Add rendering pass sequence scaffolding
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@@ -51,7 +51,31 @@ bool CameraRenderer::Render(
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}
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sceneData.cameraData.clearFlags = request.clearFlags;
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return m_pipeline->Render(request.context, request.surface, sceneData);
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const RenderPassContext passContext = {
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request.context,
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request.surface,
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sceneData
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};
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if (request.preScenePasses != nullptr) {
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if (!request.preScenePasses->Initialize(request.context) ||
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!request.preScenePasses->Execute(passContext)) {
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return false;
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}
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}
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if (!m_pipeline->Render(request.context, request.surface, sceneData)) {
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return false;
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}
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if (request.postScenePasses != nullptr) {
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if (!request.postScenePasses->Initialize(request.context) ||
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!request.postScenePasses->Execute(passContext)) {
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return false;
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}
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}
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return true;
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}
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} // namespace Rendering
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