feat(rendering): add shader-vector fullscreen SRP seam
Generalize the native fullscreen pass and descriptor plumbing so managed SRP can request shader-driven fullscreen stages without being locked to the ColorScale path. Keep ColorScale as a convenience descriptor mapped to the builtin color-scale shader, and add native fullscreen factory coverage for the new shader-vector path.
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@@ -11,7 +11,7 @@
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#include <XCEngine/Core/Math/Vector2.h>
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#include <XCEngine/Core/Math/Vector3.h>
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#include <XCEngine/Rendering/Execution/CameraRenderer.h>
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#include <XCEngine/Rendering/Passes/BuiltinColorScalePostProcessPass.h>
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#include <XCEngine/Rendering/Passes/BuiltinVectorFullscreenPass.h>
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#include <XCEngine/Rendering/RenderContext.h>
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#include <XCEngine/Rendering/RenderSurface.h>
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#include <XCEngine/Resources/BuiltinResources.h>
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@@ -165,9 +165,9 @@ void PostProcessSceneTest::SetUp() {
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mMesh = CreateQuadMesh();
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mTexture = CreateCheckerTexture();
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mMaterial = CreateQuadMaterial(mTexture);
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mPostProcessPasses.AddPass(std::make_unique<Passes::BuiltinColorScalePostProcessPass>(
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mPostProcessPasses.AddPass(std::make_unique<Passes::BuiltinVectorFullscreenPass>(
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Vector4(1.0f, 0.75f, 0.75f, 1.0f)));
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mPostProcessPasses.AddPass(std::make_unique<Passes::BuiltinColorScalePostProcessPass>(
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mPostProcessPasses.AddPass(std::make_unique<Passes::BuiltinVectorFullscreenPass>(
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Vector4(0.55f, 0.95f, 1.0f, 1.0f)));
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BuildScene();
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