refactor(srp): remove renderer fullscreen stage heuristics
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@@ -179,62 +179,6 @@ namespace XCEngine.Rendering.Universal
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protected virtual void ConfigureCameraFramePlan(
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ScriptableRenderPipelinePlanningContext context)
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{
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if (context == null)
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{
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return;
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}
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BuildPassQueue(new RenderingData(CameraFrameStage.MainScene));
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bool hasPostProcessPass = false;
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bool hasFinalOutputPass = false;
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for (int i = 0; i < m_activePassQueue.Count; ++i)
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{
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ScriptableRenderPass renderPass = m_activePassQueue[i];
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if (renderPass == null)
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{
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continue;
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}
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CameraFrameStage passStage;
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if (!ScriptableRenderPass.TryResolveStage(
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renderPass.renderPassEvent,
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out passStage))
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{
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continue;
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}
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if (passStage == CameraFrameStage.PostProcess)
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{
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hasPostProcessPass = true;
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}
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else if (passStage ==
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CameraFrameStage.FinalOutput)
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{
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hasFinalOutputPass = true;
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}
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}
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if (hasPostProcessPass &&
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!context.IsStageRequested(
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CameraFrameStage.PostProcess))
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{
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context.RequestFullscreenStage(
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CameraFrameStage.PostProcess,
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CameraFrameColorSource.MainSceneColor,
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hasFinalOutputPass);
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}
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if (hasFinalOutputPass &&
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!context.IsStageRequested(
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CameraFrameStage.FinalOutput))
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{
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context.RequestFullscreenStage(
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CameraFrameStage.FinalOutput,
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hasPostProcessPass
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? CameraFrameColorSource.PostProcessColor
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: CameraFrameColorSource.MainSceneColor);
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}
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}
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private void BuildPassQueue(
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