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
This commit is contained in:
2026-04-21 02:38:56 +08:00
parent bfc4b90ce6
commit e2b2df4c8f
16 changed files with 544 additions and 14 deletions

View File

@@ -3,6 +3,9 @@
#include "Rendering/Pipelines/BuiltinForwardPipeline.h"
#include "Rendering/Pipelines/ManagedScriptableRenderPipelineAsset.h"
#include "Rendering/Pipelines/ScriptableRenderPipelineHost.h"
#include "Rendering/Passes/BuiltinDepthOnlyPass.h"
#include "Rendering/Passes/BuiltinObjectIdPass.h"
#include "Rendering/Passes/BuiltinShadowCasterPass.h"
#include <mutex>
#include <unordered_map>
@@ -22,24 +25,53 @@ CreateBuiltinForwardPipelineRendererAsset() {
return s_builtinForwardPipelineAsset;
}
std::unique_ptr<RenderPass> CreateBuiltinDepthOnlyStandalonePass() {
return std::make_unique<Passes::BuiltinDepthOnlyPass>();
}
std::unique_ptr<RenderPass> CreateBuiltinObjectIdStandalonePass() {
return std::make_unique<Passes::BuiltinObjectIdPass>();
}
std::unique_ptr<RenderPass> CreateBuiltinShadowCasterStandalonePass() {
return std::make_unique<Passes::BuiltinShadowCasterPass>();
}
using PipelineRendererAssetRegistry =
std::unordered_map<std::string, PipelineRendererAssetFactory>;
using CameraFrameStandalonePassRegistry =
std::unordered_map<std::string, CameraFrameStandalonePassFactory>;
PipelineRendererAssetRegistry& GetPipelineRendererAssetRegistry() {
static PipelineRendererAssetRegistry registry = {};
return registry;
}
CameraFrameStandalonePassRegistry& GetCameraFrameStandalonePassRegistry() {
static CameraFrameStandalonePassRegistry registry = {};
return registry;
}
std::unordered_set<std::string>& GetBuiltinPipelineRendererAssetKeys() {
static std::unordered_set<std::string> builtinKeys = {};
return builtinKeys;
}
std::unordered_set<std::string>& GetBuiltinCameraFrameStandalonePassKeys() {
static std::unordered_set<std::string> builtinKeys = {};
return builtinKeys;
}
std::mutex& GetPipelineRendererAssetRegistryMutex() {
static std::mutex mutex;
return mutex;
}
std::mutex& GetCameraFrameStandalonePassRegistryMutex() {
static std::mutex mutex;
return mutex;
}
void EnsureBuiltinPipelineRendererAssetRegistryInitialized() {
static const bool initialized = []() {
PipelineRendererAssetRegistry& registry =
@@ -53,6 +85,29 @@ void EnsureBuiltinPipelineRendererAssetRegistryInitialized() {
(void)initialized;
}
void EnsureBuiltinCameraFrameStandalonePassRegistryInitialized() {
static const bool initialized = []() {
CameraFrameStandalonePassRegistry& registry =
GetCameraFrameStandalonePassRegistry();
registry.emplace(
"BuiltinDepthOnly",
&CreateBuiltinDepthOnlyStandalonePass);
registry.emplace(
"BuiltinObjectId",
&CreateBuiltinObjectIdStandalonePass);
registry.emplace(
"BuiltinShadowCaster",
&CreateBuiltinShadowCasterStandalonePass);
std::unordered_set<std::string>& builtinKeys =
GetBuiltinCameraFrameStandalonePassKeys();
builtinKeys.insert("BuiltinDepthOnly");
builtinKeys.insert("BuiltinObjectId");
builtinKeys.insert("BuiltinShadowCaster");
return true;
}();
(void)initialized;
}
std::unique_ptr<NativeSceneRenderer> TryCreateNativeSceneRendererFromAsset(
const std::shared_ptr<const RenderPipelineAsset>& asset) {
if (asset == nullptr) {
@@ -144,6 +199,67 @@ std::shared_ptr<const RenderPipelineAsset> CreatePipelineRendererAssetByKey(
return it->second();
}
bool RegisterCameraFrameStandalonePassFactory(
const std::string& key,
CameraFrameStandalonePassFactory factory) {
if (key.empty() || !factory) {
return false;
}
EnsureBuiltinCameraFrameStandalonePassRegistryInitialized();
std::lock_guard<std::mutex> lock(
GetCameraFrameStandalonePassRegistryMutex());
CameraFrameStandalonePassRegistry& registry =
GetCameraFrameStandalonePassRegistry();
if (registry.find(key) != registry.end()) {
return false;
}
registry.emplace(key, std::move(factory));
return true;
}
bool UnregisterCameraFrameStandalonePassFactory(
const std::string& key) {
if (key.empty()) {
return false;
}
EnsureBuiltinCameraFrameStandalonePassRegistryInitialized();
std::lock_guard<std::mutex> lock(
GetCameraFrameStandalonePassRegistryMutex());
if (GetBuiltinCameraFrameStandalonePassKeys().find(key) !=
GetBuiltinCameraFrameStandalonePassKeys().end()) {
return false;
}
CameraFrameStandalonePassRegistry& registry =
GetCameraFrameStandalonePassRegistry();
return registry.erase(key) != 0u;
}
std::unique_ptr<RenderPass> CreateCameraFrameStandalonePassByKey(
const std::string& key) {
if (key.empty()) {
return nullptr;
}
EnsureBuiltinCameraFrameStandalonePassRegistryInitialized();
std::lock_guard<std::mutex> lock(
GetCameraFrameStandalonePassRegistryMutex());
const CameraFrameStandalonePassRegistry& registry =
GetCameraFrameStandalonePassRegistry();
const auto it = registry.find(key);
if (it == registry.end() || !it->second) {
return nullptr;
}
return it->second();
}
std::shared_ptr<const RenderPipelineAsset> ResolveRenderPipelineAssetOrDefault(
std::shared_ptr<const RenderPipelineAsset> preferredAsset) {
if (preferredAsset != nullptr) {