pub fn render_shadows(
gpu: &ShadowGpuState<'_>,
pipelines: &ShadowPipelines<'_>,
descs: &[ShadowDesc],
) -> Result<ShadowRenderStats, UiError>Expand description
Render all descs shadows, compositing each onto gpu.target_view.
Ping-pong textures are allocated once for the entire batch. Each shadow issues separate command-encoder submissions so wgpu’s internal ordering guarantees sequential execution.
The caller must ensure the main frame encoder has NOT yet been submitted — shadows are composited onto the target before the solid/gradient/textured passes so content renders on top.
§Errors
Propagates any UiError from sub-passes.