Expand description
Cross-backend cascade re-render scheduling for the cascaded shadow map. The
shadow pass re-rasterizes all scene geometry into every cascade slice, so it
is one of the heaviest passes; ShadowUpdate::Hybrid amortizes the far
cascades across frames (near cascade every frame, one far cascade round-robin)
while keeping each slice primed before it is sampled. Shared by all three
backends so the policy lives once next to the CSM math in csm.rs.
Structs§
- Shadow
Cascade Scheduler - Round-robin clock + primed-set state for the cascade re-render schedule. One
per renderer;
next_maskadvances it once per frame and returns which cascades to re-render. The caller refreshes only those cascades’ light VPs and re-rasterizes only those slices, so skipped cascades keep the depth + VP they were last rendered with.