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debug/pass: show live/precompile blur in debug
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@@ -273,8 +273,8 @@ void CRenderPass::renderDebugData() {
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auto yn = [](const bool val) -> const char* { return val ? "yes" : "no"; };
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auto yn = [](const bool val) -> const char* { return val ? "yes" : "no"; };
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auto tick = [](const bool val) -> const char* { return val ? "✔" : "✖"; };
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auto tick = [](const bool val) -> const char* { return val ? "✔" : "✖"; };
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for (const auto& el : m_passElements | std::views::reverse) {
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for (const auto& el : m_passElements | std::views::reverse) {
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passStructure += std::format("{} {} (bb: {} op: {})\n", tick(!el->discard), el->element->passName(), yn(el->element->boundingBox().has_value()),
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passStructure += std::format("{} {} (bb: {} op: {}, pb: {}, lb: {})\n", tick(!el->discard), el->element->passName(), yn(el->element->boundingBox().has_value()),
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yn(!el->element->opaqueRegion().empty()));
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yn(!el->element->opaqueRegion().empty()), yn(el->element->needsPrecomputeBlur()), yn(el->element->needsLiveBlur()));
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}
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}
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if (!passStructure.empty())
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if (!passStructure.empty())
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