Condense rendering agent guide

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# Rendering 模块说明
# Rendering Agent Guide
## 1. 目的
- 本文记录当前渲染模块已经落地的真实边界,以及后续改动必须遵守的约束。
- 本文优先描述代码现状和明确目标,不替代码补脑。
- 如果实现与本文冲突,以代码为准;修完代码后同步更新本文。
This file records the long-term rendering direction and the architecture cuts
already made. It is intentionally not a full map of the current implementation.
## 2. 当前主链
```text
SceneRenderer
-> SceneRenderRequestPlanner
-> RenderPipelineHost
-> CameraFramePlanBuilder
-> CameraRenderer
-> DirectionalShadowRuntime
-> RenderSceneExtractor
-> CameraFrameGraph
-> RenderGraph Record / Compile / Execute
```
If this file conflicts with the current code, trust the code and update this
file in the same change.
## 3. 当前顶层切换语义
- 顶层切换目标向 Unity 对齐。
- `GraphicsSettings.renderPipelineAsset == null`:走内置管线。
- `GraphicsSettings.renderPipelineAsset != null`:走可编程渲染管线。
- 当前内置管线默认直连 `BuiltinForwardPipelineAsset -> BuiltinForwardPipeline`
- 当前可编程管线默认直连 `ManagedScriptableRenderPipelineAsset -> ScriptableRenderPipelineHost`
- 运行时启动不得再偷偷自动选择 `ProjectDefaultRenderPipelineAsset`
- “当前项目里存在某个默认 SRP asset” 不是切换条件;唯一切换条件是 `GraphicsSettings.renderPipelineAsset`
## Long-Term Goal
## 4. 和 Unity SRP / URP 的对齐方式
- `RenderPipelineAsset` 对应 Unity 的 `RenderPipelineAsset`
- `ScriptableRenderPipelineHost` 对应 native 侧承接托管 SRP 的 `RenderPipeline` 宿主。
- managed 侧产品骨架仍是:
`ScriptableRenderPipelineAsset -> ScriptableRendererData -> ScriptableRenderer -> ScriptableRendererFeature/Pass`
- builtin 和 SRP 现在都必须是显式可切换的顶层路径而不是“SRP 隐式优先builtin 只是兜底”。
- `ScriptableRenderPipelineHost` 里的 native backend 是 managed SRP 的绘制后端,不是 SRP stage 录制失败时的顶层兜底。
- managed `ScriptableRenderContext` 的公开场景接口只表达绘制能力:`DrawRenderers(...)``DrawSkybox()``DrawOpaqueRenderers()``DrawTransparentRenderers()`
- renderer-backed SRP 的 frame stage 组织权归 `ScriptableRenderer` / `ScriptableRendererFeature`,包括 shadow caster、depth only、post-process、final output 等可选 stage。
The rendering module is moving toward a Unity SRP / URP style model:
## 5. 当前硬边界
- `RenderPipelineFactory` 在无显式 asset、无托管配置、创建失败回退时都必须先回 builtin而不是回 `ScriptableRenderPipelineHost`
- `MonoScriptRuntime::OnRuntimeStart()` 不得隐式写入 render pipeline 选择。
- builtin 私有 native feature 通道只能留在 native 内部使用。
- managed SRP runtime 或 stage recorder 存在时stage 组织权归 managed SRPnative backend 不得在 host 层隐式接管 `RecordStageRenderGraph``Render(...)` 或 scene-pass standalone stage。
- `RendererBackedRenderPipelineAsset` 进入 frame planning 时必须先清掉 native 默认请求出来的可选 stage再由 renderer / feature 显式请求需要的 stage。
- 下列能力不得再暴露给 managed / URP 公开层:
`NativeSceneFeaturePassId`
`ScriptableRenderContext.RecordNativeSceneFeaturePass(...)`
`ScriptableRenderContext.RecordScene(...)`
`ScriptableRenderContext.RecordScenePhase(...)`
`ScriptableRenderContext.RecordSceneInjectionPoint(...)`
`ScriptableRenderContext.RecordOpaque/Skybox/TransparentScenePhase(...)`
`ScriptableRenderContext.RecordBefore/After*Injection(...)`
依赖上述接口的 managed wrapper feature / controller
- `CameraRenderRequestContext.hasDirectionalShadow``CameraRenderRequestContext.ClearDirectionalShadow()` 不得作为 ScriptCore public surface 暴露core 层只能保留内部桥接,产品层策略放在 URP renderer asset / renderer data / feature。
- URP 默认 renderer feature 工厂不得自动注入 builtin 私有 feature wrapper。
- `GraphicsSettings.renderPipelineAsset == null` selects the built-in pipeline.
- `GraphicsSettings.renderPipelineAsset != null` selects the programmable SRP
path.
- The managed product shape should stay close to:
`ScriptableRenderPipelineAsset -> ScriptableRendererData ->
ScriptableRenderer -> ScriptableRendererFeature/ScriptableRenderPass`.
- `ScriptableRenderPipelineHost` is the native host for managed SRP execution;
it must not become a hidden fallback renderer when managed SRP planning or
recording fails.
- Managed SRP / URP owns renderer selection, stage planning, feature/pass
organization, camera policy, and optional stage requests such as shadow,
depth, post-process, and final output.
- Native rendering owns scene extraction, renderer-list drawing, render graph
execution, fullscreen primitive execution, and built-in private draw kernels.
- Public managed scene drawing should expose drawing capability, not native
built-in injection order. Keep the public surface centered on
`DrawRenderers(...)`, `DrawSkybox()`, `DrawOpaqueRenderers()`, and
`DrawTransparentRenderers()`.
- Do not reintroduce implicit project-default SRP activation, hidden
`ScriptableRenderPipelineHost` fallback, or public managed wrappers for
built-in private scene injection points.
- Future URP alignment should add managed-side renderer/pass/render-graph
capability. It should not reopen native private fallback paths just to make a
feature appear to work.
## 6. native / managed 分层
- 放在 native 的内容:
scene extraction
renderer list 绘制
render graph 执行
fullscreen primitive 执行
builtin 私有 scene feature 执行内核
- 放在 managed URP 的内容:
renderer 选择
stage planning
renderer feature / pass 组织
renderer feature 的 frame-plan / scene-setup / shadow-execution 配置分发
camera 级策略
shadow caster / depth only 等可选 stage 的显式请求
产品层行为差异
- 判断原则:
如果新增的是“绘制能力”或“后端 contract”优先放 C++。
如果新增的是“渲染组织策略”或“URP 行为”,优先放 managed。
## Past Execution
## 7. 禁止回退的实现方式
- 不要再引入“项目默认 SRP asset 自动生效”的隐式逻辑。
- 不要再把 builtin 私有 native feature 包成 public managed API 方便调用。
- 不要让 managed `ScriptableRenderContext.RecordScene(...)` 或任何 managed pass 录制 native scene injection point。
- 不要再让 “null 选择” 默认落到 `ScriptableRenderPipelineHost`
- 不要把非通用产品层策略继续直接塞回 `BuiltinForwardPipeline`
- 不要让 `ScriptableRenderPipelineHost` 在 managed SRP 未支持或未录制某个 stage 时自动回退到 native backend需要绘制时应通过 managed `ScriptableRenderContext` 显式调用 native draw 能力。
- 不要让 renderer-backed SRP 继续继承 native planner 默认请求出来的 shadow/depth stage需要这些 stage 时必须由 managed renderer / feature 显式请求并录制。
## 8. 关键文件
- `engine/src/Rendering/Internal/RenderPipelineFactory.cpp`
- `engine/src/Rendering/Execution/RenderPipelineHost.cpp`
- `engine/src/Rendering/Execution/CameraRenderer.cpp`
- `engine/src/Rendering/Extraction/RenderSceneExtractor.cpp`
- `engine/src/Rendering/Pipelines/BuiltinForwardPipeline.cpp`
- `engine/src/Rendering/Pipelines/ScriptableRenderPipelineHost.cpp`
- `engine/src/Scripting/Mono/MonoScriptRuntime.cpp`
- `managed/XCEngine.ScriptCore/Rendering/Core/GraphicsSettings.cs`
- `managed/XCEngine.ScriptCore/Rendering/Core/ScriptableRenderPipeline*.cs`
- `managed/XCEngine.RenderPipelines.Universal/Rendering/Universal/*.cs`
## 9. 当前验证点
- `tests/scripting/test_project_script_assembly.cpp`
运行时启动不会自动配置 `ProjectDefaultRenderPipelineAsset`
- `tests/Rendering/unit/test_camera_scene_renderer.cpp`
无 managed 选择时默认走 builtin。
设置 managed descriptor 后切到 `ScriptableRenderPipelineHost`
清空 managed descriptor 后退回 builtin
- `tests/scripting/test_mono_script_runtime.cpp`
`ScriptableRenderContextPublicApiSurfaceUsesDirectContextModel` 保证 public managed surface 不再暴露 native scene injection / phase wrapper。
`DefaultSceneRendererUsesManagedUniversalPipelineForPlannedMainSceneAndPostProcessRender` 保证 managed URP 通过显式 renderer/pass 录制主场景和后处理。
`ManagedRenderContextExposes*ThroughRenderingData` 保证 managed renderer 可通过 `RenderingData` 观察 camera / lighting / shadow / environment / final color / stage color 数据。
`ManagedStageRecorderRecordsMainSceneThroughScriptableRenderContext` 保证主场景通过 `ScriptableRenderContext` 的显式 draw 能力录制。
`ScriptCoreUniversalRendererFeatureConfiguresCameraRequestPolicy` 保证 URP renderer feature 能通过产品层相机请求策略真正禁用 native 默认方向光阴影规划。
## 10. 后续演进方向
- 继续补齐 URP 上层组织能力,但不能破坏 builtin / programmable 的显式切换语义。
- 如果未来继续向 Unity 收口,优先收口“入口语义”和“分层边界”,不要靠隐式 fallback 和私有桥接维持表面形似。
## 过去几刀
- 收回 managed native scene injection 公开面:渲染模块目标向 Unity SRP / URP 对齐,但 managed / URP 层仍公开 native builtin scene injection point 和 phase wrapper导致产品层像是在组织 URP实质上仍在调用 builtin 私有时序。
- 移除 `ScriptableRenderContext.RecordSceneInjectionPoint(...)``RecordBefore/After*Injection(...)``RecordOpaque/Skybox/TransparentScenePhase(...)` 等 public managed API移除对应 Mono internal call`RecordScene()` / `RecordScenePhase(...)` 收回 internal。
- 确立 managed 公开层只通过 `DrawRenderers(...)``DrawSkybox()``DrawOpaqueRenderers()``DrawTransparentRenderers()` 表达 native draw 能力pass / feature / stage 的组织权归 managed SRP / URP。
- `ScriptableRenderer` 统一驱动 renderer feature 的 frame-plan、scene-setup、directional-shadow execution 配置;`RendererBackedRenderPipelineAsset` 清掉 native 默认 optional stage 后再让 renderer / feature 显式请求。
- `CameraRenderRequestContext.hasDirectionalShadow``ClearDirectionalShadow()` 从 ScriptCore public surface 收回 internal避免 core public API 泄漏 native shadow 规划控制。
- 收口 managed 相机请求策略顺序:`MonoManagedRenderPipelineAssetRuntime::ConfigureCameraRenderRequest` 先生成 native 默认方向光阴影基线给 managed / URP 观察,再按 managed 最终策略重算或清除,避免 `ClearDirectionalShadow()` 之后又被 native 默认规划补回。
- 当时验证:`xcengine_managed_assemblies``scripting_tests` 构建通过;聚焦 `MonoScriptRuntimeTest` 12 项 SRP / URP / API surface 测试通过。
- 收口 SRP 创建失败语义:`ManagedScriptableRenderPipelineAsset::CreatePipeline()` 在 managed runtime、backend asset 或 stage recorder 不可用时直接创建失败;`RenderPipelineFactory::CreateRenderPipelineOrDefault()` 不再在已解析 asset 创建失败后重新走 configured SRP 默认解析,而是明确退回 builtin fallback避免 `ScriptableRenderPipelineHost` 带 native backend 冒充 managed SRP 成功。
- Established the top-level selection rule: explicit null means built-in,
explicit managed asset means SRP, and runtime startup must not silently assign
`ProjectDefaultRenderPipelineAsset`.
- Removed public managed native scene injection APIs such as
`ScriptableRenderContext.RecordSceneInjectionPoint(...)`,
`RecordBefore/After*Injection(...)`, and
`RecordOpaque/Skybox/TransparentScenePhase(...)`.
- Kept `RecordScene()` / `RecordScenePhase(...)` internal and made the public
managed scene surface express draw operations through `DrawRenderers(...)`,
`DrawSkybox()`, `DrawOpaqueRenderers()`, and
`DrawTransparentRenderers()`.
- Moved renderer-backed SRP stage ownership into `ScriptableRenderer`,
`ScriptableRendererFeature`, and `ScriptableRenderPass`; renderer-backed
assets clear native optional stage defaults before managed renderer/features
explicitly request the stages they need.
- Removed `CameraRenderRequestContext.hasDirectionalShadow` and
`ClearDirectionalShadow()` from the ScriptCore public surface. Core keeps only
internal bridge access, while URP policy belongs in renderer asset, renderer
data, and feature code.
- Reordered managed camera request policy so managed / URP first observes the
native directional-shadow baseline, then the final managed policy recomputes
or clears the request without native planning adding it back afterward.
- Prevented URP default renderer feature factories from auto-injecting built-in
private feature wrappers.
- Tightened SRP creation failure semantics:
`ManagedScriptableRenderPipelineAsset::CreatePipeline()` fails when managed
runtime, backend asset, or stage recorder is unavailable; factory fallback
then returns the built-in pipeline instead of letting
`ScriptableRenderPipelineHost` impersonate a successful managed SRP.