Switch scene viewport flow to frame plans
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@@ -591,9 +591,9 @@ private:
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SceneViewportRenderState sceneState = {};
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BuildSceneViewportRenderState(entry, context, sceneState);
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std::vector<Rendering::CameraRenderRequest> requests =
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m_sceneRenderer->BuildRenderRequests(*scene, m_sceneViewCamera.camera, renderContext, surface);
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if (requests.empty()) {
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std::vector<Rendering::CameraFramePlan> plans =
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m_sceneRenderer->BuildFramePlans(*scene, m_sceneViewCamera.camera, renderContext, surface);
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if (plans.empty()) {
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ApplyViewportRenderFailure(
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entry,
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renderContext,
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@@ -602,9 +602,9 @@ private:
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return false;
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}
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ApplySceneViewportRenderPlan(entry.renderTargets, sceneState.renderPlan, requests[0]);
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ApplySceneViewportRenderPlan(entry.renderTargets, sceneState.renderPlan, plans[0]);
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if (!m_sceneRenderer->Render(requests)) {
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if (!m_sceneRenderer->Render(plans)) {
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ApplyViewportRenderFailure(
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entry,
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renderContext,
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@@ -613,7 +613,7 @@ private:
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return false;
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}
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MarkSceneViewportRenderSuccess(entry.renderTargets, requests[0]);
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MarkSceneViewportRenderSuccess(entry.renderTargets, plans[0]);
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const Core::uint32 pendingAsyncLoads = Resources::ResourceManager::Get().GetAsyncPendingCount();
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context.GetSceneManager().NotifySceneViewportFramePresented(pendingAsyncLoads);
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if (entry.statusText.empty()) {
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