refactor(srp): align renderer api with unity contexts
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@@ -1135,7 +1135,7 @@ TEST_F(
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TEST_F(
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MonoScriptRuntimeTest,
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ScriptableRenderContextPublicApiSurfaceKeepsRendererHelpersOutOfCore) {
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ScriptableRenderContextPublicApiSurfaceUsesDirectContextModel) {
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Scene* runtimeScene =
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CreateScene("ScriptableRenderContextApiSurfaceScene");
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GameObject* selectionObject =
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@@ -1155,12 +1155,10 @@ TEST_F(
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bool hasPublicContextRecordOpaqueScenePhase = false;
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bool hasPublicContextRecordBeforeOpaqueInjection = false;
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bool hasPublicContextRecordShaderVectorFullscreenPass = false;
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bool hasPublicRendererRecordOpaqueScenePhase = false;
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bool hasPublicRendererRecordShaderVectorFullscreenPass = false;
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bool hasPublicCameraRequestContextHasDirectionalShadow = false;
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bool hasPublicCameraRequestContextClearDirectionalShadow = false;
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bool hasPublicRendererCameraRequestContextHasDirectionalShadow = false;
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bool hasPublicRendererCameraRequestContextClearDirectionalShadow = false;
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bool hasRendererRecordingContextType = false;
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bool hasRendererCameraRequestContextType = false;
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EXPECT_TRUE(runtime->TryGetFieldValue(
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selectionScript,
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@@ -1178,14 +1176,6 @@ TEST_F(
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selectionScript,
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"HasPublicContextRecordShaderVectorFullscreenPass",
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hasPublicContextRecordShaderVectorFullscreenPass));
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EXPECT_TRUE(runtime->TryGetFieldValue(
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selectionScript,
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"HasPublicRendererRecordOpaqueScenePhase",
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hasPublicRendererRecordOpaqueScenePhase));
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EXPECT_TRUE(runtime->TryGetFieldValue(
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selectionScript,
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"HasPublicRendererRecordShaderVectorFullscreenPass",
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hasPublicRendererRecordShaderVectorFullscreenPass));
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EXPECT_TRUE(runtime->TryGetFieldValue(
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selectionScript,
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"HasPublicCameraRequestContextHasDirectionalShadow",
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@@ -1196,23 +1186,21 @@ TEST_F(
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hasPublicCameraRequestContextClearDirectionalShadow));
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EXPECT_TRUE(runtime->TryGetFieldValue(
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selectionScript,
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"HasPublicRendererCameraRequestContextHasDirectionalShadow",
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hasPublicRendererCameraRequestContextHasDirectionalShadow));
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"HasRendererRecordingContextType",
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hasRendererRecordingContextType));
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EXPECT_TRUE(runtime->TryGetFieldValue(
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selectionScript,
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"HasPublicRendererCameraRequestContextClearDirectionalShadow",
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hasPublicRendererCameraRequestContextClearDirectionalShadow));
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"HasRendererCameraRequestContextType",
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hasRendererCameraRequestContextType));
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EXPECT_TRUE(hasPublicContextRecordScene);
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EXPECT_FALSE(hasPublicContextRecordOpaqueScenePhase);
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EXPECT_FALSE(hasPublicContextRecordBeforeOpaqueInjection);
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EXPECT_FALSE(hasPublicContextRecordShaderVectorFullscreenPass);
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EXPECT_TRUE(hasPublicRendererRecordOpaqueScenePhase);
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EXPECT_TRUE(hasPublicRendererRecordShaderVectorFullscreenPass);
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EXPECT_FALSE(hasPublicCameraRequestContextHasDirectionalShadow);
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EXPECT_FALSE(hasPublicCameraRequestContextClearDirectionalShadow);
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EXPECT_TRUE(hasPublicRendererCameraRequestContextHasDirectionalShadow);
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EXPECT_TRUE(hasPublicRendererCameraRequestContextClearDirectionalShadow);
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EXPECT_TRUE(hasPublicContextRecordOpaqueScenePhase);
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EXPECT_TRUE(hasPublicContextRecordBeforeOpaqueInjection);
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EXPECT_TRUE(hasPublicContextRecordShaderVectorFullscreenPass);
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EXPECT_TRUE(hasPublicCameraRequestContextHasDirectionalShadow);
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EXPECT_TRUE(hasPublicCameraRequestContextClearDirectionalShadow);
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EXPECT_FALSE(hasRendererRecordingContextType);
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EXPECT_FALSE(hasRendererCameraRequestContextType);
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}
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TEST_F(
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