Tighten rendering internal header visibility
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@@ -629,8 +629,6 @@ add_library(XCEngine STATIC
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/SceneRenderFeaturePassId.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/SceneRenderFeatureHost.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/ShaderVariantUtils.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Internal/RenderSurfacePipelineUtils.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Internal/ShaderVariantUtils.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Execution/RenderPipelineHost.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Execution/SceneRenderSequence.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Caches/RenderResourceCache.h
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@@ -840,13 +838,16 @@ add_library(XCEngine STATIC
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target_include_directories(XCEngine PUBLIC
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${CMAKE_CURRENT_SOURCE_DIR}/include
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine
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${CMAKE_CURRENT_SOURCE_DIR}/src
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${CMAKE_CURRENT_SOURCE_DIR}/third_party
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${CMAKE_CURRENT_SOURCE_DIR}/third_party/GLAD/include
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${CMAKE_CURRENT_SOURCE_DIR}/third_party/stb
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${CMAKE_CURRENT_SOURCE_DIR}/third_party/assimp/include
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)
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target_include_directories(XCEngine PRIVATE
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${CMAKE_CURRENT_SOURCE_DIR}/src
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)
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if(XCENGINE_HAS_NANOVDB)
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target_include_directories(XCEngine PRIVATE
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${XCENGINE_NANOVDB_INCLUDE_DIR}
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@@ -1,29 +0,0 @@
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#pragma once
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#include <XCEngine/Rendering/RenderSurfacePipelineUtils.h>
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namespace XCEngine {
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namespace Rendering {
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namespace Internal {
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using ::XCEngine::Rendering::ApplySingleColorAttachmentPropertiesToGraphicsPipelineDesc;
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using ::XCEngine::Rendering::ApplySurfacePropertiesToGraphicsPipelineDesc;
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using ::XCEngine::Rendering::HasKnownDepthAttachmentFormat;
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using ::XCEngine::Rendering::HasKnownSingleColorAttachmentFormat;
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using ::XCEngine::Rendering::HasSingleColorAttachment;
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using ::XCEngine::Rendering::HasValidPipelineSampleDescription;
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using ::XCEngine::Rendering::HasZeroOrSingleColorAttachment;
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using ::XCEngine::Rendering::IsDepthStyleCompatibleSurface;
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using ::XCEngine::Rendering::ResolveSurfaceColorAttachmentCount;
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using ::XCEngine::Rendering::ResolveSurfaceColorFormat;
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using ::XCEngine::Rendering::ResolveSurfaceColorFormats;
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using ::XCEngine::Rendering::ResolveSurfaceDepthFormat;
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using ::XCEngine::Rendering::ResolveSurfaceSampleCount;
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using ::XCEngine::Rendering::ResolveSurfaceSampleQuality;
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using ::XCEngine::Rendering::TryResolveSingleColorAttachmentFormat;
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inline constexpr std::uint32_t kMaxPipelineColorAttachmentCount =
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::XCEngine::Rendering::kMaxPipelineColorAttachmentCount;
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} // namespace Internal
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} // namespace Rendering
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} // namespace XCEngine
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@@ -1,31 +0,0 @@
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#pragma once
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#include <XCEngine/Rendering/ShaderVariantUtils.h>
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namespace XCEngine {
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namespace Rendering {
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namespace Internal {
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using ::XCEngine::Rendering::AddShaderCompileMacro;
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using ::XCEngine::Rendering::ApplyShaderStageVariant;
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using ::XCEngine::Rendering::BuildRuntimeShaderSource;
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using ::XCEngine::Rendering::BuildShaderKeywordSignature;
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using ::XCEngine::Rendering::EscapeRegexLiteral;
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using ::XCEngine::Rendering::InjectShaderBackendMacros;
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using ::XCEngine::Rendering::ResolveCompiledBinaryBackend;
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using ::XCEngine::Rendering::ResolveRuntimeShaderSourcePath;
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using ::XCEngine::Rendering::ShaderPassHasGraphicsVariants;
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using ::XCEngine::Rendering::ToRHIShaderBinaryBackend;
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using ::XCEngine::Rendering::ToRHIShaderLanguage;
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using ::XCEngine::Rendering::ToShaderBackend;
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using ::XCEngine::Rendering::ToStdString;
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using ::XCEngine::Rendering::ToWideAscii;
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using ::XCEngine::Rendering::TryBuildRuntimeShaderBindings;
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using ::XCEngine::Rendering::TryCollectShaderPassResourceBindings;
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using ::XCEngine::Rendering::TryGetHlslRegisterPrefix;
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using ::XCEngine::Rendering::TryRewriteHlslRegisterBinding;
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using ::XCEngine::Rendering::TryRewriteHlslRegisterBindingWithName;
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} // namespace Internal
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} // namespace Rendering
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} // namespace XCEngine
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@@ -4,7 +4,7 @@
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#include <XCEngine/Core/Asset/ResourceTypes.h>
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#include <XCEngine/Core/Containers/Array.h>
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#include <XCEngine/Core/Containers/String.h>
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#include <XCEngine/Rendering/Internal/ShaderVariantUtils.h>
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#include "Rendering/Internal/ShaderVariantUtils.h"
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#include <XCEngine/RHI/D3D12/D3D12Shader.h>
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#include <XCEngine/Resources/Shader/ShaderLoader.h>
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