We were calculating the shadow visibility of spot/point lights. The visibility was calculated during the "execute" phase of the FrameGraph but it was used/needed during the setup phase. The result was that the visibility was always delayed by one frame (really it was stale data from the previous calculation).
We are now computing the shadow visibility earlier, during the setup phase. This is also better because we can now skip culling of these shadow maps entirely if we know they're not visible.
We were calculating the shadow visibility of spot/point lights. The visibility was calculated during the "execute" phase of the FrameGraph but it was used/needed during the setup phase. The result was that the visibility was always delayed by one frame (really it was stale data from the previous calculation).
We are now computing the shadow visibility earlier, during the setup phase. This is also better because we can now skip culling of these shadow maps entirely if we know they're not visible.
Fixes #7715