Add P2 visibility controls to editor diagnostics
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# P2 visibility diagnostics visual reference
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Generated with the built-in image generation tool before implementing the developer overlay. This is a visual prototype, not a Faset screenshot or a feature specification. The greybox scene, values, metrics, and viewport controls in the generated image are illustrative. In particular, Faset does not report the prototype's triangle-visibility, HZB texture-size, or history-length numbers.
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The implementation uses the prototype's compact three-mode visibility selector, near-black surfaces, restrained lavender selection, simple dividers, and grouping. It only reports actual `Renderer::FrameStats` fields and retains the existing ImGui diagnostics behavior. The runtime renderer and source code define functionality.
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The second image is the actual 640 × 420 test capture with a deliberately empty scene. It verifies the selected GPU frustum button and the real counters, with the panel scrolling on a small viewport.
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@@ -10,7 +10,9 @@ build/linux-debug/faset_editor --project examples/projects/collect-3d --gui
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On Windows, use `windows-debug` for both presets and `build/windows-debug/faset_editor.exe`. Press **F12** to show or hide the panel. Drag its title bar to move it; **Freeze counters** holds a completed-frame sample for inspection. Closing the panel does not stop rendering. Pointer gestures inside the overlay are kept out of the authoring UI.
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The panel reports the previous completed frame: renderer wall time, GPU timestamp time where available, synchronous readback time, draw calls, packed vertices, culled meshes, textures, explicit Vulkan allocation sizes, actual validation availability/errors, and GPU pass-label count. Renderer wall time includes waiting for GPU work; it is not thread CPU usage. Memory excludes driver-internal allocations. The overlay itself adds drawing work, so hide it for a baseline performance measurement.
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Use the **Visibility** selector to compare **Direct**, **GPU frustum**, and **GPU occlusion** on the same open scene. This is a live renderer setting for the Editor viewport; it does not change the scene or exported game. The selected mode is independent of **Freeze counters**. The counters describe the previous completed frame, so render one more frame after changing modes before reading them. **Path: active** under GPU visibility confirms that the GPU path actually ran; a selected GPU mode by itself is not evidence that it ran.
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The panel reports the previous completed frame: renderer wall time, GPU timestamp time where available, synchronous readback time, draw calls, packed vertices, culled meshes, textures, explicit Vulkan allocation sizes, actual validation availability/errors, and GPU pass-label count. It also shows whether GPU visibility ran, submitted indirect bins, visible instances, frustum rejects, deferred and post-pass visible instances, HZB history validity, and counts per prepared LOD level. A zero may mean either that there were no candidates or that the selected path did not run; check the active-path indicator. **HZB history: unavailable / invalid** is expected after a camera cut or resize until compatible depth history is available. Renderer wall time includes waiting for GPU work; it is not thread CPU usage. Memory excludes driver-internal allocations. The overlay itself adds drawing work, so hide it for a baseline performance measurement.
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The Vulkan backend emits `VK_EXT_debug_utils` labels for `ShadowMap`, `ForwardAndUI`, `Readback`, and, when presenting, `Presentation`. A graphics capture tool that supports this extension can identify those command-buffer regions. Labels remain available without the Khronos validation layer when the extension is exposed; unsupported systems continue rendering and report labels unavailable. A submitted-label count confirms calls were emitted, not that an external capture tool was tested.
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@@ -15,7 +15,7 @@ class DebugOverlay {
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void set_visible(bool);
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// F12 toggles the overlay; events captured by its widgets are removed for this frame.
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std::vector<render::Event> process_events(std::span<const render::Event>);
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void append(render::Snapshot&, const render::Renderer&, float delta_seconds);
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void append(render::Snapshot&, render::Renderer&, float delta_seconds);
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private:
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struct Impl;
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@@ -168,7 +168,7 @@ std::vector<render::Event> DebugOverlay::process_events(std::span<const render::
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}
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return forwarded;
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}
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void DebugOverlay::append(render::Snapshot& output, const render::Renderer& renderer, float delta) {
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void DebugOverlay::append(render::Snapshot& output, render::Renderer& renderer, float delta) {
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CurrentContext current(impl_->context);
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auto& state = *impl_;
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auto& io = ImGui::GetIO();
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@@ -180,17 +180,36 @@ void DebugOverlay::append(render::Snapshot& output, const render::Renderer& rend
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auto& style = ImGui::GetStyle();
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style = ImGuiStyle{};
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ImGui::StyleColorsDark();
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// Developer tooling follows the editor's neutral, low-contrast dark palette.
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style.Colors[ImGuiCol_WindowBg] = {0.11f, 0.11f, 0.115f, 0.98f};
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style.Colors[ImGuiCol_TitleBg] = {0.085f, 0.085f, 0.087f, 1.f};
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style.Colors[ImGuiCol_TitleBgActive] = {0.11f, 0.11f, 0.115f, 1.f};
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style.Colors[ImGuiCol_FrameBg] = {0.15f, 0.15f, 0.16f, 1.f};
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style.Colors[ImGuiCol_FrameBgHovered] = {0.19f, 0.19f, 0.20f, 1.f};
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style.Colors[ImGuiCol_Button] = {0.15f, 0.15f, 0.16f, 1.f};
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style.Colors[ImGuiCol_ButtonHovered] = {0.21f, 0.21f, 0.22f, 1.f};
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style.Colors[ImGuiCol_ButtonActive] = {0.24f, 0.23f, 0.28f, 1.f};
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style.Colors[ImGuiCol_Border] = {0.23f, 0.23f, 0.24f, 1.f};
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style.Colors[ImGuiCol_Separator] = style.Colors[ImGuiCol_Border];
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style.Colors[ImGuiCol_Text] = {0.88f, 0.88f, 0.89f, 1.f};
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style.Colors[ImGuiCol_TextDisabled] = {0.60f, 0.60f, 0.62f, 1.f};
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style.Colors[ImGuiCol_CheckMark] = {0.66f, 0.63f, 0.76f, 1.f};
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style.WindowRounding = 5.f;
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style.FrameRounding = 4.f;
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style.WindowBorderSize = 1.f;
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style.ScaleAllSizes(scale);
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style.FontScaleMain = scale;
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if (state.window_rect[2] == 0)
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state.window_rect = {16 * scale, 44 * scale, 390 * scale, 310 * scale};
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state.window_rect = {16 * scale, 44 * scale, 420 * scale, 455 * scale};
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state.scale = scale;
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}
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// Complete an ImGui frame while hidden too, so queued input cannot accumulate.
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ImGui::NewFrame();
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if (state.visible) {
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ImGui::SetNextWindowPos({16 * scale, 44 * scale}, ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize({390 * scale, 310 * scale}, ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize({420 * scale,
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std::min(455 * scale, std::max(220.f, io.DisplaySize.y - 60.f * scale))},
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ImGuiCond_FirstUseEver);
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if (ImGui::Begin("Faset diagnostics (F12)", &state.visible,
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ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoCollapse)) {
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const auto position = ImGui::GetWindowPos(), size = ImGui::GetWindowSize();
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@@ -198,10 +217,33 @@ void DebugOverlay::append(render::Snapshot& output, const render::Renderer& rend
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if (!state.freeze)
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state.displayed = renderer.stats();
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const auto& stats = state.displayed;
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ImGui::TextUnformatted("Previous completed frame");
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ImGui::TextWrapped("%s", stats.device.c_str());
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ImGui::Checkbox("Freeze counters", &state.freeze);
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ImGui::TextUnformatted("Visibility");
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const auto current_mode = renderer.visibility_mode();
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const struct {
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const char* label;
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render::VisibilityMode value;
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} modes[] = {{"Direct", render::VisibilityMode::Direct},
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{"GPU frustum", render::VisibilityMode::GpuFrustum},
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{"GPU occlusion", render::VisibilityMode::GpuOcclusion}};
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const float button_width =
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(ImGui::GetContentRegionAvail().x - 2.f * ImGui::GetStyle().ItemSpacing.x) / 3.f;
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for (int i = 0; i < 3; ++i) {
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if (i)
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ImGui::SameLine();
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const bool selected = current_mode == modes[i].value;
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if (selected)
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4{.35f, .33f, .43f, 1.f});
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if (ImGui::Button(modes[i].label, {button_width, 0}))
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renderer.set_visibility_mode(modes[i].value);
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if (selected)
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ImGui::PopStyleColor();
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}
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ImGui::TextDisabled("Renderer mode; no scene or export changes");
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ImGui::Separator();
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ImGui::TextUnformatted("Previous completed frame");
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ImGui::SameLine();
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ImGui::Checkbox("Freeze counters", &state.freeze);
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ImGui::TextWrapped("%s", stats.device.c_str());
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ImGui::Text("Frame: %llu", static_cast<unsigned long long>(stats.frame));
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ImGui::Text("Render call (wall): %.3f ms", stats.cpu_ms);
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if (stats.gpu_ms > 0)
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@@ -212,6 +254,18 @@ void DebugOverlay::append(render::Snapshot& output, const render::Renderer& rend
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ImGui::Text("Draws: %u Packed vertices: %u", stats.draw_calls, stats.vertices);
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ImGui::Text("Culled meshes: %u Textures: %u", stats.culled_meshes,
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stats.texture_count);
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ImGui::Separator();
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ImGui::TextUnformatted("GPU visibility");
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ImGui::Text("Path: %s", stats.gpu_visibility_active ? "active" : "inactive");
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ImGui::Text("Indirect bins: %u Visible: %u", stats.gpu_bins,
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stats.gpu_visible_instances);
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ImGui::Text("Frustum rejected: %u", stats.gpu_frustum_rejected);
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ImGui::Text("HZB history: %s", stats.hzb_valid ? "valid" : "unavailable / invalid");
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ImGui::Text("Deferred: %u Post visible: %u", stats.gpu_occlusion_deferred,
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stats.gpu_post_visible);
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ImGui::Text("Prepared LOD: %u / %u / %u / %u+", stats.lod_counts[0],
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stats.lod_counts[1], stats.lod_counts[2], stats.lod_counts[3]);
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ImGui::Separator();
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ImGui::Text("Vulkan allocations: %.2f MiB",
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double(stats.gpu_allocated_bytes) / 1048576.0);
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ImGui::Text("Validation: %s Errors: %u",
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@@ -25,6 +25,26 @@ int main(int argc, char** argv) {
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overlay.append(scene, renderer, 1.f / 60.f);
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require(!scene.ui_triangles.empty() && scene.ui_triangles.front().texture,
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"ImGui draw data reaches Faset's textured UI triangle API");
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require(renderer.visibility_mode() == render::VisibilityMode::Direct,
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"Diagnostic visibility mode starts with the renderer default");
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render::Event mode_click;
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mode_click.type = render::Event::Type::MouseDown;
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mode_click.button = 1;
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mode_click.x = 205;
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mode_click.y = 99;
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require(overlay.process_events(std::span(&mode_click, 1)).empty(),
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"Visibility mode button captures pointer down");
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scene.ui_triangles.clear();
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overlay.append(scene, renderer, 1.f / 60.f);
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mode_click.type = render::Event::Type::MouseUp;
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require(overlay.process_events(std::span(&mode_click, 1)).empty(),
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"Visibility mode button captures pointer up");
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scene.ui_triangles.clear();
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overlay.append(scene, renderer, 1.f / 60.f);
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require(renderer.visibility_mode() == render::VisibilityMode::GpuFrustum,
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"Clicking GPU frustum switches the live renderer");
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scene.ui_triangles.clear();
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overlay.append(scene, renderer, 1.f / 60.f);
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renderer.render(scene);
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auto shown = renderer.pixels();
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std::size_t changed{};
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