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]>
This commit is contained in:
Ludovic MarieandClaude Opus 5.5 committed 2026-11-01 14:50:32 +01:00
1 parent 5c785a252c
commit 130acf3d3d
1 file changed
+3 -2
@@ -227,7 +227,7 @@ impl ShadowMap {
label: &str,
timing: Option<&mut super::pack_timing::PassTiming>,
) -> wgpu::RenderPass<'e> {
self.depth_pass(encoder, label, wgpu::LoadOp::Clear(1.0))
self.depth_pass(encoder, label, wgpu::LoadOp::Clear(1.0), timing)
}
/// A depth pass that adds to the map. Entities draw here, after the translucent map was
@@ -237,7 +237,7 @@ impl ShadowMap {
encoder: &'e mut wgpu::CommandEncoder,
label: &str,
) -> wgpu::RenderPass<'e> {
self.depth_pass(encoder, label, wgpu::LoadOp::Load)
self.depth_pass(encoder, label, wgpu::LoadOp::Load, None)
}
fn depth_pass<'e>(
@@ -245,6 +245,7 @@ impl ShadowMap {
encoder: &'e mut wgpu::CommandEncoder,
label: &str,
load: wgpu::LoadOp<f32>,
timing: Option<&mut super::pack_timing::PassTiming>,
) -> wgpu::RenderPass<'e> {
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some(label),