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…e decisions The coordinator settled the Phase 1 keep rule, so the blocked line goes. The lane draws one pass per granted level and keeps the per-page path on a device with no clip-distances.
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Closed by the owner's order: no new PR for this work. The commits stay on branch perf/prd-775-vsm-gpu. |
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What is this PR about?
A virtual shadow map draws its cached pages one render pass at a time, and the CPU plans every page. This PR moves that work to the GPU, as Unreal does: the GPU decides which object reaches which page, and all pages draw in one pass.
Why does it matter?
Virtual shadows are the worst score on the stress lab, and the CPU frame costs 20.9 ms at p95 with them on. A plain sun map costs far less on the same scene, so the difference is the page bookkeeping this PR removes.
What changed
Plan only so far. Each phase below lands on this branch and keeps the picture the same.
How I checked it
Not run yet. Each phase records its red-green test, its paired measurement on the stress lab and a visual judge verdict in the PRD.
Risks
clip-distancesfeature keeps the old per-page path.Still open
All phases and both acceptance criteria.
References
PRD:
docs/PRDs/Unreal/shadows/PRD-775-virtual-shadow-pages-are-managed-and-drawn-on-the-gpu.md. The closed plan PR is #596. PRD-775 is also the id of a finished three.js upgrade PRD, which this PR does not touch.