refactor(srp): move directional shadow execution policy into managed urp
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@@ -1,5 +1,6 @@
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#include "Rendering/Internal/RenderPipelineFactory.h"
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#include "Rendering/Execution/DirectionalShadowExecutionState.h"
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#include "Rendering/Pipelines/BuiltinForwardPipeline.h"
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#include "Rendering/Pipelines/ManagedScriptableRenderPipelineAsset.h"
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#include "Rendering/Pipelines/ScriptableRenderPipelineHost.h"
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@@ -41,6 +42,8 @@ using PipelineRendererAssetRegistry =
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std::unordered_map<std::string, PipelineRendererAssetFactory>;
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using CameraFrameStandalonePassRegistry =
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std::unordered_map<std::string, CameraFrameStandalonePassFactory>;
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using DirectionalShadowExecutionPolicyRegistry =
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std::unordered_map<std::string, DirectionalShadowExecutionPolicy>;
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PipelineRendererAssetRegistry& GetPipelineRendererAssetRegistry() {
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static PipelineRendererAssetRegistry registry = {};
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@@ -52,6 +55,12 @@ CameraFrameStandalonePassRegistry& GetCameraFrameStandalonePassRegistry() {
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return registry;
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}
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DirectionalShadowExecutionPolicyRegistry&
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GetDirectionalShadowExecutionPolicyRegistry() {
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static DirectionalShadowExecutionPolicyRegistry registry = {};
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return registry;
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}
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std::unordered_set<std::string>& GetBuiltinPipelineRendererAssetKeys() {
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static std::unordered_set<std::string> builtinKeys = {};
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return builtinKeys;
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@@ -62,6 +71,12 @@ std::unordered_set<std::string>& GetBuiltinCameraFrameStandalonePassKeys() {
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return builtinKeys;
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}
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std::unordered_set<std::string>&
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GetBuiltinDirectionalShadowExecutionPolicyKeys() {
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static std::unordered_set<std::string> builtinKeys = {};
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return builtinKeys;
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}
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std::mutex& GetPipelineRendererAssetRegistryMutex() {
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static std::mutex mutex;
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return mutex;
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@@ -72,6 +87,11 @@ std::mutex& GetCameraFrameStandalonePassRegistryMutex() {
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return mutex;
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}
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std::mutex& GetDirectionalShadowExecutionPolicyRegistryMutex() {
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static std::mutex mutex;
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return mutex;
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}
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void EnsureBuiltinPipelineRendererAssetRegistryInitialized() {
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static const bool initialized = []() {
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PipelineRendererAssetRegistry& registry =
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@@ -108,6 +128,29 @@ void EnsureBuiltinCameraFrameStandalonePassRegistryInitialized() {
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(void)initialized;
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}
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void EnsureBuiltinDirectionalShadowExecutionPolicyRegistryInitialized() {
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static const bool initialized = []() {
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DirectionalShadowExecutionPolicyRegistry& registry =
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GetDirectionalShadowExecutionPolicyRegistry();
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registry.emplace(
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"BuiltinDirectionalShadow",
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[](const CameraFramePlan& plan,
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const DirectionalShadowSurfaceAllocation& shadowAllocation,
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DirectionalShadowExecutionState& shadowState) {
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ApplyDefaultRenderPipelineDirectionalShadowExecutionPolicy(
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plan,
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shadowAllocation,
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shadowState);
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return shadowState.shadowCasterRequest.IsValid() &&
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shadowState.shadowData.IsValid();
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});
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GetBuiltinDirectionalShadowExecutionPolicyKeys().insert(
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"BuiltinDirectionalShadow");
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return true;
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}();
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(void)initialized;
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}
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std::unique_ptr<NativeSceneRenderer> TryCreateNativeSceneRendererFromAsset(
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const std::shared_ptr<const RenderPipelineAsset>& asset) {
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if (asset == nullptr) {
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@@ -260,6 +303,73 @@ std::unique_ptr<RenderPass> CreateCameraFrameStandalonePassByKey(
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return it->second();
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}
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bool RegisterDirectionalShadowExecutionPolicy(
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const std::string& key,
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DirectionalShadowExecutionPolicy policy) {
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if (key.empty() || !policy) {
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return false;
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}
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EnsureBuiltinDirectionalShadowExecutionPolicyRegistryInitialized();
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std::lock_guard<std::mutex> lock(
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GetDirectionalShadowExecutionPolicyRegistryMutex());
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DirectionalShadowExecutionPolicyRegistry& registry =
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GetDirectionalShadowExecutionPolicyRegistry();
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if (registry.find(key) != registry.end()) {
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return false;
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}
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registry.emplace(key, std::move(policy));
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return true;
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}
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bool UnregisterDirectionalShadowExecutionPolicy(
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const std::string& key) {
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if (key.empty()) {
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return false;
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}
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EnsureBuiltinDirectionalShadowExecutionPolicyRegistryInitialized();
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std::lock_guard<std::mutex> lock(
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GetDirectionalShadowExecutionPolicyRegistryMutex());
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if (GetBuiltinDirectionalShadowExecutionPolicyKeys().find(key) !=
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GetBuiltinDirectionalShadowExecutionPolicyKeys().end()) {
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return false;
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}
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DirectionalShadowExecutionPolicyRegistry& registry =
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GetDirectionalShadowExecutionPolicyRegistry();
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return registry.erase(key) != 0u;
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}
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bool ConfigureDirectionalShadowExecutionStateByKey(
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const std::string& key,
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const CameraFramePlan& plan,
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const DirectionalShadowSurfaceAllocation& shadowAllocation,
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DirectionalShadowExecutionState& shadowState) {
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if (key.empty()) {
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return false;
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}
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EnsureBuiltinDirectionalShadowExecutionPolicyRegistryInitialized();
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std::lock_guard<std::mutex> lock(
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GetDirectionalShadowExecutionPolicyRegistryMutex());
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const DirectionalShadowExecutionPolicyRegistry& registry =
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GetDirectionalShadowExecutionPolicyRegistry();
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const auto it = registry.find(key);
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if (it == registry.end() || !it->second) {
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return false;
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}
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return it->second(
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plan,
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shadowAllocation,
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shadowState);
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}
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std::shared_ptr<const RenderPipelineAsset> ResolveRenderPipelineAssetOrDefault(
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std::shared_ptr<const RenderPipelineAsset> preferredAsset) {
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if (preferredAsset != nullptr) {
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