Alejandro Alonso f25a2c701f Soft-drain GPU during recursive drop-shadow passes
Frame drop shadows re-render every child silhouette inside a single
walker node, so the usual partial drain cadence (every N tree nodes)
lets GPU ops pile up. Flush every few shadow passes instead.
2026-08-13 12:52:35 +02:00
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2026-06-05 11:44:20 +02:00