refactor(srp): add renderer data invalidation seam
Introduce ScriptableRendererData dirty/invalidation support so renderer and feature caches can be released and rebuilt within the same managed asset runtime. Add managed probes and scripting coverage for non-public dirty APIs and for renderer rebuild after invalidation, then archive the completed phase plan.
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@@ -35,6 +35,8 @@ namespace Gameplay
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public bool HasRendererBackedRenderPipelineType;
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public bool HasRendererDrivenRenderPipelineType;
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public bool HasRendererDataSetupRenderer;
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public bool HasRendererDataSetDirty;
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public bool HasRendererDataIsInvalidated;
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public bool HasRendererSupportsRendererRecording;
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public bool HasRendererRecordRenderer;
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public bool HasPublicRendererSupportsStageRenderGraph;
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@@ -180,6 +182,17 @@ namespace Gameplay
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"SetupRenderer",
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BindingFlags.Instance |
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BindingFlags.NonPublic) != null;
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HasRendererDataSetDirty =
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rendererDataType.GetMethod(
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"SetDirty",
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BindingFlags.Instance |
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BindingFlags.NonPublic) != null;
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HasRendererDataIsInvalidated =
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rendererDataType.GetProperty(
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"isInvalidated",
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BindingFlags.Instance |
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BindingFlags.NonPublic |
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BindingFlags.Public) != null;
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HasRendererSupportsRendererRecording =
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rendererType.GetMethod(
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"SupportsRendererRecording",
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