ReadonlynameHuman-readable identifier used in graph node labels and error messages.
The owned pyramid texture (after addToGraph has run at least once).
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.
Builds a Hi-Z (hierarchical depth) pyramid from the scene depth buffer for GPU occlusion culling. Run it after the geometry you want to treat as occluders (e.g. terrain) has written depth, then feed the pyramid to GpuCullPass to skip geometry hidden behind it.
The pyramid is owned by this pass (a persistent texture, reallocated on resize) and built inside a single
transferpass with its own per-mip render passes — this keeps the render graph out of the per-mip read+write hazard and lets the cull pass see one mipped texture. The reduction is conservative (see the shader), so it never causes a visible object to be culled.