ReadonlynameHuman-readable identifier used in graph node labels and error messages.
The 8-byte result buffer ([minBits, maxBits]); the feature copies it back.
StaticcreateInsert the pass into graph for one frame. Implementations call
graph.addPass(name, type, b => { ... }) exactly once and use the
supplied PassBuilder to declare reads, writes, transient
resources, and the execute callback.
Graph being built this frame.
Pass-specific dependency record (handles, scene data, etc.).
Pass-specific output record (typically a set of handles downstream passes will consume).
Release every long-lived GPU resource owned by the pass (pipelines, persistent uniform buffers, samplers, BGLs). Called by the factory or application during teardown. Default implementation is a no-op.
Reduces a depth texture to the min/max view-linear depth of its non-sky texels, into an 8-byte buffer (
[minBits, maxBits], IEEE-ordered u32). The SDSM feature copies that out to the CPU (one frame later) and fits the shadow cascades to exactly the visible depth slab. See [SdsmFeature].The result lives in a pass-owned GPU buffer imported into the graph as an external resource — writing it marks the pass as a sink, so the compiler keeps it even though nothing else in the graph reads it.