Render stable cascaded sun shadows into a bounded atlas
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@@ -184,6 +184,9 @@ struct FrameStats {
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std::uint32_t texture_count{};
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std::uint32_t vertices{}, draw_calls{}, culled_meshes{}, validation_errors{};
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std::uint32_t submitted_local_lights{}, omitted_local_lights{};
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std::uint32_t requested_sun_cascades{}, effective_sun_cascades{};
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std::uint32_t sun_shadow_caster_draws{};
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std::uint64_t sun_shadow_atlas_bytes{};
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bool gpu_visibility_active{}, hzb_valid{};
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// Requested and actual paths for the last frame; actual may be less capable.
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VisibilityMode requested_visibility_mode{VisibilityMode::Direct};
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@@ -195,6 +198,7 @@ struct FrameStats {
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double cpu_ms{}, gpu_ms{}, readback_cpu_ms{};
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double gpu_main_cull_ms{}, gpu_main_raster_ms{}, gpu_hzb_ms{};
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double gpu_post_cull_ms{}, gpu_post_raster_ms{};
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double gpu_sun_shadow_ms{};
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std::string device;
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};
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struct HzbDebugImage {
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