THREE.JS / FOUNDATIONS 120

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.

Initializing -

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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Shadow pass matrixpreparing

Structural controls reload the renderer so the pass tree stays comparable.

Measured frame treewaiting
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.

Latest resolved pass tree-
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 ->
LAB 120 / SHADOW PASS INSPECTOR