Add bounded point and spot shadows with fallback diagnostics

This commit is contained in:
Emil
2026-09-24 02:51:11 +03:00
parent 252f7e2e91
commit a5fb2167d6
9 changed files with 384 additions and 23 deletions
+7 -1
View File
@@ -187,6 +187,11 @@ struct FrameStats {
std::uint32_t requested_sun_cascades{}, effective_sun_cascades{};
std::uint32_t sun_shadow_caster_draws{};
std::uint64_t sun_shadow_atlas_bytes{};
std::uint32_t requested_local_shadow_faces{}, local_shadow_faces{}, local_shadow_tiles{};
std::uint32_t dropped_shadow_faces{}, dropped_point_shadow_faces{};
std::uint32_t shadow_atlas_full_drops{}, shadow_caster_budget_drops{};
std::uint32_t shadow_unavailable_drops{}, shadow_caster_draws{};
std::uint64_t local_shadow_atlas_bytes{};
bool gpu_visibility_active{}, hzb_valid{};
// Requested and actual paths for the last frame; actual may be less capable.
VisibilityMode requested_visibility_mode{VisibilityMode::Direct};
@@ -198,7 +203,8 @@ struct FrameStats {
double cpu_ms{}, gpu_ms{}, readback_cpu_ms{};
double gpu_main_cull_ms{}, gpu_main_raster_ms{}, gpu_hzb_ms{};
double gpu_post_cull_ms{}, gpu_post_raster_ms{};
double gpu_sun_shadow_ms{};
double gpu_sun_shadow_ms{}, gpu_local_shadow_ms{};
std::string effective_lighting_path{"forward"};
std::string device;
};
struct HzbDebugImage {