (assetObject == nullptr) {
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return {};
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}
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MonoMethod* const method =
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ResolveGetDirectionalShadowPlanningPolicyAssetKeyMethod(
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assetObject);
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if (method == nullptr) {
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return {};
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}
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MonoObject* managedKeyObject = nullptr;
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if (!m_runtime->InvokeManagedMethod(
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assetObject,
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method,
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nullptr,
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&managedKeyObject)) {
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return {};
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}
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return MonoStringToUtf8(
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reinterpret_cast<MonoString*>(managedKeyObject));
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}
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std::string MonoManagedRenderPipelineAssetRuntime::
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GetCameraFrameStandalonePassAssetKey(
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Rendering::CameraFrameStage stage) const {
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@@ -2693,7 +2657,6 @@ void MonoManagedRenderPipelineAssetRuntime::ReleaseManagedAsset() const {
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m_usesNativeCameraFramePlanBaselineContextualMethod = nullptr;
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m_configureRenderSceneSetupMethod = nullptr;
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m_configureDirectionalShadowExecutionStateMethod = nullptr;
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m_getDirectionalShadowPlanningPolicyAssetKeyMethod = nullptr;
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m_getCameraFrameStandalonePassAssetKeyMethod = nullptr;
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m_getCameraFrameStandalonePassAssetKeyContextualMethod = nullptr;
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m_pipelineRendererAsset.reset();
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@@ -2906,22 +2869,6 @@ MonoManagedRenderPipelineAssetRuntime::
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return m_configureDirectionalShadowExecutionStateMethod;
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}
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MonoMethod*
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MonoManagedRenderPipelineAssetRuntime::
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ResolveGetDirectionalShadowPlanningPolicyAssetKeyMethod(
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MonoObject* assetObject) const {
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if (m_getDirectionalShadowPlanningPolicyAssetKeyMethod ==
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nullptr) {
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m_getDirectionalShadowPlanningPolicyAssetKeyMethod =
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m_runtime->ResolveManagedMethod(
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assetObject,
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"GetDirectionalShadowPlanningPolicyAssetKey",
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0);
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}
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return m_getDirectionalShadowPlanningPolicyAssetKeyMethod;
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}
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MonoMethod*
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MonoManagedRenderPipelineAssetRuntime::
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ResolveGetCameraFrameStandalonePassAssetKeyMethod(
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@@ -5806,7 +5753,6 @@ InternalCall_Rendering_CameraRenderRequestContext_SetDirectionalShadowPlanningSe
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state->directionalShadowPlanningSettings =
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*reinterpret_cast<const Rendering::DirectionalShadowPlanningSettings*>(
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settings);
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state->directionalShadowPlanningSettingsDirty = true;
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}
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void InternalCall_Rendering_CameraRenderRequestContext_ClearDirectionalShadow(
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