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Key render phases off the main world view entity, not the render world view entity. #16942

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We won't be able to retain render phases from frame to frame if the keys are unstable. It's not as simple as simply keying off the main world entity, however, because some main world entities extract to multiple render world entities. For example, directional lights extract to multiple shadow cascades, and point lights extract to one view per cubemap face. Therefore, we key off a new type, RetainedViewEntity, which contains the main entity plus a subview ID.

This is part of the preparation for retained bins.

view entity.

We won't be able to retain render phases from frame to frame if the keys
are unstable. It's not as simple as simply keying off the main world
entity, however, because some main world entities extract to multiple
render world entities. For example, directional lights extract to
multiple shadow cascades, and point lights extract to one view per
cubemap face. Therefore, we key off a new type, `RetainedViewEntity`,
which contains the main entity plus a *subview ID*.

This is part of the preparation for retained bins.
@pcwalton pcwalton added A-Rendering Drawing game state to the screen S-Needs-Review Needs reviewer attention (from anyone!) to move forward C-Performance A change motivated by improving speed, memory usage or compile times labels Dec 23, 2024
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A-Rendering Drawing game state to the screen C-Performance A change motivated by improving speed, memory usage or compile times S-Needs-Review Needs reviewer attention (from anyone!) to move forward
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