Read every shadow pass.
A frame is a tree of render contexts. The RendererInspector records nested shadow renders, while timestamp queries attach GPU durations to those contexts when the backend supports them.
Preparing CSM ownership, pass inspection, and timestamp resolution.
- topology
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- backend
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- views
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- maps
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- cascades
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- updates
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- timestamps
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- inspector
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Structural controls reload the renderer so the pass tree stays comparable.
- CPU frames
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- CPU avg
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- CPU p95
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- GPU samples
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- GPU avg
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- GPU p95
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- inspector renders
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- shadow renders
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Run the sample after warm-up. Inspector GPU values are per-frame sums of resolved nested render contexts.
- frame GPU
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- shadow GPU
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- CPU pass sum
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- map target
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A CSM frame should expose one nested shadow render per cascade. A point-light frame exposes six cube-face renders when its map updates.
RendererInspector pass data is diagnostic structure. GPU values require timestamp-query support; WebGL2 remains a CPU submission baseline when the common inspector/timer path is unavailable.
Compare topology budgets next ->