feat(srp): formalize scene recording and draw entrypoints
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@@ -110,17 +110,17 @@ namespace Gameplay
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switch (m_injectionKind)
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{
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case SceneInjectionKind.BeforeOpaque:
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return RecordBeforeOpaqueInjection(context);
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return context.RecordBeforeOpaqueInjection();
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case SceneInjectionKind.AfterOpaque:
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return RecordAfterOpaqueInjection(context);
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return context.RecordAfterOpaqueInjection();
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case SceneInjectionKind.BeforeSkybox:
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return RecordBeforeSkyboxInjection(context);
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return context.RecordBeforeSkyboxInjection();
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case SceneInjectionKind.AfterSkybox:
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return RecordAfterSkyboxInjection(context);
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return context.RecordAfterSkyboxInjection();
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case SceneInjectionKind.BeforeTransparent:
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return RecordBeforeTransparentInjection(context);
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return context.RecordBeforeTransparentInjection();
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case SceneInjectionKind.AfterTransparent:
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return RecordAfterTransparentInjection(context);
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return context.RecordAfterTransparentInjection();
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default:
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return false;
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}
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@@ -164,11 +164,11 @@ namespace Gameplay
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switch (m_phaseKind)
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{
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case ScenePhaseKind.Opaque:
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return RecordOpaqueScenePhase(context);
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return context.RecordOpaqueScenePhase();
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case ScenePhaseKind.Skybox:
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return RecordSkyboxScenePhase(context);
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return context.RecordSkyboxScenePhase();
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case ScenePhaseKind.Transparent:
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return RecordTransparentScenePhase(context);
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return context.RecordTransparentScenePhase();
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default:
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return false;
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}
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@@ -847,7 +847,7 @@ namespace Gameplay
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finalColorData.requiresProcessing;
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}
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RecordCallCount++;
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return RecordScene(context);
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return context.RecordScene();
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}
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}
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