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Native shadow map: the depth pass takes the pass timing (main split begin into depth_pass)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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5c785a252c
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1 file changed
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-2
@@ -227,7 +227,7 @@ impl ShadowMap {
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label: &str,
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timing: Option<&mut super::pack_timing::PassTiming>,
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) -> wgpu::RenderPass<'e> {
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self.depth_pass(encoder, label, wgpu::LoadOp::Clear(1.0))
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self.depth_pass(encoder, label, wgpu::LoadOp::Clear(1.0), timing)
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}
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/// A depth pass that adds to the map. Entities draw here, after the translucent map was
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@@ -237,7 +237,7 @@ impl ShadowMap {
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encoder: &'e mut wgpu::CommandEncoder,
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label: &str,
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) -> wgpu::RenderPass<'e> {
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self.depth_pass(encoder, label, wgpu::LoadOp::Load)
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self.depth_pass(encoder, label, wgpu::LoadOp::Load, None)
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}
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fn depth_pass<'e>(
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@@ -245,6 +245,7 @@ impl ShadowMap {
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encoder: &'e mut wgpu::CommandEncoder,
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label: &str,
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load: wgpu::LoadOp<f32>,
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timing: Option<&mut super::pack_timing::PassTiming>,
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) -> wgpu::RenderPass<'e> {
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some(label),
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