refactor: generalize renderer builtin post process
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@@ -86,7 +86,7 @@ CameraRenderer::~CameraRenderer() {
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if (m_objectIdPass != nullptr) {
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m_objectIdPass->Shutdown();
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}
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m_builtinSceneViewPostProcessBuilder.Shutdown();
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m_builtinPostProcessBuilder.Shutdown();
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}
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void CameraRenderer::SetPipeline(std::unique_ptr<RenderPipeline> pipeline) {
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@@ -136,8 +136,8 @@ bool CameraRenderer::Render(
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!request.objectId.IsValid()) {
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return false;
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}
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if (request.builtinSceneViewPostProcess.IsRequested() &&
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request.builtinSceneViewPostProcess.objectIdTextureView != nullptr &&
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if (request.builtinPostProcess.IsRequested() &&
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request.builtinPostProcess.objectIdTextureView != nullptr &&
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!request.objectId.IsRequested()) {
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return false;
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}
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@@ -201,36 +201,36 @@ bool CameraRenderer::Render(
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return false;
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}
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RenderPassSequence builtinSceneViewPostPasses = {};
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bool builtinSceneViewPostPassesInitialized = false;
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if (request.builtinSceneViewPostProcess.IsRequested()) {
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const Passes::BuiltinSceneViewPostPassSequenceBuildResult buildResult =
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m_builtinSceneViewPostProcessBuilder.Build(
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RenderPassSequence builtinPostProcessPasses = {};
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bool builtinPostProcessPassesInitialized = false;
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if (request.builtinPostProcess.IsRequested()) {
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const Passes::BuiltinPostProcessPassSequenceBuildResult buildResult =
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m_builtinPostProcessBuilder.Build(
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{
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request.builtinSceneViewPostProcess.gridPassData,
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request.builtinSceneViewPostProcess.objectIdTextureView,
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request.builtinSceneViewPostProcess.selectedObjectIds,
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request.builtinSceneViewPostProcess.outlineStyle
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request.builtinPostProcess.gridPassData,
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request.builtinPostProcess.objectIdTextureView,
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request.builtinPostProcess.selectedObjectIds,
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request.builtinPostProcess.outlineStyle
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},
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builtinSceneViewPostPasses);
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builtinPostProcessPasses);
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if (!buildResult.valid ||
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!InitializePassSequence(
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&builtinSceneViewPostPasses,
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&builtinPostProcessPasses,
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request.context,
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builtinSceneViewPostPassesInitialized)) {
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builtinPostProcessPassesInitialized)) {
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ShutdownPassSequence(request.postScenePasses, postScenePassesInitialized);
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ShutdownPassSequence(request.preScenePasses, preScenePassesInitialized);
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return false;
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}
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if (!builtinSceneViewPostPasses.Execute(passContext)) {
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ShutdownPassSequence(&builtinSceneViewPostPasses, builtinSceneViewPostPassesInitialized);
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if (!builtinPostProcessPasses.Execute(passContext)) {
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ShutdownPassSequence(&builtinPostProcessPasses, builtinPostProcessPassesInitialized);
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ShutdownPassSequence(request.postScenePasses, postScenePassesInitialized);
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ShutdownPassSequence(request.preScenePasses, preScenePassesInitialized);
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return false;
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}
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}
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ShutdownPassSequence(&builtinSceneViewPostPasses, builtinSceneViewPostPassesInitialized);
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ShutdownPassSequence(&builtinPostProcessPasses, builtinPostProcessPassesInitialized);
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ShutdownPassSequence(request.postScenePasses, postScenePassesInitialized);
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ShutdownPassSequence(request.preScenePasses, preScenePassesInitialized);
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@@ -1,6 +1,6 @@
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#include "Rendering/Passes/BuiltinSceneViewPostPassSequenceBuilder.h"
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#include "Rendering/Passes/BuiltinPostProcessPassSequenceBuilder.h"
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#include "Rendering/Passes/BuiltinSceneViewPostPassPlan.h"
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#include "Rendering/Passes/BuiltinPostProcessPassPlan.h"
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#include <XCEngine/Core/Math/Color.h>
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#include <XCEngine/RHI/RHICommandList.h>
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@@ -47,19 +47,19 @@ std::unique_ptr<RenderPass> MakeLambdaRenderPass(const char* name, Callback&& ca
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} // namespace
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BuiltinSceneViewPostPassSequenceBuilder::~BuiltinSceneViewPostPassSequenceBuilder() {
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BuiltinPostProcessPassSequenceBuilder::~BuiltinPostProcessPassSequenceBuilder() {
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Shutdown();
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}
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void BuiltinSceneViewPostPassSequenceBuilder::Shutdown() {
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void BuiltinPostProcessPassSequenceBuilder::Shutdown() {
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m_outlinePass.Shutdown();
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m_gridPass.Shutdown();
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}
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BuiltinSceneViewPostPassSequenceBuildResult BuiltinSceneViewPostPassSequenceBuilder::Build(
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const BuiltinSceneViewPostPassSequenceInput& input,
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BuiltinPostProcessPassSequenceBuildResult BuiltinPostProcessPassSequenceBuilder::Build(
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const BuiltinPostProcessPassSequenceInput& input,
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RenderPassSequence& outSequence) {
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BuiltinSceneViewPostPassSequenceBuildResult result = {};
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BuiltinPostProcessPassSequenceBuildResult result = {};
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const bool hasSelection = !input.selectedObjectIds.empty();
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const bool hasObjectIdTextureView = input.objectIdTextureView != nullptr;
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@@ -67,7 +67,7 @@ BuiltinSceneViewPostPassSequenceBuildResult BuiltinSceneViewPostPassSequenceBuil
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result.missingObjectIdTextureViewForSelection = true;
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}
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const BuiltinSceneViewPostPassPlan plan = BuildBuiltinSceneViewPostPassPlan({
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const BuiltinPostProcessPassPlan plan = BuildBuiltinPostProcessPassPlan({
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input.gridPassData.valid,
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hasSelection,
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input.outlineStyle.debugSelectionMask,
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@@ -78,25 +78,25 @@ BuiltinSceneViewPostPassSequenceBuildResult BuiltinSceneViewPostPassSequenceBuil
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}
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result.valid = true;
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for (const BuiltinSceneViewPostPassStep step : plan.steps) {
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for (const BuiltinPostProcessPassStep step : plan.steps) {
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switch (step) {
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case BuiltinSceneViewPostPassStep::ColorToRenderTarget:
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case BuiltinPostProcessPassStep::ColorToRenderTarget:
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AddColorToRenderTargetPass(outSequence);
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break;
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case BuiltinSceneViewPostPassStep::InfiniteGrid:
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case BuiltinPostProcessPassStep::InfiniteGrid:
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AddInfiniteGridPass(input.gridPassData, outSequence);
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break;
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case BuiltinSceneViewPostPassStep::SelectionOutline:
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case BuiltinPostProcessPassStep::SelectionOutline:
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AddSelectionOutlinePass(
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input.objectIdTextureView,
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input.selectedObjectIds,
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input.outlineStyle,
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outSequence);
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break;
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case BuiltinSceneViewPostPassStep::ColorToShaderResource:
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case BuiltinPostProcessPassStep::ColorToShaderResource:
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AddColorToShaderResourcePass(outSequence);
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break;
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case BuiltinSceneViewPostPassStep::SelectionMaskDebug:
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case BuiltinPostProcessPassStep::SelectionMaskDebug:
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AddSelectionMaskDebugPass(
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input.objectIdTextureView,
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input.selectedObjectIds,
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@@ -111,7 +111,7 @@ BuiltinSceneViewPostPassSequenceBuildResult BuiltinSceneViewPostPassSequenceBuil
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return result;
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}
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void BuiltinSceneViewPostPassSequenceBuilder::AddColorToRenderTargetPass(
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void BuiltinPostProcessPassSequenceBuilder::AddColorToRenderTargetPass(
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RenderPassSequence& outSequence) {
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outSequence.AddPass(MakeLambdaRenderPass(
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"SceneColorToRenderTarget",
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@@ -129,7 +129,7 @@ void BuiltinSceneViewPostPassSequenceBuilder::AddColorToRenderTargetPass(
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}));
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}
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void BuiltinSceneViewPostPassSequenceBuilder::AddInfiniteGridPass(
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void BuiltinPostProcessPassSequenceBuilder::AddInfiniteGridPass(
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const InfiniteGridPassData& gridPassData,
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RenderPassSequence& outSequence) {
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outSequence.AddPass(MakeLambdaRenderPass(
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@@ -142,7 +142,7 @@ void BuiltinSceneViewPostPassSequenceBuilder::AddInfiniteGridPass(
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}));
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}
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void BuiltinSceneViewPostPassSequenceBuilder::AddSelectionOutlinePass(
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void BuiltinPostProcessPassSequenceBuilder::AddSelectionOutlinePass(
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RHI::RHIResourceView* objectIdTextureView,
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const std::vector<uint64_t>& selectedObjectIds,
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const ObjectIdOutlineStyle& outlineStyle,
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@@ -159,7 +159,7 @@ void BuiltinSceneViewPostPassSequenceBuilder::AddSelectionOutlinePass(
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}));
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}
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void BuiltinSceneViewPostPassSequenceBuilder::AddColorToShaderResourcePass(
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void BuiltinPostProcessPassSequenceBuilder::AddColorToShaderResourcePass(
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RenderPassSequence& outSequence) {
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outSequence.AddPass(MakeLambdaRenderPass(
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"SceneColorToShaderResource",
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@@ -177,7 +177,7 @@ void BuiltinSceneViewPostPassSequenceBuilder::AddColorToShaderResourcePass(
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}));
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}
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void BuiltinSceneViewPostPassSequenceBuilder::AddSelectionMaskDebugPass(
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void BuiltinPostProcessPassSequenceBuilder::AddSelectionMaskDebugPass(
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RHI::RHIResourceView* objectIdTextureView,
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const std::vector<uint64_t>& selectedObjectIds,
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const ObjectIdOutlineStyle& outlineStyle,
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