Align renderers to pipeline asset selection
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@@ -54,6 +54,10 @@ Unity 兼容的公开命名、对象所有权和扩展点。
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- 行为变更要从 pipeline asset/request/plan 路径开始。app/editor 代码中的临时 pass execution
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通常表示层级位置不对。
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- 顶层 native renderer 的公开选择和配置入口只能是 `RenderPipelineAsset`。不要新增或恢复
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`CameraRenderer`、`RenderPipelineHost` 或 `SceneRenderer` 上接受裸 `RenderPipeline` 的 public
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constructor/setter;需要定制 pipeline 实例时,通过 `RenderPipelineAsset::CreatePipeline` 和
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`RenderPipelineAsset::ConfigurePipeline` 完成。
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- Native headers 保持小而后端无关。可行时 forward declare RHI 类型,只在后端代码里 include
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具体后端头。
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- 新增 camera-stack、renderer-index、shadow、depth、post-process 或 final output 行为时,不要绕过
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@@ -123,14 +127,15 @@ Unity 兼容的公开命名、对象所有权和扩展点。
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Native renderer 现在是 camera frame planner 加 RenderGraph executor,managed SRP/URP recording
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叠在 native scene draw backend 之上。
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- `SceneRenderer` 是 scene-level convenience entry point。它通过 `SceneRenderRequestPlanner` 收集
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camera requests,通过 `RenderPipelineHost` 构建 frame plans,然后渲染排序后的 camera plans。
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- `SceneRenderer` 是 scene-level convenience entry point。它的公开管线选择根是 `RenderPipelineAsset`;
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它通过 `SceneRenderRequestPlanner` 收集 camera requests,通过 `RenderPipelineHost` 构建 frame plans,
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然后渲染排序后的 camera plans。
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- `RenderPipelineHost` 拥有一个 `CameraFramePlanBuilder` 和一个 `CameraRenderer`。它是从
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`CameraRenderRequest` 到 `CameraFramePlan` 的常规 native bridge。
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- `CameraRenderer` 拥有所选 `RenderPipeline`,提取 `RenderSceneData`,解析 directional shadow execution,
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把全部 frame stages 记录进 native `RenderGraph`,编译 graph 并执行。
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- `RenderPipelineAsset` 是 native asset contract。它创建 pipeline,配置 request policy,配置 frame plan
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policy,并提供默认 final color settings。
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`CameraRenderRequest` 到 `CameraFramePlan` 的常规 native bridge,并沿用同一个 asset selection root。
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- `CameraRenderer` 拥有 asset 创建出的所选 `RenderPipeline`,提取 `RenderSceneData`,解析 directional
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shadow execution,把全部 frame stages 记录进 native `RenderGraph`,编译 graph 并执行。
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- `RenderPipelineAsset` 是 native asset contract。它创建 pipeline,配置 pipeline 实例,配置 request
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policy,配置 frame plan policy,并提供默认 final color settings。
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- `RenderPipeline`、`RenderPipelineBackend` 和 `RenderPipelineStageRecorder` 将 backend rendering
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与 graph recording 分开。Managed SRP 通常提供 stage recorder,native backend 提供 scene drawing。
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- Native/managed bridge 词汇已经收口为 `PipelineBackend` 和 `SceneDrawBackend`。不要重新引入
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@@ -28,11 +28,9 @@ struct RenderContext;
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class CameraRenderer {
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public:
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CameraRenderer();
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explicit CameraRenderer(std::unique_ptr<RenderPipeline> pipeline);
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explicit CameraRenderer(std::shared_ptr<const RenderPipelineAsset> pipelineAsset);
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~CameraRenderer();
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void SetPipeline(std::unique_ptr<RenderPipeline> pipeline);
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void SetPipelineAsset(std::shared_ptr<const RenderPipelineAsset> pipelineAsset);
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RenderPipeline* GetPipeline() const;
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const RenderPipelineAsset* GetPipelineAsset() const;
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@@ -13,11 +13,9 @@ class CameraFramePlanBuilder;
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class RenderPipelineHost {
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public:
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RenderPipelineHost();
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explicit RenderPipelineHost(std::unique_ptr<RenderPipeline> pipeline);
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explicit RenderPipelineHost(std::shared_ptr<const RenderPipelineAsset> pipelineAsset);
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~RenderPipelineHost();
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void SetPipeline(std::unique_ptr<RenderPipeline> pipeline);
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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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@@ -16,11 +16,9 @@ namespace Rendering {
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class SceneRenderer {
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public:
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SceneRenderer();
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explicit SceneRenderer(std::unique_ptr<RenderPipeline> pipeline);
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explicit SceneRenderer(std::shared_ptr<const RenderPipelineAsset> pipelineAsset);
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~SceneRenderer();
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void SetPipeline(std::unique_ptr<RenderPipeline> pipeline);
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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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