refactor(srp): move urp shadow execution bridge into managed

This commit is contained in:
2026-04-21 17:41:44 +08:00
parent 578103f970
commit 1e16995757
15 changed files with 560 additions and 188 deletions

View File

@@ -266,6 +266,8 @@ private:
MonoObject* CreateManagedScriptableRenderContext(uint64_t nativeHandle);
MonoObject* CreateManagedCameraRenderRequestContext(
uint64_t nativeHandle);
MonoObject* CreateManagedDirectionalShadowExecutionContext(
uint64_t nativeHandle);
MonoObject* CreateManagedScriptableRenderPipelinePlanningContext(
uint64_t nativeHandle);
MonoObject* GetManagedObject(uint32_t gcHandle) const;
@@ -308,12 +310,15 @@ private:
MonoClass* m_scriptableRenderPipelineClass = nullptr;
MonoClass* m_scriptableRenderContextClass = nullptr;
MonoClass* m_cameraRenderRequestContextClass = nullptr;
MonoClass* m_directionalShadowExecutionContextClass = nullptr;
MonoClass* m_scriptableRenderPipelinePlanningContextClass = nullptr;
MonoClass* m_serializeFieldAttributeClass = nullptr;
MonoMethod* m_gameObjectConstructor = nullptr;
MonoMethod* m_scriptableRenderContextConstructor = nullptr;
MonoMethod* m_cameraRenderRequestContextConstructor =
nullptr;
MonoMethod* m_directionalShadowExecutionContextConstructor =
nullptr;
MonoMethod* m_scriptableRenderPipelinePlanningContextConstructor =
nullptr;
MonoClassField* m_managedGameObjectUUIDField = nullptr;