Sync editor rendering and UI workspace updates
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@@ -5,6 +5,7 @@
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#include "RHI/RHICommandList.h"
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#include "Rendering/Detail/ShaderVariantUtils.h"
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#include "Rendering/Materials/RenderMaterialResolve.h"
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#include "Rendering/Passes/BuiltinVolumetricPass.h"
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#include "Rendering/RenderSurface.h"
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#include "Resources/BuiltinResources.h"
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@@ -151,21 +152,23 @@ RHI::GraphicsPipelineDesc CreateSkyboxPipelineDesc(
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if (const Resources::ShaderStageVariant* vertexVariant =
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shader.FindVariant(passName, Resources::ShaderType::Vertex, backend)) {
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if (shaderPass != nullptr) {
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::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
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*shaderPass,
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backend,
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*vertexVariant,
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pipelineDesc.vertexShader);
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::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
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shader.GetPath(),
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*shaderPass,
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backend,
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*vertexVariant,
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pipelineDesc.vertexShader);
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}
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}
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if (const Resources::ShaderStageVariant* fragmentVariant =
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shader.FindVariant(passName, Resources::ShaderType::Fragment, backend)) {
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if (shaderPass != nullptr) {
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::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
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*shaderPass,
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backend,
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*fragmentVariant,
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pipelineDesc.fragmentShader);
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::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
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shader.GetPath(),
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*shaderPass,
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backend,
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*fragmentVariant,
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pipelineDesc.fragmentShader);
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}
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}
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@@ -177,6 +180,7 @@ RHI::GraphicsPipelineDesc CreateSkyboxPipelineDesc(
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BuiltinForwardPipeline::BuiltinForwardPipeline() {
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m_passSequence.AddPass(std::make_unique<Detail::BuiltinForwardOpaquePass>(*this));
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m_passSequence.AddPass(std::make_unique<Detail::BuiltinForwardSkyboxPass>(*this));
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m_passSequence.AddPass(std::make_unique<Passes::BuiltinVolumetricPass>());
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m_passSequence.AddPass(std::make_unique<Detail::BuiltinForwardTransparentPass>(*this));
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}
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