Formalize camera frame render-graph blackboard resources
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@@ -419,21 +419,19 @@ public:
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bool RecordMainSceneRenderGraph(
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const RenderPipelineMainSceneRenderGraphContext& context) override {
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++m_state->recordMainSceneCalls;
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m_state->lastRecordedMainSceneShadowHandleValid =
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context.mainDirectionalShadowTexture.IsValid();
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m_state->lastReceivedRenderGraphBlackboard = context.blackboard != nullptr;
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if (context.blackboard != nullptr) {
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if (const CameraFrameRenderGraphResources* frameResources =
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context.blackboard->TryGet<CameraFrameRenderGraphResources>()) {
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m_state->lastBlackboardMainSceneColorValid =
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frameResources->mainSceneColor.IsValid();
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m_state->lastBlackboardMainSceneDepthValid =
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frameResources->mainSceneDepth.IsValid();
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m_state->lastBlackboardMainDirectionalShadowValid =
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frameResources->mainDirectionalShadow.IsValid();
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m_state->lastBlackboardObjectIdColorValid =
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frameResources->objectIdColor.IsValid();
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}
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if (const CameraFrameRenderGraphResources* frameResources =
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TryGetCameraFrameRenderGraphResources(context.blackboard)) {
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m_state->lastBlackboardMainSceneColorValid =
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frameResources->mainScene.color.IsValid();
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m_state->lastBlackboardMainSceneDepthValid =
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frameResources->mainScene.depth.IsValid();
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m_state->lastBlackboardMainDirectionalShadowValid =
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frameResources->mainDirectionalShadow.IsValid();
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m_state->lastBlackboardObjectIdColorValid =
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frameResources->objectId.color.IsValid();
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m_state->lastRecordedMainSceneShadowHandleValid =
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frameResources->mainDirectionalShadow.IsValid();
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}
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if (!m_state->recordMainSceneResult) {
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return false;
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@@ -444,8 +442,12 @@ public:
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surface.SetAutoTransitionEnabled(false);
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const std::vector<RenderGraphTextureHandle> colorTargets = context.colorTargets;
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const RenderGraphTextureHandle depthTarget = context.depthTarget;
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const CameraFrameRenderGraphResources* const frameResources =
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TryGetCameraFrameRenderGraphResources(context.blackboard);
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const RenderGraphTextureHandle mainDirectionalShadowTexture =
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context.mainDirectionalShadowTexture;
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frameResources != nullptr
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? frameResources->mainDirectionalShadow
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: RenderGraphTextureHandle{};
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bool* const executionSucceeded = context.executionSucceeded;
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const std::shared_ptr<MockPipelineState> state = m_state;
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