refactor(srp): move shadow caster stage selection into managed urp
- add standalone pass asset factories for camera frame stages\n- let managed pipeline assets declare stage pass asset keys\n- make universal renderer data explicitly own the builtin shadow caster stage
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@@ -3,6 +3,9 @@
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#include "Rendering/Pipelines/BuiltinForwardPipeline.h"
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#include "Rendering/Pipelines/ManagedScriptableRenderPipelineAsset.h"
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#include "Rendering/Pipelines/ScriptableRenderPipelineHost.h"
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#include "Rendering/Passes/BuiltinDepthOnlyPass.h"
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#include "Rendering/Passes/BuiltinObjectIdPass.h"
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#include "Rendering/Passes/BuiltinShadowCasterPass.h"
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#include <mutex>
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#include <unordered_map>
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@@ -22,24 +25,53 @@ CreateBuiltinForwardPipelineRendererAsset() {
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return s_builtinForwardPipelineAsset;
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}
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std::unique_ptr<RenderPass> CreateBuiltinDepthOnlyStandalonePass() {
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return std::make_unique<Passes::BuiltinDepthOnlyPass>();
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}
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std::unique_ptr<RenderPass> CreateBuiltinObjectIdStandalonePass() {
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return std::make_unique<Passes::BuiltinObjectIdPass>();
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}
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std::unique_ptr<RenderPass> CreateBuiltinShadowCasterStandalonePass() {
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return std::make_unique<Passes::BuiltinShadowCasterPass>();
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}
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using PipelineRendererAssetRegistry =
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std::unordered_map<std::string, PipelineRendererAssetFactory>;
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using CameraFrameStandalonePassRegistry =
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std::unordered_map<std::string, CameraFrameStandalonePassFactory>;
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PipelineRendererAssetRegistry& GetPipelineRendererAssetRegistry() {
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static PipelineRendererAssetRegistry registry = {};
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return registry;
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}
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CameraFrameStandalonePassRegistry& GetCameraFrameStandalonePassRegistry() {
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static CameraFrameStandalonePassRegistry registry = {};
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return registry;
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}
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std::unordered_set<std::string>& GetBuiltinPipelineRendererAssetKeys() {
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static std::unordered_set<std::string> builtinKeys = {};
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return builtinKeys;
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}
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std::unordered_set<std::string>& GetBuiltinCameraFrameStandalonePassKeys() {
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static std::unordered_set<std::string> builtinKeys = {};
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return builtinKeys;
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}
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std::mutex& GetPipelineRendererAssetRegistryMutex() {
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static std::mutex mutex;
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return mutex;
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}
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std::mutex& GetCameraFrameStandalonePassRegistryMutex() {
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static std::mutex mutex;
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return mutex;
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}
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void EnsureBuiltinPipelineRendererAssetRegistryInitialized() {
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static const bool initialized = []() {
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PipelineRendererAssetRegistry& registry =
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@@ -53,6 +85,29 @@ void EnsureBuiltinPipelineRendererAssetRegistryInitialized() {
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(void)initialized;
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}
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void EnsureBuiltinCameraFrameStandalonePassRegistryInitialized() {
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static const bool initialized = []() {
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CameraFrameStandalonePassRegistry& registry =
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GetCameraFrameStandalonePassRegistry();
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registry.emplace(
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"BuiltinDepthOnly",
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&CreateBuiltinDepthOnlyStandalonePass);
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registry.emplace(
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"BuiltinObjectId",
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&CreateBuiltinObjectIdStandalonePass);
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registry.emplace(
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"BuiltinShadowCaster",
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&CreateBuiltinShadowCasterStandalonePass);
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std::unordered_set<std::string>& builtinKeys =
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GetBuiltinCameraFrameStandalonePassKeys();
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builtinKeys.insert("BuiltinDepthOnly");
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builtinKeys.insert("BuiltinObjectId");
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builtinKeys.insert("BuiltinShadowCaster");
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return true;
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}();
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(void)initialized;
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}
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std::unique_ptr<NativeSceneRenderer> TryCreateNativeSceneRendererFromAsset(
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const std::shared_ptr<const RenderPipelineAsset>& asset) {
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if (asset == nullptr) {
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@@ -144,6 +199,67 @@ std::shared_ptr<const RenderPipelineAsset> CreatePipelineRendererAssetByKey(
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return it->second();
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}
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bool RegisterCameraFrameStandalonePassFactory(
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const std::string& key,
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CameraFrameStandalonePassFactory factory) {
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if (key.empty() || !factory) {
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return false;
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}
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EnsureBuiltinCameraFrameStandalonePassRegistryInitialized();
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std::lock_guard<std::mutex> lock(
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GetCameraFrameStandalonePassRegistryMutex());
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CameraFrameStandalonePassRegistry& registry =
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GetCameraFrameStandalonePassRegistry();
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if (registry.find(key) != registry.end()) {
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return false;
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}
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registry.emplace(key, std::move(factory));
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return true;
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}
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bool UnregisterCameraFrameStandalonePassFactory(
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const std::string& key) {
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if (key.empty()) {
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return false;
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}
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EnsureBuiltinCameraFrameStandalonePassRegistryInitialized();
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std::lock_guard<std::mutex> lock(
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GetCameraFrameStandalonePassRegistryMutex());
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if (GetBuiltinCameraFrameStandalonePassKeys().find(key) !=
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GetBuiltinCameraFrameStandalonePassKeys().end()) {
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return false;
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}
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CameraFrameStandalonePassRegistry& registry =
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GetCameraFrameStandalonePassRegistry();
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return registry.erase(key) != 0u;
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}
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std::unique_ptr<RenderPass> CreateCameraFrameStandalonePassByKey(
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const std::string& key) {
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if (key.empty()) {
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return nullptr;
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}
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EnsureBuiltinCameraFrameStandalonePassRegistryInitialized();
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std::lock_guard<std::mutex> lock(
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GetCameraFrameStandalonePassRegistryMutex());
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const CameraFrameStandalonePassRegistry& registry =
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GetCameraFrameStandalonePassRegistry();
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const auto it = registry.find(key);
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if (it == registry.end() || !it->second) {
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return nullptr;
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}
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return it->second();
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}
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std::shared_ptr<const RenderPipelineAsset> ResolveRenderPipelineAssetOrDefault(
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std::shared_ptr<const RenderPipelineAsset> preferredAsset) {
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if (preferredAsset != nullptr) {
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@@ -10,11 +10,14 @@ namespace Rendering {
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class NativeSceneRenderer;
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class RenderPipeline;
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class RenderPipelineAsset;
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class RenderPass;
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namespace Internal {
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using PipelineRendererAssetFactory =
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std::function<std::shared_ptr<const RenderPipelineAsset>()>;
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using CameraFrameStandalonePassFactory =
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std::function<std::unique_ptr<RenderPass>()>;
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std::shared_ptr<const RenderPipelineAsset> CreateConfiguredRenderPipelineAsset();
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std::shared_ptr<const RenderPipelineAsset> CreateFallbackRenderPipelineAsset();
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@@ -24,6 +27,13 @@ bool RegisterPipelineRendererAssetFactory(
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bool UnregisterPipelineRendererAssetFactory(const std::string& key);
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std::shared_ptr<const RenderPipelineAsset> CreatePipelineRendererAssetByKey(
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const std::string& key);
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bool RegisterCameraFrameStandalonePassFactory(
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const std::string& key,
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CameraFrameStandalonePassFactory factory);
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bool UnregisterCameraFrameStandalonePassFactory(
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const std::string& key);
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std::unique_ptr<RenderPass> CreateCameraFrameStandalonePassByKey(
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const std::string& key);
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std::shared_ptr<const RenderPipelineAsset> ResolveRenderPipelineAssetOrDefault(
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std::shared_ptr<const RenderPipelineAsset> preferredAsset);
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