Taos API Reference
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    Class DepthReductionPass

    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.

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    name: "DepthReductionPass" = 'DepthReductionPass'

    Human-readable identifier used in graph node labels and error messages.

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