EntityPassTarget & GetPassTarget() const
std::shared_ptr< Texture > GetTexture()
RenderPassResult GetRenderPass(uint32_t pass_depth)
uint32_t GetPassCount() const
InlinePassContext(const ContentContext &renderer, EntityPassTarget &pass_target, uint32_t entity_count, std::optional< RenderPassResult > collapsed_parent_pass=std::nullopt)
std::shared_ptr< RenderPass > pass
std::shared_ptr< Texture > backdrop_texture