Files
XCEngine/managed/XCEngine.ScriptCore/Rendering/Universal/ScriptableRenderer.cs
ssdfasd cd29c8b2bc feat(srp): add renderer-driven pipeline backbone
Introduce renderer-driven and renderer-backed managed pipeline base types in the Universal package.

Move shared renderer-data/default-renderer ownership out of UniversalRenderPipelineAsset, migrate probe assets onto the generic seam, and expose renderer recording/request context types for future SRP expansion.

Update scripting API-surface expectations and validate with build, unit tests, scripting tests, and old editor smoke.
2026-04-20 02:05:17 +08:00

176 lines
4.6 KiB
C#

using System.Collections.Generic;
using XCEngine;
using XCEngine.Rendering;
namespace XCEngine.Rendering.Universal
{
public abstract class ScriptableRenderer
{
private readonly List<ScriptableRendererFeature> m_features =
new List<ScriptableRendererFeature>();
private readonly List<ScriptableRenderPass> m_activePassQueue =
new List<ScriptableRenderPass>();
private bool m_disposed;
protected ScriptableRenderer()
{
}
internal void ReleaseRuntimeResourcesInstance()
{
if (m_disposed)
{
return;
}
ReleaseRuntimeResources();
for (int i = 0; i < m_features.Count; ++i)
{
ScriptableRendererFeature feature = m_features[i];
if (feature != null)
{
feature.ReleaseRuntimeResourcesInstance();
}
}
m_features.Clear();
m_activePassQueue.Clear();
m_disposed = true;
}
public void EnqueuePass(
ScriptableRenderPass renderPass)
{
if (renderPass == null)
{
return;
}
int insertIndex = m_activePassQueue.Count;
while (insertIndex > 0 &&
m_activePassQueue[insertIndex - 1].renderPassEvent >
renderPass.renderPassEvent)
{
insertIndex--;
}
m_activePassQueue.Insert(
insertIndex,
renderPass);
}
protected void AddFeature(
ScriptableRendererFeature feature)
{
if (feature == null)
{
return;
}
m_features.Add(feature);
feature.Create();
}
protected virtual void AddRenderPasses(
RenderingData renderingData)
{
}
internal bool SupportsRendererRecording(
RendererRecordingContext context)
{
return context != null &&
SupportsStageRenderGraph(context.stage);
}
internal bool RecordRenderer(
RendererRecordingContext context)
{
return context != null &&
context.renderContext != null &&
RecordStageRenderGraph(
context.renderContext);
}
protected internal virtual bool SupportsStageRenderGraph(
CameraFrameStage stage)
{
RenderingData renderingData = new RenderingData(stage);
BuildPassQueue(renderingData);
for (int i = 0; i < m_activePassQueue.Count; ++i)
{
ScriptableRenderPass renderPass = m_activePassQueue[i];
if (renderPass != null &&
renderPass.SupportsStage(stage))
{
return true;
}
}
return false;
}
protected internal virtual bool RecordStageRenderGraph(
ScriptableRenderContext context)
{
if (context == null)
{
return false;
}
RenderingData renderingData =
new RenderingData(context);
BuildPassQueue(renderingData);
bool recordedAnyPass = false;
for (int i = 0; i < m_activePassQueue.Count; ++i)
{
ScriptableRenderPass renderPass = m_activePassQueue[i];
if (renderPass == null ||
!renderPass.SupportsStage(renderingData.stage))
{
continue;
}
if (!renderPass.Record(
context,
renderingData))
{
return false;
}
recordedAnyPass = true;
}
return recordedAnyPass;
}
private void BuildPassQueue(
RenderingData renderingData)
{
m_activePassQueue.Clear();
for (int i = 0; i < m_features.Count; ++i)
{
ScriptableRendererFeature feature = m_features[i];
if (feature == null || !feature.isActive)
{
continue;
}
feature.AddRenderPasses(
this,
renderingData);
}
AddRenderPasses(renderingData);
}
protected virtual void ReleaseRuntimeResources()
{
}
}
}