Move scene request planning behind pipeline asset
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@@ -52,8 +52,9 @@ Editor viewport 边界补充:SceneViewport 的 render request 是 editor 每
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```text
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SceneRenderer
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-> SceneRenderRequestPlanner::BuildRequests
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-> RenderPipelineHost
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-> RenderPipelineAsset::BuildSceneRenderRequests
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-> (default) SceneRenderRequestPlanner::BuildRequests
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-> CameraFramePlanBuilder
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-> CameraRenderer
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-> DirectionalShadowRuntime
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@@ -66,9 +67,10 @@ SceneRenderer
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职责边界:
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- `SceneRenderer`:场景级入口,生成/排序 camera stack frame plans,并委托执行;不做 scene extraction,不发 draw call。
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- `SceneRenderRequestPlanner`:收集可用相机、推导 viewport / clear / camera stack / directional shadow request;不创建执行期临时资源。
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- `RenderPipelineHost`:把 requests 变成 frame plans / stack plans,稳定排序并驱动 `CameraRenderer`。
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- `SceneRenderer`:场景级 façade,只把 scene/override camera/context/surface 交给当前 pipeline host;不再直接拥有 top-level request planner。
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- `RenderPipelineAsset`:顶层 scene/camera request authority。`BuildSceneRenderRequests(...)` 是对齐 Unity `RenderPipeline.Render(...)` 入口责任的首个 native 合约面;未来所有 SRP/URP 级 camera policy、camera list 裁剪、renderer routing、tooling request 安装,都必须先经过这里。
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- `SceneRenderRequestPlanner`:默认 native planning utility。它负责收集可用相机、推导 viewport / clear / camera stack / directional shadow request;不再是顶层 authority,而是 `RenderPipelineAsset::BuildSceneRenderRequests(...)` 的默认 fallback 实现。
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- `RenderPipelineHost`:向当前 asset 请求 scene render requests,把 requests 变成 frame plans / stack plans,稳定排序并驱动 `CameraRenderer`。
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- `CameraFramePlanBuilder`:从 `CameraRenderRequest` 建 `CameraFramePlan`,调用 `RenderPipelineAsset::ConfigureCameraFramePlan`。
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- `CameraRenderer`:单相机执行器,校验 plan,解析 pipeline binding,生成 shadow execution state,抽取 `RenderSceneData`,交给 camera frame graph。
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- `RenderPipeline` / `RenderPipelineBackend`:提供 scene setup、shadow execution setup、stage graph recording、fallback render。
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@@ -98,7 +100,7 @@ SceneRenderer
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- `UsesGraphManagedSceneColor` 和 `UsesGraphManagedOutputColor(stage)` 决定是否创建 graph-managed transient color。
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- fullscreen stage 的 source 必须通过 `CameraFrameColorSource` 表达,不要用隐式全局变量猜输入。
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不要绕过 `RenderPipelineAsset::ConfigureCameraRenderRequest` 和 `ConfigureCameraFramePlan`。它们是 SRP/URP asset policy 对齐 Unity 的核心 hook。
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不要绕过 `RenderPipelineAsset::BuildSceneRenderRequests`、`ConfigureCameraRenderRequest` 和 `ConfigureCameraFramePlan`。顶层 request ingress、per-request policy、per-plan policy 现在都要先经过 asset contract;这是 SRP/URP asset policy 对齐 Unity 的核心 hook 面。
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## 4. Stage 模型
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@@ -412,7 +414,7 @@ cmake --build build --config Debug --target rendering_phase_regression
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1. 稳住 native RenderGraph / RHI / scene backend。
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2. 让 managed SRP runtime 持有真实 asset / pipeline / renderer runtime。
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3. 扩大 `ScriptableRenderContext` 和 managed RenderGraph 的受控能力面。
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4. 把 URP-like 的 asset policy、renderer data、feature queue、render pass event、post/final/shadow policy 逐步上移到 managed。
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4. 把 URP-like 的 top-level scene request planning、asset policy、renderer data、feature queue、render pass event、post/final/shadow policy 逐步上移到 managed。
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5. 保持 `BuiltinForwardPipeline` 作为可被 SRP 调度的 native backend,而不是重新变回唯一上层管线。
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一句话:XCEngine Rendering 的对齐目标是 Unity SRP/URP 的分层模型,不是复制 Unity 某个版本的源码细节。C++ 做执行内核,C# 做可编排管线,RenderGraph 做中间契约。
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@@ -2,11 +2,17 @@
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#include <XCEngine/Rendering/Execution/CameraStackFramePlan.h>
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#include <XCEngine/Rendering/Execution/CameraRenderer.h>
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#include <XCEngine/Rendering/Planning/SceneRenderRequestPlanner.h>
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#include <memory>
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#include <vector>
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namespace XCEngine {
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namespace Components {
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class CameraComponent;
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class Scene;
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} // namespace Components
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namespace Rendering {
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class CameraFramePlanBuilder;
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@@ -20,9 +26,23 @@ public:
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void SetPipelineAsset(std::shared_ptr<const RenderPipelineAsset> pipelineAsset);
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RenderPipeline* GetPipeline() const { return m_cameraRenderer.GetPipeline(); }
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const RenderPipelineAsset* GetPipelineAsset() const { return m_cameraRenderer.GetPipelineAsset(); }
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void SetDirectionalShadowPlanningSettings(
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const DirectionalShadowPlanningSettings& settings);
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const DirectionalShadowPlanningSettings&
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GetDirectionalShadowPlanningSettings() const;
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std::vector<CameraFramePlan> BuildFramePlans(
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const Components::Scene& scene,
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Components::CameraComponent* overrideCamera,
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const RenderContext& context,
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const RenderSurface& surface);
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std::vector<CameraFramePlan> BuildFramePlans(
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const std::vector<CameraRenderRequest>& requests);
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std::vector<CameraStackFramePlan> BuildStackFramePlans(
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const Components::Scene& scene,
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Components::CameraComponent* overrideCamera,
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const RenderContext& context,
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const RenderSurface& surface);
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std::vector<CameraStackFramePlan> BuildStackFramePlans(
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const std::vector<CameraRenderRequest>& requests);
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@@ -32,8 +52,15 @@ public:
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bool Render(const std::vector<CameraStackFramePlan>& stackPlans);
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private:
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std::vector<CameraRenderRequest> BuildSceneRenderRequests(
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const Components::Scene& scene,
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Components::CameraComponent* overrideCamera,
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const RenderContext& context,
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const RenderSurface& surface) const;
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CameraRenderer m_cameraRenderer;
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std::unique_ptr<CameraFramePlanBuilder> m_framePlanBuilder;
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SceneRenderRequestPlanner m_requestPlanner;
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};
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} // namespace Rendering
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@@ -2,7 +2,6 @@
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#include <XCEngine/Rendering/Execution/CameraStackFramePlan.h>
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#include <XCEngine/Rendering/Execution/RenderPipelineHost.h>
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#include <XCEngine/Rendering/Planning/SceneRenderRequestPlanner.h>
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#include <vector>
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@@ -23,6 +22,10 @@ public:
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void SetPipelineAsset(std::shared_ptr<const RenderPipelineAsset> pipelineAsset);
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RenderPipeline* GetPipeline() const { return m_pipelineHost.GetPipeline(); }
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const RenderPipelineAsset* GetPipelineAsset() const { return m_pipelineHost.GetPipelineAsset(); }
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void SetDirectionalShadowPlanningSettings(
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const DirectionalShadowPlanningSettings& settings);
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const DirectionalShadowPlanningSettings&
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GetDirectionalShadowPlanningSettings() const;
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std::vector<CameraFramePlan> BuildFramePlans(
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const Components::Scene& scene,
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@@ -45,7 +48,6 @@ public:
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const RenderContext& context,
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const RenderSurface& surface);
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SceneRenderRequestPlanner m_requestPlanner;
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RenderPipelineHost m_pipelineHost;
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};
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@@ -7,8 +7,14 @@
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#include <cstddef>
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#include <memory>
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#include <string>
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#include <vector>
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namespace XCEngine {
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namespace Components {
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class CameraComponent;
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class Scene;
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} // namespace Components
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namespace Rendering {
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struct CameraFramePlan;
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@@ -68,6 +74,13 @@ public:
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}
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std::unique_ptr<RenderPipeline> CreatePipeline() const override;
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std::vector<CameraRenderRequest> BuildSceneRenderRequests(
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const Components::Scene& scene,
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Components::CameraComponent* overrideCamera,
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const RenderContext& context,
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const RenderSurface& surface,
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const DirectionalShadowPlanningSettings& directionalShadowSettings)
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const override;
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void ConfigureCameraRenderRequest(
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CameraRenderRequest& request,
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size_t renderedBaseCameraCount,
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@@ -99,6 +112,15 @@ public:
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return nullptr;
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}
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virtual bool BuildSceneRenderRequests(
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const Components::Scene&,
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Components::CameraComponent*,
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const RenderContext&,
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const RenderSurface&,
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const DirectionalShadowPlanningSettings&,
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std::vector<CameraRenderRequest>&) const {
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return false;
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}
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virtual void ConfigureCameraRenderRequest(
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CameraRenderRequest&,
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size_t,
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@@ -1,20 +1,24 @@
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#pragma once
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#include <XCEngine/Rendering/Planning/CameraRenderRequest.h>
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#include <XCEngine/Rendering/Planning/FinalColorSettings.h>
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#include <memory>
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#include <vector>
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namespace XCEngine {
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namespace Components {
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class CameraComponent;
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class Scene;
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} // namespace Components
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namespace Rendering {
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struct CameraRenderRequest;
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struct CameraFramePlan;
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struct DirectionalShadowPlanningSettings;
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class RenderPipeline;
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class RenderSurface;
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struct RenderContext;
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void ApplyDefaultRenderPipelineAssetCameraRenderRequestPolicy(
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CameraRenderRequest& request,
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@@ -35,6 +39,12 @@ public:
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virtual std::unique_ptr<RenderPipeline> CreatePipeline() const = 0;
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virtual void ConfigurePipeline(RenderPipeline&) const {}
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virtual std::vector<CameraRenderRequest> BuildSceneRenderRequests(
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const Components::Scene& scene,
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Components::CameraComponent* overrideCamera,
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const RenderContext& context,
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const RenderSurface& surface,
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const DirectionalShadowPlanningSettings& directionalShadowSettings) const;
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virtual void ConfigureCameraRenderRequest(
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CameraRenderRequest& request,
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size_t renderedBaseCameraCount,
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