Align URP pass queue authoring with per-camera data
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@@ -120,7 +120,7 @@ namespace XCEngine.Rendering.Universal
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}
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protected virtual void AddRenderPasses(
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RenderingData renderingData)
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RendererPassQueueData passQueueData)
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{
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}
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@@ -210,7 +210,9 @@ namespace XCEngine.Rendering.Universal
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return false;
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}
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BuildPassQueue(renderingData);
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BuildPassQueue(
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RendererPassQueueData.FromRenderingData(
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renderingData));
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try
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{
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return SupportsRendererStage(context);
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@@ -247,7 +249,9 @@ namespace XCEngine.Rendering.Universal
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return false;
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}
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BuildPassQueue(renderingData);
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BuildPassQueue(
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RendererPassQueueData.FromRenderingData(
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renderingData));
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try
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{
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bool recorded;
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@@ -431,7 +435,7 @@ namespace XCEngine.Rendering.Universal
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ulong framePlanId = context.framePlanId;
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BuildPassQueue(
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RenderingData.CreatePlanning(
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RendererPassQueueData.CreatePlanning(
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rendererIndex,
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finalColorRequiresProcessing,
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framePlanId));
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@@ -863,7 +867,7 @@ namespace XCEngine.Rendering.Universal
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}
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private void BuildPassQueue(
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RenderingData renderingData)
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RendererPassQueueData passQueueData)
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{
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ClearPassQueue();
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@@ -877,13 +881,13 @@ namespace XCEngine.Rendering.Universal
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feature.SetupRenderPasses(
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this,
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in renderingData);
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in passQueueData);
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feature.AddRenderPasses(
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this,
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ref renderingData);
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ref passQueueData);
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}
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AddRenderPasses(renderingData);
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AddRenderPasses(passQueueData);
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m_rendererBlocks.Build(m_activePassQueue);
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}
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