Wire depth and shadow requests through camera renderer
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@@ -179,8 +179,19 @@ bool BuiltinDepthStylePassBase::Execute(const RenderPassContext& context) {
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renderArea.x + renderArea.width,
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renderArea.y + renderArea.height
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};
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const RHI::Rect clearRects[] = { scissorRect };
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commandList->SetViewport(viewport);
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commandList->SetScissorRect(scissorRect);
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const Math::Color clearColor = context.sceneData.cameraData.clearColor;
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const float clearValues[4] = { clearColor.r, clearColor.g, clearColor.b, clearColor.a };
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if (HasRenderClearFlag(context.sceneData.cameraData.clearFlags, RenderClearFlags::Color)) {
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commandList->ClearRenderTarget(renderTarget, clearValues, 1, clearRects);
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}
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if (HasRenderClearFlag(context.sceneData.cameraData.clearFlags, RenderClearFlags::Depth)) {
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commandList->ClearDepthStencil(context.surface.GetDepthAttachment(), 1.0f, 0, 1, clearRects);
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}
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commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
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for (const VisibleRenderItem& visibleItem : context.sceneData.visibleItems) {
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