Add P2 visibility controls to editor diagnostics
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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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