Align rendering orchestration with camera stack plans
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@@ -62,6 +62,9 @@ Unity 兼容的公开命名、对象所有权和扩展点。
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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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`CameraFramePlanBuilder` 或 `SceneRenderRequestPlanner`。
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- 修改 camera stack 行为时,要保持 `CameraRenderRequest.cameraStackId`、`CameraStackFramePlan`、
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`RenderPipelineHost::BuildStackFramePlans` 和 `SceneRenderer::BuildStackFramePlans` 同步。
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`CameraFramePlan` 是每个 camera 的叶子计划;`CameraStackFramePlan` 是顶层渲染生命周期根。
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- 不要在 native 长生命周期对象里保存 raw managed object pointers 或 managed context handles。
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需要持久化时,通过现有 external managed object handle 系统 retain。
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- Managed URP public APIs 不要依赖 `CameraFrameGraph` 或 `NativeSceneRecorder` 这类 native
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@@ -97,8 +100,9 @@ Unity 兼容的公开命名、对象所有权和扩展点。
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built-in forward pipeline policy,而不是作为 URP-declared work 的 backend executor。
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- 目标所有权模型是:URP 决定渲染什么、何时渲染、哪些 renderer lists/passes/features 激活,以及
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哪些 stages 存在;native 只执行这些声明,不夹带 built-in pipeline policy。
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- `CameraFramePlanBuilder` 现在只负责从 request 构造 `CameraFramePlan` 并委托所选
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`RenderPipelineAsset::ConfigureCameraFramePlan`。它不再在 asset hook 之后追加通用 legacy
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- `CameraFramePlanBuilder` 现在负责从 request 构造 per-camera `CameraFramePlan`,再按
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`CameraRenderRequest.cameraStackId` 收口为 `CameraStackFramePlan`。它委托所选
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`RenderPipelineAsset::ConfigureCameraFramePlan` 配置叶子计划,不再在 asset hook 之后追加通用 legacy
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fullscreen stage heuristic;默认 native fullscreen/final-output 行为应留在 native asset policy 内部。
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- Hidden fallback 很危险。如果 managed URP stage 声明支持但无法 record,失败必须可见。不要静默用
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default built-in path 画同一个 stage,然后称之为 URP。
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@@ -132,10 +136,12 @@ Native renderer 现在是 camera frame planner 加 RenderGraph executor,manage
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叠在 native scene draw backend 之上。
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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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它通过 `SceneRenderRequestPlanner` 收集 camera requests,通过 `RenderPipelineHost` 构建
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`CameraStackFramePlan`,然后以 camera stack 为根渲染。旧的 `BuildFramePlans`/flat-plan `Render`
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API 只是兼容包装。
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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,并沿用同一个 asset selection root。
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`CameraRenderRequest` 到 `CameraStackFramePlan` 的常规 native bridge,并沿用同一个 asset selection root。
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Stack 渲染完成后由所选 `RenderPipeline` 接收 `FinishCameraStackRendering`,用于 URP stack 生命周期收尾。
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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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@@ -265,6 +271,9 @@ package。
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- `RendererFramePlan` 不得只是 pass 对象引用列表。`ScriptableRenderPass.CreateFramePlanSnapshot` 是冻结
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pass 状态的边界;新增 mutable pass state 时必须确认它能被 frame-plan snapshot 捕获,避免后续 camera
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planning 改写前一个 camera 的 recording。
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- `OnFinishCameraStackRendering` 是 camera-stack 生命周期回调,不是 per-stage 或 per-camera-frame 回调。
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`ScriptableRenderer` 可以在 `RecordRendererFromFramePlan` 时登记待收尾的 `RendererFramePlan`,但只能由
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native `CameraStackFramePlan` 渲染完成后的 `FinishCameraStackRendering` 触发实际回调。
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- URP features 的 `AddRenderPasses` 是 per-camera 声明点,不是 per-stage 回调。不要通过
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stage 数据分阶段重复 enqueue;`AddRenderPasses`/`SetupRenderPasses` 必须使用 `RendererPassQueueData`,
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而不是 recording 阶段的 `RenderingData`。pass 所属 stage 应由 `RenderPassEvent -> RendererBlock`
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@@ -377,6 +386,8 @@ Scene data 每个 camera frame 提取一次,然后由 pipeline 调整。
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authoring 还未公开。
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- `UniversalPostProcessBlock` 仍保留 post-process source promotion helper;实际 post-process stage 由
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active pass queue 中的 features/passes 声明。
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- 当前 camera stack 归属仍来自 `SceneRenderRequestPlanner` 对 base/overlay 请求流的 `cameraStackId`
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分组;引擎相机数据模型还没有 Unity `cameraStack` 那种显式 per-base overlay 列表。
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- Render-pipeline selection 已切到 `AssetRef` 作为根身份,并且 managed SRP descriptor 已保存
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ScriptableObject graph snapshot;完整 editor/importer `.asset` 持久化和 sub-asset authoring 仍未完成。
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- 当前 shadow support 是单个 main directional shadow path,没有 cascades。
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@@ -411,6 +422,10 @@ Scene data 每个 camera frame 提取一次,然后由 pipeline 调整。
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- URP stage planning 已收口到 renderer active pass queue 派生的 per-`framePlanId` `RendererFramePlan` 和
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stage manifest。Stage support 和 stage recording 现在消费 planning 阶段保存的同一份冻结 plan,
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关闭了 feature planning hook、support probe、recording 和各 stage 分别重建 pass queue 的重复事实源。
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- 顶层 native orchestration 已从 flat camera frame list 收口为 `CameraStackFramePlan`。`SceneRenderer`
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和 `RenderPipelineHost` 的真实渲染入口以 camera stack 为根;flat `CameraFramePlan` APIs 保留为兼容包装。
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- URP `OnFinishCameraStackRendering` 已改为 stack-end 语义:recording 阶段只登记待收尾 pass,native
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`CameraStackFramePlan` 渲染完成后再通过 pipeline/stage-recorder bridge 触发。
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- `CameraFramePlanBuilder` 已移除对 fullscreen stages 的通用尾部自动补齐;selected
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`RenderPipelineAsset` 现在是 native plan policy 的唯一入口,managed URP path 不再保留第二个
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fullscreen stage planner。
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@@ -0,0 +1,28 @@
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#pragma once
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#include <XCEngine/Rendering/Execution/CameraFramePlan.h>
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#include <cstdint>
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#include <vector>
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namespace XCEngine {
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namespace Rendering {
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struct CameraStackFramePlan {
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uint64_t stackPlanId = 0u;
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uint64_t cameraStackId = 0u;
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std::vector<CameraFramePlan> cameraPlans = {};
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static CameraStackFramePlan FromCameraPlans(
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uint64_t cameraStackId,
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std::vector<CameraFramePlan> cameraPlans);
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bool IsValid() const;
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bool HasBaseCamera() const;
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bool IsOverlayOnly() const;
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const CameraFramePlan* GetBaseCameraPlan() const;
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const CameraFramePlan* GetSortKeyPlan() const;
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};
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} // namespace Rendering
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} // namespace XCEngine
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@@ -1,5 +1,6 @@
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#pragma once
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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 <memory>
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@@ -22,9 +23,13 @@ public:
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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 std::vector<CameraRenderRequest>& requests);
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bool Render(const CameraFramePlan& plan);
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bool Render(const std::vector<CameraFramePlan>& plans);
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bool Render(const CameraStackFramePlan& stackPlan);
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bool Render(const std::vector<CameraStackFramePlan>& stackPlans);
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private:
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CameraRenderer m_cameraRenderer;
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@@ -1,5 +1,6 @@
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#pragma once
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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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@@ -28,9 +29,16 @@ public:
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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 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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bool Render(const CameraFramePlan& plan);
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bool Render(const std::vector<CameraFramePlan>& plans);
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bool Render(const CameraStackFramePlan& stackPlan);
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bool Render(const std::vector<CameraStackFramePlan>& stackPlans);
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bool Render(
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const Components::Scene& scene,
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Components::CameraComponent* overrideCamera,
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@@ -60,6 +60,8 @@ public:
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const RenderContext& context,
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const RenderSurface& surface,
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const RenderSceneData& sceneData) override;
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void FinishCameraStackRendering(
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const CameraStackFramePlan& stackPlan) override;
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void ConfigureRenderSceneData(
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const CameraFramePlan& plan,
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RenderSceneData& sceneData) const override;
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@@ -27,6 +27,7 @@ struct CameraRenderRequest {
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FinalOutputRenderRequest finalOutput;
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ResolvedFinalColorPolicy finalColorPolicy = {};
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ObjectIdRenderRequest objectId;
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uint64_t cameraStackId = 0u;
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float cameraDepth = 0.0f;
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uint8_t cameraStackOrder = 0;
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int32_t rendererIndex = -1;
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@@ -23,6 +23,7 @@ namespace Rendering {
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class RenderGraphBuilder;
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struct CameraFramePlan;
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struct CameraStackFramePlan;
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struct DirectionalShadowExecutionState;
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struct DirectionalShadowSurfaceAllocation;
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@@ -91,6 +92,8 @@ public:
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const RenderPipelineStageRenderGraphContext&) {
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return false;
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}
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virtual void FinishCameraStackRendering(
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const CameraStackFramePlan&) {}
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};
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class RenderPipelineBackend {
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@@ -142,6 +145,8 @@ public:
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const CameraFramePlan& plan,
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const DirectionalShadowSurfaceAllocation& shadowAllocation,
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DirectionalShadowExecutionState& shadowState) const;
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virtual void FinishCameraStackRendering(
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const CameraStackFramePlan&) {}
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void SetCameraFrameStandalonePass(
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CameraFrameStage stage,
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