refactor(srp): move renderer request helpers out of core
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@@ -1133,6 +1133,88 @@ TEST_F(
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EXPECT_FALSE(request.directionalShadow.IsValid());
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}
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TEST_F(
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MonoScriptRuntimeTest,
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ScriptableRenderContextPublicApiSurfaceKeepsRendererHelpersOutOfCore) {
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Scene* runtimeScene =
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CreateScene("ScriptableRenderContextApiSurfaceScene");
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GameObject* selectionObject =
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runtimeScene->CreateGameObject(
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"ScriptableRenderContextApiSurfaceSelection");
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ScriptComponent* selectionScript =
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AddScript(
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selectionObject,
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"Gameplay",
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"ScriptableRenderContextApiSurfaceProbe");
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ASSERT_NE(selectionScript, nullptr);
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engine->OnRuntimeStart(runtimeScene);
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engine->OnUpdate(0.016f);
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bool hasPublicContextRecordScene = false;
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bool hasPublicContextRecordOpaqueScenePhase = false;
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bool hasPublicContextRecordBeforeOpaqueInjection = false;
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bool hasPublicContextRecordShaderVectorFullscreenPass = false;
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bool hasPublicRendererRecordOpaqueScenePhase = false;
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bool hasPublicRendererRecordShaderVectorFullscreenPass = false;
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bool hasPublicCameraRequestContextHasDirectionalShadow = false;
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bool hasPublicCameraRequestContextClearDirectionalShadow = false;
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bool hasPublicRendererCameraRequestContextHasDirectionalShadow = false;
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bool hasPublicRendererCameraRequestContextClearDirectionalShadow = false;
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EXPECT_TRUE(runtime->TryGetFieldValue(
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selectionScript,
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"HasPublicContextRecordScene",
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hasPublicContextRecordScene));
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EXPECT_TRUE(runtime->TryGetFieldValue(
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selectionScript,
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"HasPublicContextRecordOpaqueScenePhase",
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hasPublicContextRecordOpaqueScenePhase));
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EXPECT_TRUE(runtime->TryGetFieldValue(
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selectionScript,
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"HasPublicContextRecordBeforeOpaqueInjection",
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hasPublicContextRecordBeforeOpaqueInjection));
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EXPECT_TRUE(runtime->TryGetFieldValue(
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selectionScript,
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"HasPublicContextRecordShaderVectorFullscreenPass",
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hasPublicContextRecordShaderVectorFullscreenPass));
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EXPECT_TRUE(runtime->TryGetFieldValue(
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selectionScript,
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"HasPublicRendererRecordOpaqueScenePhase",
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hasPublicRendererRecordOpaqueScenePhase));
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EXPECT_TRUE(runtime->TryGetFieldValue(
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selectionScript,
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"HasPublicRendererRecordShaderVectorFullscreenPass",
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hasPublicRendererRecordShaderVectorFullscreenPass));
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EXPECT_TRUE(runtime->TryGetFieldValue(
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selectionScript,
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"HasPublicCameraRequestContextHasDirectionalShadow",
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hasPublicCameraRequestContextHasDirectionalShadow));
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EXPECT_TRUE(runtime->TryGetFieldValue(
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selectionScript,
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"HasPublicCameraRequestContextClearDirectionalShadow",
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hasPublicCameraRequestContextClearDirectionalShadow));
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EXPECT_TRUE(runtime->TryGetFieldValue(
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selectionScript,
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"HasPublicRendererCameraRequestContextHasDirectionalShadow",
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hasPublicRendererCameraRequestContextHasDirectionalShadow));
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EXPECT_TRUE(runtime->TryGetFieldValue(
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selectionScript,
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"HasPublicRendererCameraRequestContextClearDirectionalShadow",
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hasPublicRendererCameraRequestContextClearDirectionalShadow));
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EXPECT_TRUE(hasPublicContextRecordScene);
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EXPECT_FALSE(hasPublicContextRecordOpaqueScenePhase);
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EXPECT_FALSE(hasPublicContextRecordBeforeOpaqueInjection);
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EXPECT_FALSE(hasPublicContextRecordShaderVectorFullscreenPass);
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EXPECT_TRUE(hasPublicRendererRecordOpaqueScenePhase);
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EXPECT_TRUE(hasPublicRendererRecordShaderVectorFullscreenPass);
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EXPECT_FALSE(hasPublicCameraRequestContextHasDirectionalShadow);
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EXPECT_FALSE(hasPublicCameraRequestContextClearDirectionalShadow);
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EXPECT_TRUE(hasPublicRendererCameraRequestContextHasDirectionalShadow);
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EXPECT_TRUE(hasPublicRendererCameraRequestContextClearDirectionalShadow);
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}
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TEST_F(
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MonoScriptRuntimeTest,
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ManagedRenderContextExposesCameraDataThroughRenderingData) {
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