Split builtin forward scene into opaque and transparent passes
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@@ -38,6 +38,7 @@ class RenderSurface;
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namespace Pipelines {
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namespace Detail {
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class BuiltinForwardOpaquePass;
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class BuiltinForwardTransparentPass;
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} // namespace Detail
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class BuiltinForwardPipeline : public RenderPipeline {
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@@ -56,6 +57,7 @@ public:
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private:
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friend class Detail::BuiltinForwardOpaquePass;
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friend class Detail::BuiltinForwardTransparentPass;
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struct OwnedDescriptorSet {
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RHI::RHIDescriptorPool* pool = nullptr;
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@@ -233,7 +235,14 @@ private:
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RHI::RHIResourceView* ResolveTextureView(const VisibleRenderItem& visibleItem);
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static LightingConstants BuildLightingConstants(const RenderLightingData& lightingData);
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static AdditionalLightConstants BuildAdditionalLightConstants(const RenderAdditionalLightData& lightData);
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bool BeginForwardScenePass(const RenderPassContext& context);
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void EndForwardScenePass(const RenderPassContext& context);
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bool ExecuteForwardOpaquePass(const RenderPassContext& context);
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bool ExecuteForwardTransparentPass(const RenderPassContext& context);
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bool DrawVisibleItems(
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const RenderContext& context,
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const RenderSceneData& sceneData,
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bool drawTransparentItems);
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bool DrawVisibleItem(
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const RenderContext& context,
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const RenderSceneData& sceneData,
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