fix(rendering): derive URP stages from pass queue
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@@ -4614,7 +4614,7 @@ TEST_F(
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TEST_F(
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MonoScriptRuntimeTest,
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ManagedRenderPipelineAssetPlansFullscreenStagesFromPipelineStageSupport) {
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ManagedRenderPipelineAssetPlansFullscreenStagesFromRendererPassQueue) {
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const XCEngine::Rendering::Pipelines::ManagedRenderPipelineAssetDescriptor descriptor = {
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"GameScripts",
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"Gameplay",
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@@ -4743,7 +4743,7 @@ TEST_F(
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TEST_F(
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MonoScriptRuntimeTest,
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ManagedRendererFeatureConfiguresCameraFramePlanThroughPlanningContext) {
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ManagedRendererFeaturePlanningHookAloneDoesNotDeclareFullscreenStage) {
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Scene* runtimeScene =
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CreateScene("ManagedFeatureFramePlanningScene");
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GameObject* cameraObject = runtimeScene->CreateGameObject("Camera");
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@@ -4796,13 +4796,13 @@ TEST_F(
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ASSERT_EQ(plans.size(), 1u);
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const XCEngine::Rendering::CameraFramePlan& plan = plans[0];
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EXPECT_TRUE(
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EXPECT_FALSE(
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plan.IsFullscreenStageRequested(
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XCEngine::Rendering::CameraFrameStage::PostProcess));
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EXPECT_EQ(
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plan.ResolveStageColorSource(
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XCEngine::Rendering::CameraFrameStage::PostProcess),
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XCEngine::Rendering::CameraFrameColorSource::MainSceneColor);
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XCEngine::Rendering::CameraFrameColorSource::ExplicitSurface);
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EXPECT_FALSE(
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plan.UsesGraphManagedOutputColor(
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XCEngine::Rendering::CameraFrameStage::PostProcess));
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