Migrate scene renderer callers to frame plans
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@@ -503,19 +503,19 @@ void AlphaCutoutSceneTest::RenderFrame() {
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renderContext.commandQueue = GetCommandQueue();
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renderContext.backendType = GetBackendType();
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std::vector<CameraRenderRequest> requests =
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mSceneRenderer->BuildRenderRequests(*mScene, nullptr, renderContext, mainSurface);
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ASSERT_EQ(requests.size(), 1u);
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ASSERT_TRUE(requests[0].directionalShadow.IsValid());
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std::vector<CameraFramePlan> plans =
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mSceneRenderer->BuildFramePlans(*mScene, nullptr, renderContext, mainSurface);
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ASSERT_EQ(plans.size(), 1u);
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ASSERT_TRUE(plans[0].directionalShadow.IsValid());
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RenderSurface depthOnlySurface(kFrameWidth, kFrameHeight);
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depthOnlySurface.SetDepthAttachment(mDepthView);
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depthOnlySurface.SetRenderArea(requests[0].surface.GetRenderArea());
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requests[0].depthOnly.surface = depthOnlySurface;
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requests[0].depthOnly.clearFlags = RenderClearFlags::Depth;
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requests[0].clearFlags = RenderClearFlags::Color;
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depthOnlySurface.SetRenderArea(plans[0].request.surface.GetRenderArea());
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plans[0].request.depthOnly.surface = depthOnlySurface;
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plans[0].request.depthOnly.clearFlags = RenderClearFlags::Depth;
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plans[0].request.clearFlags = RenderClearFlags::Color;
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ASSERT_TRUE(mSceneRenderer->Render(requests));
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ASSERT_TRUE(mSceneRenderer->Render(plans));
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commandList->Close();
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void* commandLists[] = { commandList };
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@@ -449,10 +449,10 @@ void DirectionalShadowSceneTest::RenderSceneFrame() {
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renderContext.commandQueue = GetCommandQueue();
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renderContext.backendType = GetBackendType();
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std::vector<CameraRenderRequest> requests =
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mSceneRenderer->BuildRenderRequests(*mScene, nullptr, renderContext, surface);
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ASSERT_FALSE(requests.empty());
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ASSERT_TRUE(mSceneRenderer->Render(requests));
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std::vector<CameraFramePlan> plans =
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mSceneRenderer->BuildFramePlans(*mScene, nullptr, renderContext, surface);
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ASSERT_FALSE(plans.empty());
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ASSERT_TRUE(mSceneRenderer->Render(plans));
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Log("[TEST] DirectionalShadowSceneTest: closing command list");
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commandList->Close();
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