System.register(["__unresolved_0", "cc", "cc/env", "__unresolved_1"], function (_export, _context) {
  "use strict";

  var _reporterNs, _cclegacy, __checkObsolete__, __checkObsoleteInNamespace__, DEBUG, EDITOR, assert, clamp, geometry, gfx, Layers, Material, pipeline, renderer, rendering, sys, Vec2, Vec3, Vec4, cclegacy, PipelineEventType, warn, makePipelineSettings, PipelineConfigs, CameraConfigs, _crd, AABB, Sphere, intersect, ClearFlagBit, Color, Format, FormatFeatureBit, LoadOp, StoreOp, TextureType, Viewport, scene, CameraUsage, CSMLevel, LightType, defaultSettings, QueueHint, SceneFlags, ResourceFlags, ResourceResidency;

  function forwardNeedClearColor(camera) {
    return !!(camera.clearFlag & (ClearFlagBit.COLOR | ClearFlagBit.STENCIL << 1));
  }

  function getCsmMainLightViewport(light, w, h, level, vp, screenSpaceSignY) {
    if (light.shadowFixedArea || light.csmLevel === CSMLevel.LEVEL_1) {
      vp.left = 0;
      vp.top = 0;
      vp.width = Math.trunc(w);
      vp.height = Math.trunc(h);
    } else {
      vp.left = Math.trunc(level % 2 * 0.5 * w);

      if (screenSpaceSignY > 0) {
        vp.top = Math.trunc((1 - Math.floor(level / 2)) * 0.5 * h);
      } else {
        vp.top = Math.trunc(Math.floor(level / 2) * 0.5 * h);
      }

      vp.width = Math.trunc(0.5 * w);
      vp.height = Math.trunc(0.5 * h);
    }

    vp.left = Math.max(0, vp.left);
    vp.top = Math.max(0, vp.top);
    vp.width = Math.max(1, vp.width);
    vp.height = Math.max(1, vp.height);
  }

  function setupPipelineConfigs(ppl, configs) {
    const sampleFeature = FormatFeatureBit.SAMPLED_TEXTURE | FormatFeatureBit.LINEAR_FILTER;
    const device = ppl.device; // Platform

    configs.isWeb = !sys.isNative;
    configs.isWebGL1 = device.gfxAPI === gfx.API.WEBGL;
    configs.isWebGPU = device.gfxAPI === gfx.API.WEBGPU;
    configs.isMobile = sys.isMobile; // Rendering

    configs.isHDR = ppl.pipelineSceneData.isHDR; // Has tone mapping

    configs.useFloatOutput = ppl.getMacroBool('CC_USE_FLOAT_OUTPUT');
    configs.toneMappingType = ppl.pipelineSceneData.postSettings.toneMappingType; // Shadow

    const shadowInfo = ppl.pipelineSceneData.shadows;
    configs.shadowEnabled = shadowInfo.enabled;
    configs.shadowMapFormat = pipeline.supportsR32FloatTexture(ppl.device) ? Format.R32F : Format.RGBA8;
    configs.shadowMapSize.set(shadowInfo.size);
    configs.usePlanarShadow = shadowInfo.enabled && shadowInfo.type === renderer.scene.ShadowType.Planar; // Device

    configs.screenSpaceSignY = ppl.device.capabilities.screenSpaceSignY;
    configs.supportDepthSample = (ppl.device.getFormatFeatures(Format.DEPTH_STENCIL) & sampleFeature) === sampleFeature; // Constants

    const screenSpaceSignY = device.capabilities.screenSpaceSignY;
    configs.platform.x = configs.isMobile ? 1.0 : 0.0;
    configs.platform.w = screenSpaceSignY * 0.5 + 0.5 << 1 | device.capabilities.clipSpaceSignY * 0.5 + 0.5;
  }

  function setupPostProcessConfigs(pipelineConfigs, settings, cameraConfigs) {
    cameraConfigs.enableDOF = pipelineConfigs.supportDepthSample && settings.depthOfField.enabled && !!settings.depthOfField.material;
    cameraConfigs.enableBloom = settings.bloom.enabled && !!settings.bloom.material;
    cameraConfigs.enableColorGrading = settings.colorGrading.enabled && !!settings.colorGrading.material && !!settings.colorGrading.colorGradingMap;
    cameraConfigs.enableFXAA = settings.fxaa.enabled && !!settings.fxaa.material;
    cameraConfigs.enablePostProcess = cameraConfigs.enableDOF || cameraConfigs.enableBloom || cameraConfigs.enableColorGrading || cameraConfigs.enableFXAA;
  }

  function setupCameraConfigs(camera, pipelineConfigs, cameraConfigs) {
    const window = camera.window;
    const isMainGameWindow = camera.cameraUsage === CameraUsage.GAME && !!window.swapchain;
    const isEditorView = camera.cameraUsage === CameraUsage.SCENE_VIEW || camera.cameraUsage === CameraUsage.PREVIEW;
    cameraConfigs.colorName = window.colorName;
    cameraConfigs.depthStencilName = window.depthStencilName;
    cameraConfigs.useFullPipeline = (camera.visibility & Layers.Enum.DEFAULT) !== 0;
    cameraConfigs.enableMainLightShadowMap = pipelineConfigs.shadowEnabled && !pipelineConfigs.usePlanarShadow && !!camera.scene && !!camera.scene.mainLight && camera.scene.mainLight.shadowEnabled;
    cameraConfigs.enableMainLightPlanarShadowMap = pipelineConfigs.shadowEnabled && pipelineConfigs.usePlanarShadow && !!camera.scene && !!camera.scene.mainLight && camera.scene.mainLight.shadowEnabled;
    cameraConfigs.enablePlanarReflectionProbe = isMainGameWindow || camera.cameraUsage === CameraUsage.SCENE_VIEW;
    cameraConfigs.enableProfiler = DEBUG && isMainGameWindow;
    cameraConfigs.settings = camera.pipelineSettings ? camera.pipelineSettings : defaultSettings;
    setupPostProcessConfigs(pipelineConfigs, cameraConfigs.settings, cameraConfigs);

    if (isEditorView) {
      const editorSettings = rendering.getEditorPipelineSettings();

      if (editorSettings) {
        cameraConfigs.settings = editorSettings;
        setupPostProcessConfigs(pipelineConfigs, cameraConfigs.settings, cameraConfigs);
      }
    } // MSAA


    cameraConfigs.enableMSAA = cameraConfigs.settings.msaa.enabled && !pipelineConfigs.isWeb // TODO(zhouzhenglong): remove this constraint
    && !pipelineConfigs.isWebGL1; // Shading scale

    cameraConfigs.shadingScale = cameraConfigs.settings.shadingScale;
    cameraConfigs.enableShadingScale = cameraConfigs.settings.enableShadingScale && cameraConfigs.shadingScale !== 1.0; // FSR (Depend on Shading scale)

    cameraConfigs.enableFSR = cameraConfigs.settings.fsr.enabled && !!cameraConfigs.settings.fsr.material && cameraConfigs.enableShadingScale && cameraConfigs.shadingScale < 1.0; // Forward rendering (Depend on MSAA and TBR)

    cameraConfigs.singleForwardRadiancePass = pipelineConfigs.isMobile || cameraConfigs.enableMSAA;
    cameraConfigs.enableHDR = cameraConfigs.useFullPipeline && pipelineConfigs.useFloatOutput;
    cameraConfigs.radianceFormat = cameraConfigs.enableHDR ? gfx.Format.RGBA16F : gfx.Format.RGBA8;
  }

  function _reportPossibleCrUseOfPipelineSettings(extras) {
    _reporterNs.report("PipelineSettings", "./builtin-pipeline-types", _context.meta, extras);
  }

  function _reportPossibleCrUseOfmakePipelineSettings(extras) {
    _reporterNs.report("makePipelineSettings", "./builtin-pipeline-types", _context.meta, extras);
  }

  return {
    setters: [function (_unresolved_) {
      _reporterNs = _unresolved_;
    }, function (_cc) {
      _cclegacy = _cc.cclegacy;
      __checkObsolete__ = _cc.__checkObsolete__;
      __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
      assert = _cc.assert;
      clamp = _cc.clamp;
      geometry = _cc.geometry;
      gfx = _cc.gfx;
      Layers = _cc.Layers;
      Material = _cc.Material;
      pipeline = _cc.pipeline;
      renderer = _cc.renderer;
      rendering = _cc.rendering;
      sys = _cc.sys;
      Vec2 = _cc.Vec2;
      Vec3 = _cc.Vec3;
      Vec4 = _cc.Vec4;
      cclegacy = _cc.cclegacy;
      PipelineEventType = _cc.PipelineEventType;
      warn = _cc.warn;
    }, function (_ccEnv) {
      DEBUG = _ccEnv.DEBUG;
      EDITOR = _ccEnv.EDITOR;
    }, function (_unresolved_2) {
      makePipelineSettings = _unresolved_2.makePipelineSettings;
    }],
    execute: function () {
      _crd = true;

      _cclegacy._RF.push({}, "ff9b0GZzgRM/obMbHGfCNbk", "builtin-pipeline", undefined);
      /*
       Copyright (c) 2021-2024 Xiamen Yaji Software Co., Ltd.
      
       https://www.cocos.com/
      
       Permission is hereby granted, free of charge, to any person obtaining a copy
       of this software and associated documentation files (the "Software"), to deal
       in the Software without restriction, including without limitation the rights to
       use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
       of the Software, and to permit persons to whom the Software is furnished to do so,
       subject to the following conditions:
      
       The above copyright notice and this permission notice shall be included in
       all copies or substantial portions of the Software.
      
       THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
       IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
       FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
       AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
       LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
       OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
       THE SOFTWARE.
      */


      __checkObsolete__(['assert', 'clamp', 'geometry', 'gfx', 'Layers', 'Material', 'pipeline', 'renderer', 'rendering', 'sys', 'Vec2', 'Vec3', 'Vec4', 'cclegacy', 'PipelineEventType', 'PipelineEventProcessor', 'ReflectionProbeManager', 'warn']);

      ({
        AABB,
        Sphere,
        intersect
      } = geometry);
      ({
        ClearFlagBit,
        Color,
        Format,
        FormatFeatureBit,
        LoadOp,
        StoreOp,
        TextureType,
        Viewport
      } = gfx);
      ({
        scene
      } = renderer);
      ({
        CameraUsage,
        CSMLevel,
        LightType
      } = scene);
      PipelineConfigs = class PipelineConfigs {
        constructor() {
          this.isWeb = false;
          this.isWebGL1 = false;
          this.isWebGPU = false;
          this.isMobile = false;
          this.isHDR = false;
          this.useFloatOutput = false;
          this.toneMappingType = 0;
          // 0: ACES, 1: None
          this.shadowEnabled = false;
          this.shadowMapFormat = Format.R32F;
          this.shadowMapSize = new Vec2(1, 1);
          this.usePlanarShadow = false;
          this.screenSpaceSignY = 1;
          this.supportDepthSample = false;
          this.mobileMaxSpotLightShadowMaps = 1;
          this.platform = new Vec4(0, 0, 0, 0);
        }

      };
      defaultSettings = (_crd && makePipelineSettings === void 0 ? (_reportPossibleCrUseOfmakePipelineSettings({
        error: Error()
      }), makePipelineSettings) : makePipelineSettings)();
      CameraConfigs = class CameraConfigs {
        constructor() {
          this.colorName = '';
          this.depthStencilName = '';
          this.enableMainLightShadowMap = false;
          this.enableMainLightPlanarShadowMap = false;
          this.enablePostProcess = false;
          this.enableProfiler = false;
          this.enableShadingScale = false;
          this.enableMSAA = false;
          this.enableDOF = false;
          this.enableBloom = false;
          this.enableColorGrading = false;
          this.enableFXAA = false;
          this.enableFSR = false;
          this.enableHDR = false;
          this.enablePlanarReflectionProbe = false;
          this.useFullPipeline = false;
          this.singleForwardRadiancePass = false;
          this.radianceFormat = gfx.Format.RGBA8;
          this.shadingScale = 0.5;
          this.settings = defaultSettings;
        }

      };

      if (rendering) {
        ({
          QueueHint,
          SceneFlags,
          ResourceFlags,
          ResourceResidency
        } = rendering);

        class ForwardLighting {
          constructor() {
            // Active lights
            this.lights = [];
            // Active spot lights with shadows (Mutually exclusive with `lights`)
            this.shadowEnabledSpotLights = [];
            // Internal cached resources
            this._sphere = Sphere.create(0, 0, 0, 1);
            this._boundingBox = new AABB();
            this._rangedDirLightBoundingBox = new AABB(0.0, 0.0, 0.0, 0.5, 0.5, 0.5);
          }

          // ----------------------------------------------------------------
          // Interface
          // ----------------------------------------------------------------
          cullLights(scene, frustum, cameraPos) {
            // TODO(zhouzhenglong): Make light culling native
            this.lights.length = 0;
            this.shadowEnabledSpotLights.length = 0; // spot lights

            for (const light of scene.spotLights) {
              if (light.baked) {
                continue;
              }

              Sphere.set(this._sphere, light.position.x, light.position.y, light.position.z, light.range);

              if (intersect.sphereFrustum(this._sphere, frustum)) {
                if (light.shadowEnabled) {
                  this.shadowEnabledSpotLights.push(light);
                } else {
                  this.lights.push(light);
                }
              }
            } // sphere lights


            for (const light of scene.sphereLights) {
              if (light.baked) {
                continue;
              }

              Sphere.set(this._sphere, light.position.x, light.position.y, light.position.z, light.range);

              if (intersect.sphereFrustum(this._sphere, frustum)) {
                this.lights.push(light);
              }
            } // point lights


            for (const light of scene.pointLights) {
              if (light.baked) {
                continue;
              }

              Sphere.set(this._sphere, light.position.x, light.position.y, light.position.z, light.range);

              if (intersect.sphereFrustum(this._sphere, frustum)) {
                this.lights.push(light);
              }
            } // ranged dir lights


            for (const light of scene.rangedDirLights) {
              AABB.transform(this._boundingBox, this._rangedDirLightBoundingBox, light.node.getWorldMatrix());

              if (intersect.aabbFrustum(this._boundingBox, frustum)) {
                this.lights.push(light);
              }
            }

            if (cameraPos) {
              this.shadowEnabledSpotLights.sort((lhs, rhs) => Vec3.squaredDistance(cameraPos, lhs.position) - Vec3.squaredDistance(cameraPos, rhs.position));
            }
          }

          _addLightQueues(camera, pass) {
            for (const light of this.lights) {
              const queue = pass.addQueue(QueueHint.BLEND, 'forward-add');

              switch (light.type) {
                case LightType.SPHERE:
                  queue.name = 'sphere-light';
                  break;

                case LightType.SPOT:
                  queue.name = 'spot-light';
                  break;

                case LightType.POINT:
                  queue.name = 'point-light';
                  break;

                case LightType.RANGED_DIRECTIONAL:
                  queue.name = 'ranged-directional-light';
                  break;

                default:
                  queue.name = 'unknown-light';
              }

              queue.addScene(camera, SceneFlags.BLEND, light);
            }
          }

          addSpotlightShadowPasses(ppl, camera, maxNumShadowMaps) {
            let i = 0;

            for (const light of this.shadowEnabledSpotLights) {
              const shadowMapSize = ppl.pipelineSceneData.shadows.size;
              const shadowPass = ppl.addRenderPass(shadowMapSize.x, shadowMapSize.y, 'default');
              shadowPass.name = `SpotLightShadowPass${i}`;
              shadowPass.addRenderTarget(`SpotShadowMap${i}`, LoadOp.CLEAR, StoreOp.STORE, new Color(1, 1, 1, 1));
              shadowPass.addDepthStencil(`SpotShadowDepth${i}`, LoadOp.CLEAR, StoreOp.DISCARD);
              shadowPass.addQueue(QueueHint.NONE, 'shadow-caster').addScene(camera, SceneFlags.OPAQUE | SceneFlags.MASK | SceneFlags.SHADOW_CASTER).useLightFrustum(light);
              ++i;

              if (i >= maxNumShadowMaps) {
                break;
              }
            }
          }

          addLightQueues(pass, camera, maxNumShadowMaps) {
            this._addLightQueues(camera, pass);

            let i = 0;

            for (const light of this.shadowEnabledSpotLights) {
              // Add spot-light pass
              // Save last RenderPass to the `pass` variable
              // TODO(zhouzhenglong): Fix per queue addTexture
              pass.addTexture(`SpotShadowMap${i}`, 'cc_spotShadowMap');
              const queue = pass.addQueue(QueueHint.BLEND, 'forward-add');
              queue.addScene(camera, SceneFlags.BLEND, light);
              ++i;

              if (i >= maxNumShadowMaps) {
                break;
              }
            }
          } // Notice: ForwardLighting cannot handle a lot of lights.
          // If there are too many lights, the performance will be very poor.
          // If many lights are needed, please implement a forward+ or deferred rendering pipeline.


          addLightPasses(colorName, depthStencilName, depthStencilStoreOp, id, // window id
          width, height, camera, viewport, ppl, pass) {
            this._addLightQueues(camera, pass);

            let count = 0;
            const shadowMapSize = ppl.pipelineSceneData.shadows.size;

            for (const light of this.shadowEnabledSpotLights) {
              const shadowPass = ppl.addRenderPass(shadowMapSize.x, shadowMapSize.y, 'default');
              shadowPass.name = 'SpotlightShadowPass'; // Reuse csm shadow map

              shadowPass.addRenderTarget(`ShadowMap${id}`, LoadOp.CLEAR, StoreOp.STORE, new Color(1, 1, 1, 1));
              shadowPass.addDepthStencil(`ShadowDepth${id}`, LoadOp.CLEAR, StoreOp.DISCARD);
              shadowPass.addQueue(QueueHint.NONE, 'shadow-caster').addScene(camera, SceneFlags.OPAQUE | SceneFlags.MASK | SceneFlags.SHADOW_CASTER).useLightFrustum(light); // Add spot-light pass
              // Save last RenderPass to the `pass` variable

              ++count;
              const storeOp = count === this.shadowEnabledSpotLights.length ? depthStencilStoreOp : StoreOp.STORE;
              pass = ppl.addRenderPass(width, height, 'default');
              pass.name = 'SpotlightWithShadowMap';
              pass.setViewport(viewport);
              pass.addRenderTarget(colorName, LoadOp.LOAD);
              pass.addDepthStencil(depthStencilName, LoadOp.LOAD, storeOp);
              pass.addTexture(`ShadowMap${id}`, 'cc_spotShadowMap');
              const queue = pass.addQueue(QueueHint.BLEND, 'forward-add');
              queue.addScene(camera, SceneFlags.BLEND, light);
            }

            return pass;
          }

          isMultipleLightPassesNeeded() {
            return this.shadowEnabledSpotLights.length > 0;
          }

        }

        class BuiltinPipelineBuilder {
          constructor() {
            this._pipelineEvent = cclegacy.director.root.pipelineEvent;
            // Internal cached resources
            this._clearColor = new Color(0, 0, 0, 1);
            this._clearColorTransparentBlack = new Color(0, 0, 0, 0);
            this._reflectionProbeClearColor = new Vec3(0, 0, 0);
            this._viewport = new Viewport();
            this._configs = new PipelineConfigs();
            this._cameraConfigs = new CameraConfigs();
            // DepthOfField
            this._cocParams = new Vec4(0, 0, 0, 0);
            this._cocTexSize = new Vec4(0, 0, 0, 0);
            // Bloom
            this._bloomParams = new Vec4(0, 0, 0, 0);
            this._bloomTexSize = new Vec4(0, 0, 0, 0);
            this._bloomWidths = [];
            this._bloomHeights = [];
            this._bloomTexNames = [];
            // Color Grading
            this._colorGradingTexSize = new Vec2(0, 0);
            // FXAA
            this._fxaaParams = new Vec4(0, 0, 0, 0);
            // FSR
            this._fsrParams = new Vec4(0, 0, 0, 0);
            this._fsrTexSize = new Vec4(0, 0, 0, 0);
            // Materials
            this._copyAndTonemapMaterial = new Material();
            // Internal States
            this._initialized = false;
            // TODO(zhouzhenglong): Make default effect asset loading earlier and remove this flag
            // Forward lighting
            this.forwardLighting = new ForwardLighting();
          }

          // ----------------------------------------------------------------
          // Interface
          // ----------------------------------------------------------------
          windowResize(ppl, window, camera, nativeWidth, nativeHeight) {
            setupPipelineConfigs(ppl, this._configs);
            setupCameraConfigs(camera, this._configs, this._cameraConfigs);
            const settings = this._cameraConfigs.settings;
            const id = window.renderWindowId;
            const width = this._cameraConfigs.enableShadingScale ? Math.max(Math.floor(nativeWidth * this._cameraConfigs.shadingScale), 1) : nativeWidth;
            const height = this._cameraConfigs.enableShadingScale ? Math.max(Math.floor(nativeHeight * this._cameraConfigs.shadingScale), 1) : nativeHeight; // Render Window (UI)

            ppl.addRenderWindow(this._cameraConfigs.colorName, Format.RGBA8, nativeWidth, nativeHeight, window, this._cameraConfigs.depthStencilName);

            if (this._cameraConfigs.enableShadingScale) {
              ppl.addDepthStencil(`ScaledSceneDepth${id}`, Format.DEPTH_STENCIL, width, height);
              ppl.addRenderTarget(`ScaledRadiance${id}`, this._cameraConfigs.radianceFormat, width, height);
              ppl.addRenderTarget(`ScaledLdrColor${id}`, Format.RGBA8, width, height);
            } else {
              ppl.addDepthStencil(`SceneDepth${id}`, Format.DEPTH_STENCIL, width, height);
              ppl.addRenderTarget(`Radiance${id}`, this._cameraConfigs.radianceFormat, width, height);
              ppl.addRenderTarget(`LdrColor${id}`, Format.RGBA8, width, height);
            }

            if (this._cameraConfigs.enableFSR) {
              ppl.addRenderTarget(`FsrColor${id}`, Format.RGBA8, nativeWidth, nativeHeight);
            } // MsaaRadiance


            if (this._cameraConfigs.enableMSAA) {
              // Notice: We never store multisample results.
              // These samples are always resolved and discarded at the end of the render pass.
              // So the ResourceResidency should be MEMORYLESS.
              if (this._cameraConfigs.enableHDR) {
                ppl.addTexture(`MsaaRadiance${id}`, TextureType.TEX2D, this._cameraConfigs.radianceFormat, width, height, 1, 1, 1, settings.msaa.sampleCount, ResourceFlags.COLOR_ATTACHMENT, ResourceResidency.MEMORYLESS);
              } else {
                ppl.addTexture(`MsaaRadiance${id}`, TextureType.TEX2D, Format.RGBA8, width, height, 1, 1, 1, settings.msaa.sampleCount, ResourceFlags.COLOR_ATTACHMENT, ResourceResidency.MEMORYLESS);
              }

              ppl.addTexture(`MsaaDepthStencil${id}`, TextureType.TEX2D, Format.DEPTH_STENCIL, width, height, 1, 1, 1, settings.msaa.sampleCount, ResourceFlags.DEPTH_STENCIL_ATTACHMENT, ResourceResidency.MEMORYLESS);
            } // Mainlight ShadowMap


            ppl.addRenderTarget(`ShadowMap${id}`, this._configs.shadowMapFormat, this._configs.shadowMapSize.x, this._configs.shadowMapSize.y);
            ppl.addDepthStencil(`ShadowDepth${id}`, Format.DEPTH_STENCIL, this._configs.shadowMapSize.x, this._configs.shadowMapSize.y); // Spot-light shadow maps

            if (this._cameraConfigs.singleForwardRadiancePass) {
              const count = this._configs.mobileMaxSpotLightShadowMaps;

              for (let i = 0; i !== count; ++i) {
                ppl.addRenderTarget(`SpotShadowMap${i}`, this._configs.shadowMapFormat, this._configs.shadowMapSize.x, this._configs.shadowMapSize.y);
                ppl.addDepthStencil(`SpotShadowDepth${i}`, Format.DEPTH_STENCIL, this._configs.shadowMapSize.x, this._configs.shadowMapSize.y);
              }
            } // ---------------------------------------------------------
            // Post Process
            // ---------------------------------------------------------
            // DepthOfField


            if (this._cameraConfigs.enableDOF) {
              const halfWidth = Math.max(Math.floor(width / 2), 1);
              const halfHeight = Math.max(Math.floor(height / 2), 1); // `DofCoc${id}` texture will reuse ldrColorName

              ppl.addRenderTarget(`DofRadiance${id}`, this._cameraConfigs.radianceFormat, width, height);
              ppl.addRenderTarget(`DofPrefilter${id}`, this._cameraConfigs.radianceFormat, halfWidth, halfHeight);
              ppl.addRenderTarget(`DofBokeh${id}`, this._cameraConfigs.radianceFormat, halfWidth, halfHeight);
              ppl.addRenderTarget(`DofFilter${id}`, this._cameraConfigs.radianceFormat, halfWidth, halfHeight);
            } // Bloom (Kawase Dual Filter)


            if (this._cameraConfigs.enableBloom) {
              let bloomWidth = width;
              let bloomHeight = height;

              for (let i = 0; i !== settings.bloom.iterations + 1; ++i) {
                bloomWidth = Math.max(Math.floor(bloomWidth / 2), 1);
                bloomHeight = Math.max(Math.floor(bloomHeight / 2), 1);
                ppl.addRenderTarget(`BloomTex${id}_${i}`, this._cameraConfigs.radianceFormat, bloomWidth, bloomHeight);
              }
            } // Color Grading


            if (this._cameraConfigs.enableColorGrading && settings.colorGrading.material && settings.colorGrading.colorGradingMap) {
              settings.colorGrading.material.setProperty('colorGradingMap', settings.colorGrading.colorGradingMap);
            } // FXAA


            if (this._cameraConfigs.enableFXAA && this._cameraConfigs.enableShadingScale) {
              ppl.addRenderTarget(`AaColor${id}`, Format.RGBA8, width, height);
            }
          }

          setup(cameras, ppl) {
            // TODO(zhouzhenglong): Make default effect asset loading earlier and remove _initMaterials
            if (this._initMaterials(ppl)) {
              return;
            } // Render cameras
            // log(`==================== One Frame ====================`);


            for (const camera of cameras) {
              // Skip invalid camera
              if (!camera.scene || !camera.window) {
                continue;
              } // Setup camera configs


              setupCameraConfigs(camera, this._configs, this._cameraConfigs); // log(`Setup camera: ${camera.node!.name}, window: ${camera.window.renderWindowId}, isFull: ${this._cameraConfigs.useFullPipeline}, `
              //     + `size: ${camera.window.width}x${camera.window.height}`);

              this._pipelineEvent.emit(PipelineEventType.RENDER_CAMERA_BEGIN, camera); // Build pipeline


              if (this._cameraConfigs.useFullPipeline) {
                this._buildForwardPipeline(ppl, camera, camera.scene);
              } else {
                this._buildSimplePipeline(ppl, camera);
              }

              this._pipelineEvent.emit(PipelineEventType.RENDER_CAMERA_END, camera);
            }
          } // ----------------------------------------------------------------
          // Pipelines
          // ----------------------------------------------------------------


          _buildSimplePipeline(ppl, camera) {
            const width = Math.max(Math.floor(camera.window.width), 1);
            const height = Math.max(Math.floor(camera.window.height), 1);
            const colorName = this._cameraConfigs.colorName;
            const depthStencilName = this._cameraConfigs.depthStencilName;
            const viewport = camera.viewport; // Reduce C++/TS interop

            this._viewport.left = Math.round(viewport.x * width);
            this._viewport.top = Math.round(viewport.y * height); // Here we must use camera.viewport.width instead of camera.viewport.z, which
            // is undefined on native platform. The same as camera.viewport.height.

            this._viewport.width = Math.max(Math.round(viewport.width * width), 1);
            this._viewport.height = Math.max(Math.round(viewport.height * height), 1);
            const clearColor = camera.clearColor; // Reduce C++/TS interop

            this._clearColor.x = clearColor.x;
            this._clearColor.y = clearColor.y;
            this._clearColor.z = clearColor.z;
            this._clearColor.w = clearColor.w;
            const pass = ppl.addRenderPass(width, height, 'default'); // bind output render target

            if (forwardNeedClearColor(camera)) {
              pass.addRenderTarget(colorName, LoadOp.CLEAR, StoreOp.STORE, this._clearColor);
            } else {
              pass.addRenderTarget(colorName, LoadOp.LOAD, StoreOp.STORE);
            } // bind depth stencil buffer


            if (camera.clearFlag & ClearFlagBit.DEPTH_STENCIL) {
              pass.addDepthStencil(depthStencilName, LoadOp.CLEAR, StoreOp.DISCARD, camera.clearDepth, camera.clearStencil, camera.clearFlag & ClearFlagBit.DEPTH_STENCIL);
            } else {
              pass.addDepthStencil(depthStencilName, LoadOp.LOAD, StoreOp.DISCARD);
            }

            pass.setViewport(this._viewport); // The opaque queue is used for Reflection probe preview

            pass.addQueue(QueueHint.OPAQUE).addScene(camera, SceneFlags.OPAQUE); // The blend queue is used for UI and Gizmos

            let flags = SceneFlags.BLEND | SceneFlags.UI;

            if (this._cameraConfigs.enableProfiler) {
              flags |= SceneFlags.PROFILER;
              pass.showStatistics = true;
            }

            pass.addQueue(QueueHint.BLEND).addScene(camera, flags);
          }

          _buildForwardPipeline(ppl, camera, scene) {
            // Init
            const settings = this._cameraConfigs.settings;
            const nativeWidth = Math.max(Math.floor(camera.window.width), 1);
            const nativeHeight = Math.max(Math.floor(camera.window.height), 1);
            const width = this._cameraConfigs.enableShadingScale ? Math.max(Math.floor(nativeWidth * this._cameraConfigs.shadingScale), 1) : nativeWidth;
            const height = this._cameraConfigs.enableShadingScale ? Math.max(Math.floor(nativeHeight * this._cameraConfigs.shadingScale), 1) : nativeHeight;
            const id = camera.window.renderWindowId;
            const colorName = this._cameraConfigs.colorName;
            const sceneDepth = this._cameraConfigs.enableShadingScale ? `ScaledSceneDepth${id}` : `SceneDepth${id}`;
            const radianceName = this._cameraConfigs.enableShadingScale ? `ScaledRadiance${id}` : `Radiance${id}`;
            const ldrColorName = this._cameraConfigs.enableShadingScale ? `ScaledLdrColor${id}` : `LdrColor${id}`;
            const mainLight = scene.mainLight; // Forward Lighting (Light Culling)

            this.forwardLighting.cullLights(scene, camera.frustum); // Main Directional light CSM Shadow Map

            if (this._cameraConfigs.enableMainLightShadowMap) {
              assert(!!mainLight);

              this._addCascadedShadowMapPass(ppl, id, mainLight, camera);
            } // Spot light shadow maps (Mobile or MSAA)


            if (this._cameraConfigs.singleForwardRadiancePass) {
              // Currently, only support 1 spot light with shadow map on mobile platform.
              // TODO(zhouzhenglong): Relex this limitation.
              this.forwardLighting.addSpotlightShadowPasses(ppl, camera, this._configs.mobileMaxSpotLightShadowMaps);
            }

            this._tryAddReflectionProbePasses(ppl, id, mainLight, camera.scene); // Forward Lighting


            let lastPass;

            if (this._cameraConfigs.enablePostProcess) {
              // Post Process
              // Radiance and DoF
              if (this._cameraConfigs.enableDOF) {
                assert(!!settings.depthOfField.material);
                const dofRadianceName = `DofRadiance${id}`; // Disable MSAA, depth stencil cannot be resolved cross-platformly

                this._addForwardRadiancePasses(ppl, id, camera, width, height, mainLight, dofRadianceName, sceneDepth, true, StoreOp.STORE);

                this._addDepthOfFieldPasses(ppl, settings, settings.depthOfField.material, id, camera, width, height, dofRadianceName, sceneDepth, radianceName, ldrColorName);
              } else {
                this._addForwardRadiancePasses(ppl, id, camera, width, height, mainLight, radianceName, sceneDepth);
              } // Bloom


              if (this._cameraConfigs.enableBloom) {
                assert(!!settings.bloom.material);

                this._addKawaseDualFilterBloomPasses(ppl, settings, settings.bloom.material, id, width, height, radianceName);
              } // Tone Mapping and FXAA


              if (this._cameraConfigs.enableFXAA) {
                assert(!!settings.fxaa.material);
                const copyAndTonemapPassNeeded = this._cameraConfigs.enableHDR || this._cameraConfigs.enableColorGrading;
                const ldrColorBufferName = copyAndTonemapPassNeeded ? ldrColorName : radianceName; // FXAA is applied after tone mapping

                if (copyAndTonemapPassNeeded) {
                  this._addCopyAndTonemapPass(ppl, settings, width, height, radianceName, ldrColorBufferName);
                } // Apply FXAA


                if (this._cameraConfigs.enableShadingScale) {
                  const aaColorName = `AaColor${id}`; // Apply FXAA on scaled image

                  this._addFxaaPass(ppl, settings.fxaa.material, width, height, ldrColorBufferName, aaColorName); // Copy FXAA result to screen


                  if (this._cameraConfigs.enableFSR && settings.fsr.material) {
                    // Apply FSR
                    lastPass = this._addFsrPass(ppl, settings, settings.fsr.material, id, width, height, aaColorName, nativeWidth, nativeHeight, colorName);
                  } else {
                    // Scale FXAA result to screen
                    lastPass = this._addCopyPass(ppl, nativeWidth, nativeHeight, aaColorName, colorName);
                  }
                } else {
                  // Image not scaled, output FXAA result to screen directly
                  lastPass = this._addFxaaPass(ppl, settings.fxaa.material, nativeWidth, nativeHeight, ldrColorBufferName, colorName);
                }
              } else {
                // No FXAA (Size might be scaled)
                lastPass = this._addTonemapResizeOrSuperResolutionPasses(ppl, settings, id, width, height, radianceName, ldrColorName, nativeWidth, nativeHeight, colorName);
              }
            } else if (this._cameraConfigs.enableHDR || this._cameraConfigs.enableShadingScale) {
              // HDR or Scaled LDR
              this._addForwardRadiancePasses(ppl, id, camera, width, height, mainLight, radianceName, sceneDepth);

              lastPass = this._addTonemapResizeOrSuperResolutionPasses(ppl, settings, id, width, height, radianceName, ldrColorName, nativeWidth, nativeHeight, colorName);
            } else {
              // LDR (Size is not scaled)
              lastPass = this._addForwardRadiancePasses(ppl, id, camera, nativeWidth, nativeHeight, mainLight, colorName, this._cameraConfigs.depthStencilName);
            } // UI size is not scaled, does not have AA


            this._addUIQueue(camera, lastPass);
          } // ----------------------------------------------------------------
          // Common Passes
          // ----------------------------------------------------------------


          _addTonemapResizeOrSuperResolutionPasses(ppl, settings, id, width, height, radianceName, ldrColorName, nativeWidth, nativeHeight, colorName) {
            let lastPass;

            if (this._cameraConfigs.enableFSR && settings.fsr.material) {
              // Apply FSR
              this._addCopyAndTonemapPass(ppl, settings, width, height, radianceName, ldrColorName);

              lastPass = this._addFsrPass(ppl, settings, settings.fsr.material, id, width, height, ldrColorName, nativeWidth, nativeHeight, colorName);
            } else {
              // Output HDR/LDR result to screen directly (Size might be scaled)
              lastPass = this._addCopyAndTonemapPass(ppl, settings, nativeWidth, nativeHeight, radianceName, colorName);
            }

            return lastPass;
          }

          _addCascadedShadowMapPass(ppl, id, light, camera) {
            // ----------------------------------------------------------------
            // Dynamic states
            // ----------------------------------------------------------------
            const width = ppl.pipelineSceneData.shadows.size.x;
            const height = ppl.pipelineSceneData.shadows.size.y;
            this._viewport.left = 0;
            this._viewport.top = 0;
            this._viewport.width = width;
            this._viewport.height = height; // ----------------------------------------------------------------
            // CSM Shadow Map
            // ----------------------------------------------------------------

            const pass = ppl.addRenderPass(width, height, 'default');
            pass.name = 'CascadedShadowMap';
            pass.addRenderTarget(`ShadowMap${id}`, LoadOp.CLEAR, StoreOp.STORE, new Color(1, 1, 1, 1));
            pass.addDepthStencil(`ShadowDepth${id}`, LoadOp.CLEAR, StoreOp.DISCARD);
            const csmLevel = ppl.pipelineSceneData.csmSupported ? light.csmLevel : 1; // Add shadow map viewports

            for (let level = 0; level !== csmLevel; ++level) {
              getCsmMainLightViewport(light, width, height, level, this._viewport, this._configs.screenSpaceSignY);
              const queue = pass.addQueue(QueueHint.NONE, 'shadow-caster');

              if (!this._configs.isWebGPU) {
                // Temporary workaround for WebGPU
                queue.setViewport(this._viewport);
              }

              queue.addScene(camera, SceneFlags.OPAQUE | SceneFlags.MASK | SceneFlags.SHADOW_CASTER).useLightFrustum(light, level);
            }
          }

          _addCopyPass(ppl, width, height, input, output) {
            const pass = ppl.addRenderPass(width, height, 'cc-tone-mapping');
            pass.addRenderTarget(output, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack);
            pass.addTexture(input, 'inputTexture');
            pass.setVec4('g_platform', this._configs.platform);
            pass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(this._copyAndTonemapMaterial, 1);
            return pass;
          }

          _addCopyAndTonemapPass(ppl, settings, width, height, radianceName, colorName) {
            let pass;

            if (this._cameraConfigs.enableColorGrading && settings.colorGrading.material && settings.colorGrading.colorGradingMap) {
              const lutTex = settings.colorGrading.colorGradingMap;
              this._colorGradingTexSize.x = lutTex.width;
              this._colorGradingTexSize.y = lutTex.height;
              const isSquareMap = lutTex.width === lutTex.height;

              if (isSquareMap) {
                pass = ppl.addRenderPass(width, height, 'cc-color-grading-8x8');
              } else {
                pass = ppl.addRenderPass(width, height, 'cc-color-grading-nx1');
              }

              pass.addRenderTarget(colorName, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack);
              pass.addTexture(radianceName, 'sceneColorMap');
              pass.setVec4('g_platform', this._configs.platform);
              pass.setVec2('lutTextureSize', this._colorGradingTexSize);
              pass.setFloat('contribute', settings.colorGrading.contribute);
              pass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(settings.colorGrading.material, isSquareMap ? 1 : 0);
            } else {
              pass = ppl.addRenderPass(width, height, 'cc-tone-mapping');
              pass.addRenderTarget(colorName, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack);
              pass.addTexture(radianceName, 'inputTexture');
              pass.setVec4('g_platform', this._configs.platform);

              if (settings.toneMapping.material) {
                pass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(settings.toneMapping.material, 0);
              } else {
                pass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(this._copyAndTonemapMaterial, 0);
              }
            }

            return pass;
          }

          _buildForwardMainLightPass(pass, id, camera, colorName, depthStencilName, depthStencilStoreOp, mainLight, scene = null) {
            // set viewport
            pass.setViewport(this._viewport);
            const colorStoreOp = this._cameraConfigs.enableMSAA ? StoreOp.DISCARD : StoreOp.STORE; // bind output render target

            if (forwardNeedClearColor(camera)) {
              pass.addRenderTarget(colorName, LoadOp.CLEAR, colorStoreOp, this._clearColor);
            } else {
              pass.addRenderTarget(colorName, LoadOp.LOAD, colorStoreOp);
            } // bind depth stencil buffer


            if (DEBUG) {
              if (colorName === this._cameraConfigs.colorName && depthStencilName !== this._cameraConfigs.depthStencilName) {
                warn('Default framebuffer cannot use custom depth stencil buffer');
              }
            }

            if (camera.clearFlag & ClearFlagBit.DEPTH_STENCIL) {
              pass.addDepthStencil(depthStencilName, LoadOp.CLEAR, depthStencilStoreOp, camera.clearDepth, camera.clearStencil, camera.clearFlag & ClearFlagBit.DEPTH_STENCIL);
            } else {
              pass.addDepthStencil(depthStencilName, LoadOp.LOAD, depthStencilStoreOp);
            } // Set shadow map if enabled


            if (this._cameraConfigs.enableMainLightShadowMap) {
              pass.addTexture(`ShadowMap${id}`, 'cc_shadowMap');
            } // TODO(zhouzhenglong): Separate OPAQUE and MASK queue
            // add opaque and mask queue


            pass.addQueue(QueueHint.NONE) // Currently we put OPAQUE and MASK into one queue, so QueueHint is NONE
            .addScene(camera, SceneFlags.OPAQUE | SceneFlags.MASK, mainLight || undefined, scene ? scene : undefined);
          }

          _addDepthOfFieldPasses(ppl, settings, dofMaterial, id, camera, width, height, dofRadianceName, depthStencil, radianceName, ldrColorName) {
            // https://catlikecoding.com/unity/tutorials/advanced-rendering/depth-of-field/
            this._cocParams.x = settings.depthOfField.focusDistance;
            this._cocParams.y = settings.depthOfField.focusRange;
            this._cocParams.z = settings.depthOfField.bokehRadius;
            this._cocParams.w = 0.0;
            this._cocTexSize.x = 1.0 / width;
            this._cocTexSize.y = 1.0 / height;
            this._cocTexSize.z = width;
            this._cocTexSize.w = height;
            const halfWidth = Math.max(Math.floor(width / 2), 1);
            const halfHeight = Math.max(Math.floor(height / 2), 1);
            const cocName = ldrColorName;
            const prefilterName = `DofPrefilter${id}`;
            const bokehName = `DofBokeh${id}`;
            const filterName = `DofFilter${id}`; // CoC

            const cocPass = ppl.addRenderPass(width, height, 'cc-dof-coc');
            cocPass.addRenderTarget(cocName, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack);
            cocPass.addTexture(depthStencil, 'DepthTex');
            cocPass.setVec4('g_platform', this._configs.platform);
            cocPass.setMat4('proj', camera.matProj);
            cocPass.setVec4('cocParams', this._cocParams);
            cocPass.addQueue(QueueHint.OPAQUE).addCameraQuad(camera, dofMaterial, 0); // addCameraQuad will set camera related UBOs
            // Downsample and Prefilter

            const prefilterPass = ppl.addRenderPass(halfWidth, halfHeight, 'cc-dof-prefilter');
            prefilterPass.addRenderTarget(prefilterName, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack);
            prefilterPass.addTexture(dofRadianceName, 'colorTex');
            prefilterPass.addTexture(cocName, 'cocTex');
            prefilterPass.setVec4('g_platform', this._configs.platform);
            prefilterPass.setVec4('mainTexTexelSize', this._cocTexSize);
            prefilterPass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(dofMaterial, 1); // Bokeh blur

            const bokehPass = ppl.addRenderPass(halfWidth, halfHeight, 'cc-dof-bokeh');
            bokehPass.addRenderTarget(bokehName, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack);
            bokehPass.addTexture(prefilterName, 'prefilterTex');
            bokehPass.setVec4('g_platform', this._configs.platform);
            bokehPass.setVec4('mainTexTexelSize', this._cocTexSize);
            bokehPass.setVec4('cocParams', this._cocParams);
            bokehPass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(dofMaterial, 2); // Filtering

            const filterPass = ppl.addRenderPass(halfWidth, halfHeight, 'cc-dof-filter');
            filterPass.addRenderTarget(filterName, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack);
            filterPass.addTexture(bokehName, 'bokehTex');
            filterPass.setVec4('g_platform', this._configs.platform);
            filterPass.setVec4('mainTexTexelSize', this._cocTexSize);
            filterPass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(dofMaterial, 3); // Combine

            const combinePass = ppl.addRenderPass(width, height, 'cc-dof-combine');
            combinePass.addRenderTarget(radianceName, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack);
            combinePass.addTexture(dofRadianceName, 'colorTex');
            combinePass.addTexture(cocName, 'cocTex');
            combinePass.addTexture(filterName, 'filterTex');
            combinePass.setVec4('g_platform', this._configs.platform);
            combinePass.setVec4('cocParams', this._cocParams);
            combinePass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(dofMaterial, 4);
          }

          _addKawaseDualFilterBloomPasses(ppl, settings, bloomMaterial, id, width, height, radianceName) {
            // Based on Kawase Dual Filter Blur. Saves bandwidth on mobile devices.
            // eslint-disable-next-line max-len
            // https://community.arm.com/cfs-file/__key/communityserver-blogs-components-weblogfiles/00-00-00-20-66/siggraph2015_2D00_mmg_2D00_marius_2D00_slides.pdf
            // Size: [prefilter(1/2), downsample(1/4), downsample(1/8), downsample(1/16), ...]
            const iterations = settings.bloom.iterations;
            const sizeCount = iterations + 1;
            this._bloomWidths.length = sizeCount;
            this._bloomHeights.length = sizeCount;
            this._bloomWidths[0] = Math.max(Math.floor(width / 2), 1);
            this._bloomHeights[0] = Math.max(Math.floor(height / 2), 1);

            for (let i = 1; i !== sizeCount; ++i) {
              this._bloomWidths[i] = Math.max(Math.floor(this._bloomWidths[i - 1] / 2), 1);
              this._bloomHeights[i] = Math.max(Math.floor(this._bloomHeights[i - 1] / 2), 1);
            } // Bloom texture names


            this._bloomTexNames.length = sizeCount;

            for (let i = 0; i !== sizeCount; ++i) {
              this._bloomTexNames[i] = `BloomTex${id}_${i}`;
            } // Setup bloom parameters


            this._bloomParams.x = this._configs.useFloatOutput ? 1 : 0;
            this._bloomParams.x = 0; // unused

            this._bloomParams.z = settings.bloom.threshold;
            this._bloomParams.w = settings.bloom.enableAlphaMask ? 1 : 0; // Prefilter pass

            const prefilterPass = ppl.addRenderPass(this._bloomWidths[0], this._bloomHeights[0], 'cc-bloom-prefilter');
            prefilterPass.addRenderTarget(this._bloomTexNames[0], LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack);
            prefilterPass.addTexture(radianceName, 'inputTexture');
            prefilterPass.setVec4('g_platform', this._configs.platform);
            prefilterPass.setVec4('bloomParams', this._bloomParams);
            prefilterPass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(bloomMaterial, 0); // Downsample passes

            for (let i = 1; i !== sizeCount; ++i) {
              const downPass = ppl.addRenderPass(this._bloomWidths[i], this._bloomHeights[i], 'cc-bloom-downsample');
              downPass.addRenderTarget(this._bloomTexNames[i], LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack);
              downPass.addTexture(this._bloomTexNames[i - 1], 'bloomTexture');
              this._bloomTexSize.x = this._bloomWidths[i - 1];
              this._bloomTexSize.y = this._bloomHeights[i - 1];
              downPass.setVec4('g_platform', this._configs.platform);
              downPass.setVec4('bloomTexSize', this._bloomTexSize);
              downPass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(bloomMaterial, 1);
            } // Upsample passes


            for (let i = iterations; i-- > 0;) {
              const upPass = ppl.addRenderPass(this._bloomWidths[i], this._bloomHeights[i], 'cc-bloom-upsample');
              upPass.addRenderTarget(this._bloomTexNames[i], LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack);
              upPass.addTexture(this._bloomTexNames[i + 1], 'bloomTexture');
              this._bloomTexSize.x = this._bloomWidths[i + 1];
              this._bloomTexSize.y = this._bloomHeights[i + 1];
              upPass.setVec4('g_platform', this._configs.platform);
              upPass.setVec4('bloomTexSize', this._bloomTexSize);
              upPass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(bloomMaterial, 2);
            } // Combine pass


            const combinePass = ppl.addRenderPass(width, height, 'cc-bloom-combine');
            combinePass.addRenderTarget(radianceName, LoadOp.LOAD, StoreOp.STORE);
            combinePass.addTexture(this._bloomTexNames[0], 'bloomTexture');
            combinePass.setVec4('g_platform', this._configs.platform);
            combinePass.setVec4('bloomParams', this._bloomParams);
            combinePass.addQueue(QueueHint.BLEND).addFullscreenQuad(bloomMaterial, 3);
          }

          _addFsrPass(ppl, settings, fsrMaterial, id, width, height, ldrColorName, nativeWidth, nativeHeight, colorName) {
            this._fsrTexSize.x = width;
            this._fsrTexSize.y = height;
            this._fsrTexSize.z = nativeWidth;
            this._fsrTexSize.w = nativeHeight;
            this._fsrParams.x = clamp(1.0 - settings.fsr.sharpness, 0.02, 0.98);
            const fsrColorName = `FsrColor${id}`;
            const easuPass = ppl.addRenderPass(nativeWidth, nativeHeight, 'cc-fsr-easu');
            easuPass.addRenderTarget(fsrColorName, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack);
            easuPass.addTexture(ldrColorName, 'outputResultMap');
            easuPass.setVec4('g_platform', this._configs.platform);
            easuPass.setVec4('fsrTexSize', this._fsrTexSize);
            easuPass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(fsrMaterial, 0);
            const rcasPass = ppl.addRenderPass(nativeWidth, nativeHeight, 'cc-fsr-rcas');
            rcasPass.addRenderTarget(colorName, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack);
            rcasPass.addTexture(fsrColorName, 'outputResultMap');
            rcasPass.setVec4('g_platform', this._configs.platform);
            rcasPass.setVec4('fsrTexSize', this._fsrTexSize);
            rcasPass.setVec4('fsrParams', this._fsrParams);
            rcasPass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(fsrMaterial, 1);
            return rcasPass;
          }

          _addFxaaPass(ppl, fxaaMaterial, width, height, ldrColorName, colorName) {
            this._fxaaParams.x = width;
            this._fxaaParams.y = height;
            this._fxaaParams.z = 1 / width;
            this._fxaaParams.w = 1 / height;
            const pass = ppl.addRenderPass(width, height, 'cc-fxaa');
            pass.addRenderTarget(colorName, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack);
            pass.addTexture(ldrColorName, 'sceneColorMap');
            pass.setVec4('g_platform', this._configs.platform);
            pass.setVec4('texSize', this._fxaaParams);
            pass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(fxaaMaterial, 0);
            return pass;
          }

          _addUIQueue(camera, pass) {
            let flags = SceneFlags.UI;

            if (this._cameraConfigs.enableProfiler) {
              flags |= SceneFlags.PROFILER;
              pass.showStatistics = true;
            }

            pass.addQueue(QueueHint.BLEND, 'default', 'default').addScene(camera, flags);
          } // ----------------------------------------------------------------
          // Forward
          // ----------------------------------------------------------------


          _addForwardRadiancePasses(ppl, id, camera, width, height, mainLight, colorName, depthStencilName, disableMSAA = false, depthStencilStoreOp = StoreOp.DISCARD) {
            // ----------------------------------------------------------------
            // Dynamic states
            // ----------------------------------------------------------------
            // Prepare camera clear color
            const clearColor = camera.clearColor; // Reduce C++/TS interop

            this._clearColor.x = clearColor.x;
            this._clearColor.y = clearColor.y;
            this._clearColor.z = clearColor.z;
            this._clearColor.w = clearColor.w; // Prepare camera viewport

            const viewport = camera.viewport; // Reduce C++/TS interop

            this._viewport.left = Math.round(viewport.x * width);
            this._viewport.top = Math.round(viewport.y * height); // Here we must use camera.viewport.width instead of camera.viewport.z, which
            // is undefined on native platform. The same as camera.viewport.height.

            this._viewport.width = Math.max(Math.round(viewport.width * width), 1);
            this._viewport.height = Math.max(Math.round(viewport.height * height), 1); // MSAA

            const enableMSAA = !disableMSAA && this._cameraConfigs.enableMSAA;
            assert(!enableMSAA || this._cameraConfigs.singleForwardRadiancePass); // ----------------------------------------------------------------
            // Forward Lighting (Main Directional Light)
            // ----------------------------------------------------------------

            const pass = this._cameraConfigs.singleForwardRadiancePass ? this._addForwardSingleRadiancePass(ppl, id, camera, enableMSAA, width, height, mainLight, colorName, depthStencilName, depthStencilStoreOp) : this._addForwardMultipleRadiancePasses(ppl, id, camera, width, height, mainLight, colorName, depthStencilName, depthStencilStoreOp); // Planar Shadow

            if (this._cameraConfigs.enableMainLightPlanarShadowMap) {
              this.addPlanarShadowQueue(camera, mainLight, pass);
            } // ----------------------------------------------------------------
            // Forward Lighting (Blend)
            // ----------------------------------------------------------------
            // Add transparent queue


            const sceneFlags = SceneFlags.BLEND | (camera.geometryRenderer ? SceneFlags.GEOMETRY : SceneFlags.NONE);
            pass.addQueue(QueueHint.BLEND).addScene(camera, sceneFlags, mainLight || undefined);
            return pass;
          }

          _addForwardSingleRadiancePass(ppl, id, camera, enableMSAA, width, height, mainLight, colorName, depthStencilName, depthStencilStoreOp) {
            assert(this._cameraConfigs.singleForwardRadiancePass); // ----------------------------------------------------------------
            // Forward Lighting (Main Directional Light)
            // ----------------------------------------------------------------

            let pass;

            if (enableMSAA) {
              const msaaRadianceName = `MsaaRadiance${id}`;
              const msaaDepthStencilName = `MsaaDepthStencil${id}`;
              const sampleCount = this._cameraConfigs.settings.msaa.sampleCount;
              const msPass = ppl.addMultisampleRenderPass(width, height, sampleCount, 0, 'default');
              msPass.name = 'MsaaForwardPass'; // MSAA always discards depth stencil

              this._buildForwardMainLightPass(msPass, id, camera, msaaRadianceName, msaaDepthStencilName, StoreOp.DISCARD, mainLight);

              msPass.resolveRenderTarget(msaaRadianceName, colorName);
              pass = msPass;
            } else {
              pass = ppl.addRenderPass(width, height, 'default');
              pass.name = 'ForwardPass';

              this._buildForwardMainLightPass(pass, id, camera, colorName, depthStencilName, depthStencilStoreOp, mainLight);
            }

            assert(pass !== undefined); // Forward Lighting (Additive Lights)

            this.forwardLighting.addLightQueues(pass, camera, this._configs.mobileMaxSpotLightShadowMaps);
            return pass;
          }

          addPlanarShadowQueue(camera, mainLight, pass) {
            pass.addQueue(QueueHint.BLEND, 'planar-shadow').addScene(camera, SceneFlags.SHADOW_CASTER | SceneFlags.PLANAR_SHADOW | SceneFlags.BLEND, mainLight || undefined);
          }

          _addForwardMultipleRadiancePasses(ppl, id, camera, width, height, mainLight, colorName, depthStencilName, depthStencilStoreOp) {
            assert(!this._cameraConfigs.singleForwardRadiancePass); // Forward Lighting (Main Directional Light)

            let pass = ppl.addRenderPass(width, height, 'default');
            pass.name = 'ForwardPass';
            const firstStoreOp = this.forwardLighting.isMultipleLightPassesNeeded() ? StoreOp.STORE : depthStencilStoreOp;

            this._buildForwardMainLightPass(pass, id, camera, colorName, depthStencilName, firstStoreOp, mainLight); // Forward Lighting (Additive Lights)


            pass = this.forwardLighting.addLightPasses(colorName, depthStencilName, depthStencilStoreOp, id, width, height, camera, this._viewport, ppl, pass);
            return pass;
          }

          _buildReflectionProbePass(pass, id, camera, colorName, depthStencilName, mainLight, scene = null) {
            // set viewport
            const colorStoreOp = this._cameraConfigs.enableMSAA ? StoreOp.DISCARD : StoreOp.STORE; // bind output render target

            if (forwardNeedClearColor(camera)) {
              this._reflectionProbeClearColor.x = camera.clearColor.x;
              this._reflectionProbeClearColor.y = camera.clearColor.y;
              this._reflectionProbeClearColor.z = camera.clearColor.z;
              const clearColor = rendering.packRGBE(this._reflectionProbeClearColor);
              this._clearColor.x = clearColor.x;
              this._clearColor.y = clearColor.y;
              this._clearColor.z = clearColor.z;
              this._clearColor.w = clearColor.w;
              pass.addRenderTarget(colorName, LoadOp.CLEAR, colorStoreOp, this._clearColor);
            } else {
              pass.addRenderTarget(colorName, LoadOp.LOAD, colorStoreOp);
            } // bind depth stencil buffer


            if (camera.clearFlag & ClearFlagBit.DEPTH_STENCIL) {
              pass.addDepthStencil(depthStencilName, LoadOp.CLEAR, StoreOp.DISCARD, camera.clearDepth, camera.clearStencil, camera.clearFlag & ClearFlagBit.DEPTH_STENCIL);
            } else {
              pass.addDepthStencil(depthStencilName, LoadOp.LOAD, StoreOp.DISCARD);
            } // Set shadow map if enabled


            if (this._cameraConfigs.enableMainLightShadowMap) {
              pass.addTexture(`ShadowMap${id}`, 'cc_shadowMap');
            } // TODO(zhouzhenglong): Separate OPAQUE and MASK queue
            // add opaque and mask queue


            pass.addQueue(QueueHint.NONE, 'reflect-map') // Currently we put OPAQUE and MASK into one queue, so QueueHint is NONE
            .addScene(camera, SceneFlags.OPAQUE | SceneFlags.MASK | SceneFlags.REFLECTION_PROBE, mainLight || undefined, scene ? scene : undefined);
          }

          _tryAddReflectionProbePasses(ppl, id, mainLight, scene) {
            const reflectionProbeManager = cclegacy.internal.reflectionProbeManager;

            if (!reflectionProbeManager) {
              return;
            }

            const probes = reflectionProbeManager.getProbes();
            const maxProbeCount = 4;
            let probeID = 0;

            for (const probe of probes) {
              if (!probe.needRender) {
                continue;
              }

              const area = probe.renderArea();
              const width = Math.max(Math.floor(area.x), 1);
              const height = Math.max(Math.floor(area.y), 1);

              if (probe.probeType === renderer.scene.ProbeType.PLANAR) {
                if (!this._cameraConfigs.enablePlanarReflectionProbe) {
                  continue;
                }

                const window = probe.realtimePlanarTexture.window;
                const colorName = `PlanarProbeRT${probeID}`;
                const depthStencilName = `PlanarProbeDS${probeID}`; // ProbeResource

                ppl.addRenderWindow(colorName, this._cameraConfigs.radianceFormat, width, height, window);
                ppl.addDepthStencil(depthStencilName, gfx.Format.DEPTH_STENCIL, width, height, ResourceResidency.MEMORYLESS); // Rendering

                const probePass = ppl.addRenderPass(width, height, 'default');
                probePass.name = `PlanarReflectionProbe${probeID}`;

                this._buildReflectionProbePass(probePass, id, probe.camera, colorName, depthStencilName, mainLight, scene);
              } else if (EDITOR) {
                for (let faceIdx = 0; faceIdx < probe.bakedCubeTextures.length; faceIdx++) {
                  probe.updateCameraDir(faceIdx);
                  const window = probe.bakedCubeTextures[faceIdx].window;
                  const colorName = `CubeProbeRT${probeID}${faceIdx}`;
                  const depthStencilName = `CubeProbeDS${probeID}${faceIdx}`; // ProbeResource

                  ppl.addRenderWindow(colorName, this._cameraConfigs.radianceFormat, width, height, window);
                  ppl.addDepthStencil(depthStencilName, gfx.Format.DEPTH_STENCIL, width, height, ResourceResidency.MEMORYLESS); // Rendering

                  const probePass = ppl.addRenderPass(width, height, 'default');
                  probePass.name = `CubeProbe${probeID}${faceIdx}`;

                  this._buildReflectionProbePass(probePass, id, probe.camera, colorName, depthStencilName, mainLight, scene);
                }

                probe.needRender = false;
              }

              ++probeID;

              if (probeID === maxProbeCount) {
                break;
              }
            }
          }

          _initMaterials(ppl) {
            if (this._initialized) {
              return 0;
            }

            setupPipelineConfigs(ppl, this._configs); // When add new effect asset, please add its uuid to the dependentAssets in cc.config.json.

            this._copyAndTonemapMaterial._uuid = `builtin-pipeline-tone-mapping-material`;

            this._copyAndTonemapMaterial.initialize({
              effectName: 'pipeline/post-process/tone-mapping'
            });

            if (this._copyAndTonemapMaterial.effectAsset) {
              this._initialized = true;
            }

            return this._initialized ? 0 : 1;
          }

        }

        rendering.setCustomPipeline('Builtin', new BuiltinPipelineBuilder());
      } // if (rendering)


      _cclegacy._RF.pop();

      _crd = false;
    }
  };
});
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