refactor: build sorted camera render requests
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@@ -275,7 +275,7 @@ TEST(CameraRenderer_Test, ShutsDownSequencesWhenPostPassInitializationFails) {
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"shutdown:pre" }));
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}
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TEST(SceneRenderer_Test, BuildsSingleExplicitRequestFromSelectedCamera) {
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TEST(SceneRenderer_Test, BuildsSortedRequestsForAllUsableCamerasAndHonorsOverrideCamera) {
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Scene scene("SceneRendererRequestScene");
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GameObject* lowCameraObject = scene.CreateGameObject("LowCamera");
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@@ -294,17 +294,21 @@ TEST(SceneRenderer_Test, BuildsSingleExplicitRequestFromSelectedCamera) {
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const std::vector<CameraRenderRequest> defaultRequests =
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renderer.BuildRenderRequests(scene, nullptr, context, surface);
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ASSERT_EQ(defaultRequests.size(), 1u);
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EXPECT_EQ(defaultRequests[0].camera, highCamera);
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EXPECT_EQ(defaultRequests[0].cameraDepth, 5.0f);
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ASSERT_EQ(defaultRequests.size(), 2u);
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EXPECT_EQ(defaultRequests[0].camera, lowCamera);
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EXPECT_EQ(defaultRequests[0].cameraDepth, 1.0f);
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EXPECT_EQ(defaultRequests[0].clearFlags, RenderClearFlags::All);
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EXPECT_EQ(defaultRequests[0].surface.GetWidth(), 320u);
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EXPECT_EQ(defaultRequests[0].surface.GetHeight(), 180u);
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EXPECT_EQ(defaultRequests[1].camera, highCamera);
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EXPECT_EQ(defaultRequests[1].cameraDepth, 5.0f);
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EXPECT_EQ(defaultRequests[1].clearFlags, RenderClearFlags::Depth);
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const std::vector<CameraRenderRequest> overrideRequests =
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renderer.BuildRenderRequests(scene, lowCamera, context, surface);
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ASSERT_EQ(overrideRequests.size(), 1u);
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EXPECT_EQ(overrideRequests[0].camera, lowCamera);
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EXPECT_EQ(overrideRequests[0].clearFlags, RenderClearFlags::All);
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}
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TEST(SceneRenderer_Test, ForwardsPipelineLifetimeAndRenderCallsToCameraRenderer) {
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