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concinnity_core/render/
backend.rs

1//! RenderBackend trait: the union of methods every graphics backend
2//! implements, dispatched dynamically by GraphicsSystem so the per-frame
3//! step + setup logic lives in one cfg-free copy instead of three.
4//!
5//! Each concrete backend (MtlContext / DxContext / VkContext) supplies a
6//! thin forwarder impl that delegates to the existing inherent methods
7//! (see metal/backend.rs, directx/backend.rs, vulkan/backend.rs).
8//!
9//! Two cross-backend signature variances are handled here:
10//!   - `upload_skinned`: Metal uses three shader payloads (vert + frag +
11//!     shadow); DX/VK use one (frag). The trait method takes all three;
12//!     DX/VK ignore the unused bytes.
13//!   - `setup_chunk_streaming`: Metal binds chunk textures per draw and
14//!     ignores the (texture_slot, normal_map_slot) args; DX/VK bake them
15//!     into a shared descriptor at setup time.
16//!
17//! `render_stats` has a default no-op impl so a backend with no draw-call /
18//! object counters need not override it; all three shipping backends do.
19
20use crate::gfx::auto_exposure::AutoExposureSettings;
21use crate::gfx::mesh_payload::{SkinnedVertex, Vertex};
22use crate::gfx::profile::RenderStats;
23use crate::gfx::render_types::{
24    LineVertex, MaterialUniforms, PostProcessTunables, SkinnedDrawObject, TextDrawCall,
25};
26use crate::gfx::rt_reflections::RtReflectionSettings;
27use crate::gfx::ssao::SsaoSettings;
28use crate::gfx::ssgi::SsgiSettings;
29use crate::gfx::ssr::SsrSettings;
30use crate::render::backend_init::{BackendInit, ShaderBytes, SwapchainConfig};
31use crate::render::error::{RenderError, RenderResult};
32use crate::render::input::RenderInput;
33use crate::render::keymap::KeyMap;
34use crate::render::scene_flow::SceneControl;
35use crate::render::volumetric_fog::FogSettings;
36use alloc::string::String;
37use alloc::string::ToString;
38use alloc::vec::Vec;
39
40/// Per-frame inputs for [`RenderBackend::draw_frame`]. `world_hidden` is set when
41/// an opaque menu backdrop covers the scene: the backend skips every world pass
42/// and presents only the overlay (`text_calls`) over a cleared target.
43#[derive(Clone, Copy)]
44pub struct FrameParams<'a> {
45    /// Seconds since the world started, for time-driven effects.
46    pub elapsed: f32,
47    /// Vertical field of view in radians.
48    pub fov_y_radians: f32,
49    /// Near clip distance in world units.
50    pub near: f32,
51    /// Far clip distance in world units.
52    pub far: f32,
53    /// World-space camera position.
54    pub cam_pos: [f32; 3],
55    /// Overlay draw calls for this frame.
56    pub text_calls: &'a [TextDrawCall],
57    /// Expanded line ribbons (`lines::build_vertices`) for this frame's camera,
58    /// drawn depth-tested into the scene after the world passes. Empty on any
59    /// frame that submits no lines, which also drops the pass from the graph.
60    pub lines: &'a [LineVertex],
61    /// `true` when an opaque menu backdrop covers the scene.
62    pub world_hidden: bool,
63    /// Viewport view mode + show flags for the frame (`ViewOverrides` when the
64    /// editor publishes one, defaults otherwise). Backends run their seeded
65    /// graph inputs through `render_graph::apply_view` and steer the composite
66    /// by the mode.
67    pub view_mode: crate::gfx::view_modes::ViewMode,
68    /// Feature passes to run this frame.
69    pub show: crate::gfx::view_modes::ShowFlags,
70}
71
72/// One streamed chunk's geometry plus placement, supplied to
73/// [`RenderBackend::add_chunk_mesh`]. `frame` reclaims retired deferred frees
74/// before the chunk is placed in the streaming headroom.
75#[derive(Clone, Copy)]
76pub struct ChunkMesh<'a> {
77    /// Chunk vertices.
78    pub verts: &'a [Vertex],
79    /// Chunk indices, mesh-relative.
80    pub idxs: &'a [u16],
81    /// Column-major placement matrix.
82    pub model: [[f32; 4]; 4],
83    /// Index into the shared texture pool for the albedo map.
84    pub texture_slot: usize,
85    /// Index into the shared texture pool for the normal map.
86    pub normal_map_slot: usize,
87    /// Per-chunk material scalars.
88    pub material: MaterialUniforms,
89    /// Current frame number, used to reclaim retired deferred frees.
90    pub frame: u64,
91}
92
93/// One draw slot's fresh geometry, supplied to
94/// [`RenderBackend::rebuild_static_geometry`] when an asset hot-reload
95/// changed its vertex / index count and the slot can no longer hold the new
96/// data in place. The backend rebuilds the entire shared vertex / index
97/// buffer; draws not named here keep their current geometry, copied byte-for-
98/// byte from the live buffers. `indices` are mesh-relative (0-based); the
99/// backend rebases them onto whatever new vertex region the draw lands in.
100pub struct DrawGeometryUpdate {
101    /// The draw slot whose geometry is replaced.
102    pub draw_idx: usize,
103    /// Replacement vertices.
104    pub vertices: Vec<Vertex>,
105    /// Replacement indices, mesh-relative.
106    pub indices: Vec<u16>,
107    /// One slice per additional LOD, ordered mip 0 → mip N-1. Each is
108    /// `(switch_distance, mesh-relative indices)`. Empty for meshes
109    /// declared `lod_levels <= 1`.
110    pub lod_alternates: Vec<(f32, Vec<u16>)>,
111}
112
113/// One skinned draw slot's fresh geometry, supplied to
114/// [`RenderBackend::rebuild_skinned_geometry`] when an asset hot-reload
115/// changed its vertex / index count and the slot can no longer hold the new
116/// data in its existing region of the shared skinned vertex / index buffers.
117/// The backend rebuilds both shared buffers; slots not named here keep their
118/// current geometry, copied byte-for-byte from the live buffers and re-based
119/// onto whatever new vertex region they land in. `indices` are mesh-relative
120/// (0-based); the backend rebases them onto the new vertex region.
121pub struct SkinnedDrawGeometryUpdate {
122    /// The skinned slot whose geometry is replaced.
123    pub skinned_index: usize,
124    /// Replacement vertices.
125    pub vertices: Vec<SkinnedVertex>,
126    /// Replacement indices, mesh-relative.
127    pub indices: Vec<u16>,
128}
129
130/// The post-rebuild layout for one skinned slot, returned by
131/// [`RenderBackend::rebuild_skinned_geometry`] so the asset hot-reload
132/// helper can refresh its `SkinnedMeshSourceEntry`s'
133/// `vertex_base` / `vertex_count` / `index_count` to point at the new
134/// regions. Returned for every slot (both the ones whose geometry was
135/// replaced and the ones whose geometry was carried over) because the
136/// rebuild may have shifted every slot's `vertex_base`.
137/// Constructed only by the `cn debug` binary's skinned-rebuild reload pass;
138/// reads as dead under `cargo check --lib`.
139pub struct SkinnedSlotLayout {
140    /// The skinned slot this layout describes.
141    pub skinned_index: usize,
142    /// First vertex of the slot's region in the shared skinned buffer.
143    pub vertex_base: u32,
144    /// Vertices in the slot's region.
145    pub vertex_count: usize,
146    /// Indices in the slot's region.
147    pub index_count: usize,
148}
149
150/// The resolved per-feature quality settings for [`RenderBackend::apply_quality_settings`].
151/// `GraphicsSystem` derives these from its stored `PostProcessConfig` (with the
152/// user's persisted toggle overrides applied) whenever a Quality-group toggle
153/// changes, so the backend receives ready-to-use settings rather than re-deriving
154/// from the asset. Each `Option` mirrors the init-time gate: `None` means the
155/// feature is off and its passes / resources should be torn down; `Some` means it
156/// is on and its resources should exist. A backend without a live-rebuild path
157/// ignores this (the choice still persists and applies at the next launch).
158pub struct QualitySettings {
159    /// Temporal anti-aliasing on/off (the `Taa` anti-aliasing mode). The backend
160    /// additionally suppresses TAA while temporal upscaling is active (the scaler
161    /// does its own accumulation). The other anti-aliasing modes are the composite
162    /// FXAA edge filter, which rides `PostProcessTunables.fxaa` (pushed via
163    /// `update_post_process`), not this pass-rebuild payload.
164    pub taa: bool,
165    /// Screen-space ambient occlusion, or `None` when off.
166    pub ssao: Option<SsaoSettings>,
167    /// Screen-space reflections, or `None` when off.
168    pub ssr: Option<SsrSettings>,
169    /// Hardware ray-traced reflections. The backend further gates this on GPU
170    /// ray-tracing support, falling back to leaving it off when unsupported.
171    pub rt_reflections: Option<RtReflectionSettings>,
172    /// Screen-space global illumination, or `None` when off.
173    pub ssgi: Option<SsgiSettings>,
174    /// Per-axis divisor for the roughness-aware reflection blur target (the
175    /// reduced-resolution first pass of the SSR / RT reflection composite),
176    /// resolved from `PostProcessConfig.reflection_blur_resolution`. Every backend
177    /// sizes its blur target at render / this on a live reflection rebuild.
178    pub reflection_blur_scale: u32,
179    /// Auto-exposure, or `None` when off.
180    pub auto_exposure: Option<AutoExposureSettings>,
181    /// The authored exposure bias (stops) auto-exposure applies on top of its
182    /// adapted value; carried so a live auto-exposure enable matches init.
183    pub auto_exposure_bias_ev: f32,
184}
185
186/// GPU/device capability flags, queried from the backend once it is built.
187/// Surfaced so the settings menu can gray out (and make inert) toggles the
188/// device cannot honor -- e.g. ray-traced reflections on a GPU without hardware
189/// ray tracing. Mirrors an RHI-style capability set: a handful of bools held in
190/// memory and re-queried each launch, never persisted, so it is always correct
191/// for the current device + driver.
192#[derive(Clone, Copy, Debug)]
193pub struct DeviceCapabilities {
194    /// Hardware ray tracing for the RT-reflections pass: DXR 1.1 on DirectX, the
195    /// ray-query device extensions on Vulkan (and not under XeSS), and
196    /// `MTLDevice::supportsRaytracing` on Metal.
197    pub ray_tracing: bool,
198    /// Whether the upscaler implementation is a choice (FSR3 / DLSS / XeSS)
199    /// rather than fixed. DirectX and Vulkan offer the selection; Metal always
200    /// upscales through MetalFX, so the row has nothing to pick.
201    pub selectable_upscaler: bool,
202    /// Whether a retired build-time draw slot may be recycled by a runtime
203    /// clone. Metal's per-frame RT topology refresh re-admits recycled
204    /// build-time slots; DirectX / Vulkan key their cull BVH + RT tables to
205    /// fixed build-time indices and cannot refit, so only the runtime-append
206    /// region recycles there. Read by the engine's draw-slot allocator.
207    pub reuses_build_slots: bool,
208    /// Whether a built draw slot's material and cull distance may be rewritten
209    /// in place ([`RenderBackend::set_draw_material`] /
210    /// [`RenderBackend::set_draw_cull_distance`]). Metal rebuilds its per-object
211    /// buffer from the draw list every frame, so a rewritten slot draws with the
212    /// new material next frame; DirectX / Vulkan bake per-object material state
213    /// at build time and would keep drawing the old one. Read by the editor's
214    /// live draw seam, which sends the edit to a world rebuild instead.
215    pub rewrites_draws: bool,
216}
217
218impl DeviceCapabilities {
219    /// Every capability present. The trait default, so a backend that does not
220    /// report capabilities never wrongly disables a toggle (it keeps the prior
221    /// behavior: the feature no-ops with a warning on an incapable device).
222    pub const ALL: Self = Self {
223        ray_tracing: true,
224        selectable_upscaler: true,
225        reuses_build_slots: true,
226        rewrites_draws: true,
227    };
228}
229
230impl Default for DeviceCapabilities {
231    fn default() -> Self {
232        Self::ALL
233    }
234}
235
236/// Coarse GPU vendor class, derived per backend from the adapter's reported
237/// vendor id (DirectX / Vulkan) or unified-memory / Apple-family signals (Metal).
238/// Used only to pick default quality and to gate vendor-specific options (e.g.
239/// which upscalers to offer); never persisted.
240#[derive(Clone, Copy, Debug, PartialEq, Eq)]
241pub enum GpuVendor {
242    /// Apple silicon.
243    Apple,
244    /// NVIDIA.
245    Nvidia,
246    /// AMD.
247    Amd,
248    /// Intel.
249    Intel,
250    /// A vendor the probe does not recognise.
251    Other,
252}
253
254/// Coarse performance class for default-quality selection, ordered low -> high so
255/// callers can compare with `>=`. Each backend maps its native signals (memory
256/// budget, discrete / integrated, Apple GPU family) onto this via `classify_tier`.
257#[derive(Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord)]
258pub enum GpuTier {
259    /// Unknown hardware: the conservative default, never the top preset. Sorts
260    /// lowest so a comparison-based resolver treats it as the floor.
261    Unknown,
262    /// Integrated / low-power GPU: the lowest quality tier.
263    Integrated,
264    /// Older or small discrete GPU, or an Apple base M-series: entry quality.
265    EntryDiscrete,
266    /// Mainstream discrete GPU, or an Apple Pro: mid quality.
267    MidDiscrete,
268    /// Enthusiast discrete GPU, or an Apple Max / Ultra: high quality.
269    HighDiscrete,
270}
271
272/// A coarse, Copy snapshot of the active GPU's class, queried from the backend
273/// once it is built (mirrors `DeviceCapabilities`). Read at init to choose
274/// sensible default graphics quality; never persisted, re-queried each launch so
275/// it is always correct for the current device + driver. The GPU *name* is
276/// deliberately omitted (it is not `Copy`); a backend exposes the name separately
277/// when a UI needs it.
278#[derive(Clone, Copy, Debug)]
279pub struct GpuProfile {
280    /// The GPU's vendor.
281    pub vendor: GpuVendor,
282    /// The performance tier the probe placed the GPU in.
283    pub tier: GpuTier,
284    /// Dedicated VRAM on a discrete GPU, or the recommended working-set on a
285    /// unified-memory GPU. 0 when the backend / driver cannot report it.
286    pub memory_budget_bytes: u64,
287    /// Whether the GPU shares memory with the host.
288    pub unified_memory: bool,
289    /// Whether the GPU is a discrete card.
290    pub discrete: bool,
291}
292
293impl GpuProfile {
294    /// Conservative fallback for a backend that does not report a profile:
295    /// unknown hardware picks the cautious baseline, never a high preset. The
296    /// opposite default from `DeviceCapabilities::ALL` -- a feature gate fails
297    /// open (assume capable, no-op with a warning if not), but quality
298    /// auto-config fails safe (assume modest, never overdrive a weak GPU).
299    pub const UNKNOWN: Self = Self {
300        vendor: GpuVendor::Other,
301        tier: GpuTier::Unknown,
302        memory_budget_bytes: 0,
303        unified_memory: false,
304        discrete: false,
305    };
306}
307
308impl Default for GpuProfile {
309    fn default() -> Self {
310        Self::UNKNOWN
311    }
312}
313
314/// The cheap signals every backend can gather about its GPU, mapped to a coarse
315/// `GpuTier` by one shared rule so the three backends classify consistently and
316/// the mapping is unit-testable without a GPU. The backends differ in what they
317/// can report (Apple exposes a GPU family; DirectX / Vulkan expose a VRAM figure
318/// and a discrete / integrated flag), so this carries the union and the rule
319/// uses whichever signals are present.
320pub struct GpuClassInput {
321    /// The GPU's vendor.
322    pub vendor: GpuVendor,
323    /// Device memory the driver reports as budgeted for this process.
324    pub memory_budget_bytes: u64,
325    /// Whether the GPU is a discrete card.
326    pub discrete: bool,
327    /// Apple GPU family generation rank (7 = M1 .. 10 = M4), or 0 for a non-Apple
328    /// GPU. Apple silicon classifies by generation; everything else by VRAM.
329    pub apple_family: u8,
330}
331
332/// The Apple GPU family generation rank a device name implies, or 0 when the name
333/// is not an Apple silicon GPU. Metal reads the rank straight off the device
334/// (`MTLDevice::supportsFamily`); Vulkan has no equivalent query, so a MoltenVK
335/// build recovers it from the reported device name ("Apple M2 Max"). Without it
336/// Apple silicon falls through `classify_tier`'s integrated branch and the two
337/// backends disagree on the same GPU. `M<n>` maps to `n + 6`, matching Metal's
338/// `MTLGPUFamily::Apple7` = M1.
339pub fn apple_family_from_device_name(name: &str) -> u8 {
340    let Some(rest) = name.strip_prefix("Apple M") else {
341        return 0;
342    };
343    let digits: String = rest.chars().take_while(char::is_ascii_digit).collect();
344    match digits.parse::<u8>() {
345        Ok(n) if n >= 1 => n.saturating_add(6),
346        _ => 0,
347    }
348}
349
350/// Map the gathered GPU signals to a coarse performance tier. Apple silicon is
351/// classified by GPU family generation (family alone cannot separate base from
352/// Pro / Max / Ultra within a generation -- a working-set refinement can split
353/// them later); a non-Apple integrated / low-power GPU is the lowest tier; a
354/// discrete GPU is bucketed by dedicated VRAM. An unreporting device (no memory,
355/// not discrete) stays `Unknown` so the resolver uses the conservative baseline.
356pub fn classify_tier(input: &GpuClassInput) -> GpuTier {
357    const GB: u64 = 1 << 30;
358    // Apple silicon: classify by GPU family generation.
359    if input.vendor == GpuVendor::Apple && input.apple_family >= 7 {
360        return match input.apple_family {
361            7 => GpuTier::EntryDiscrete, // M1 class
362            8 => GpuTier::MidDiscrete,   // M2 class
363            _ => GpuTier::HighDiscrete,  // M3 / M4 and newer
364        };
365    }
366    // Any non-Apple integrated / low-power GPU is the lowest tier (Apple silicon
367    // is unified too, but it returned above via its family branch).
368    if !input.discrete {
369        return GpuTier::Integrated;
370    }
371    // Discrete GPU: bucket by dedicated VRAM.
372    match input.memory_budget_bytes {
373        0 => GpuTier::Unknown,
374        b if b >= 12 * GB => GpuTier::HighDiscrete,
375        b if b >= 6 * GB => GpuTier::MidDiscrete,
376        _ => GpuTier::EntryDiscrete,
377    }
378}
379
380/// The set of operations GraphicsSystem performs on a graphics backend.
381/// Implementations are thin forwarders to the inherent methods on
382/// MtlContext / DxContext / VkContext.
383///
384/// The asset hot-reload mutators below (`update_color_lut`,
385/// `rebuild_*_geometry`, `clone_static_draw_object`, etc.) are provided
386/// methods that default to a no-op, so a backend implements only the reload
387/// paths it actually supports.
388pub trait RenderBackend: SceneControl + Send {
389    /// Window / input lifecycle.
390    fn window_closed(&mut self) -> bool;
391    /// Confine the cursor to the window.
392    fn capture_cursor(&mut self);
393    /// Take the input sampled since the last call.
394    fn take_input(&mut self) -> RenderInput;
395    /// Block until the GPU has drained every submitted frame.
396    fn wait_idle(&self);
397
398    /// Per-frame drive. See [`FrameParams`] for the inputs.
399    fn draw_frame(&mut self, params: FrameParams<'_>) -> RenderResult<()>;
400    /// Push the camera's view matrix, column-major.
401    fn update_view(&mut self, matrix: [[f32; 4]; 4]);
402
403    /// Push this frame's changed model matrices, one `(draw slot, matrix)`
404    /// entry per moved draw object, applied in order. Batched so the trait is
405    /// crossed once per frame rather than once per entity; the caller sends
406    /// only slots whose matrix actually changed. An out-of-range slot is
407    /// ignored.
408    fn update_models(&mut self, updates: &[(u32, [[f32; 4]; 4])]);
409
410    /// Retire a draw object: hide it from every pass (main, shadow, velocity)
411    /// and exclude it from the ray-tracing acceleration structure, so a
412    /// despawned entity's slot leaves no ghost. The slot's geometry buffers are
413    /// untouched; the engine's draw-slot allocator returns the index to its
414    /// free list so a later `clone_static_draw_object` can recycle it. A no-op
415    /// if the index is out of range.
416    fn retire_draw_object(&mut self, draw_idx: usize);
417
418    /// Skinning. `vert_bytes` and `shadow_bytes` are Metal-only payloads;
419    /// DX/VK ignore them.
420    fn upload_skinned(
421        &mut self,
422        vertices: &[SkinnedVertex],
423        indices: &[u32],
424        draw_objects: Vec<SkinnedDrawObject>,
425        vert_bytes: &[u8],
426        frag_bytes: &[u8],
427        shadow_bytes: &[u8],
428    ) -> RenderResult<()>;
429    /// Push one skinned slot's joint matrices for this frame.
430    fn update_skinned_pose(&mut self, skinned_index: usize, matrices: &[[[f32; 4]; 4]]);
431
432    /// Attach morph-target data to the skinned draw objects, called once after
433    /// `upload_skinned`: `morphs[i]` belongs to draw object `i` (instance
434    /// copies share their template's data via the `Arc`). Default no-op for a
435    /// backend without a morph deformation path.
436    fn upload_skinned_morphs(
437        &mut self,
438        _morphs: Vec<Option<alloc::sync::Arc<crate::gfx::mesh_payload::PayloadMorphs>>>,
439    ) {
440    }
441
442    /// Push a skinned object's current morph-target weights, sampled by the
443    /// animation system each frame. A no-op when the index is out of range or
444    /// the object carries no morph targets.
445    fn update_morph_weights(&mut self, _skinned_index: usize, _weights: &[f32]) {}
446
447    // Runtime skinned spawn (pre-reserved instance pool): a backend pre-reserves
448    // hidden bind-pose copies at load (`SkinnedMesh.max_instances`) and reveals
449    // one per skinned SpawnRequest. The default no-op implementations are a
450    // fallback for a backend that has not wired runtime skinned spawn, where a
451    // skinned SpawnRequest finds nothing to claim and is dropped.
452
453    /// Reveal the pre-reserved skinned instance at `instance_index` (a hidden
454    /// bind-pose copy expanded at load): show it at `model` and reset its
455    /// palette to bind so it does not flash a previous occupant's pose. Which
456    /// instance to use is decided by the engine's instance pool; the backend
457    /// only applies it. A no-op if the index is out of range.
458    fn reveal_skinned_instance(&mut self, _instance_index: usize, _model: [[f32; 4]; 4]) {}
459
460    /// Hide a live skinned instance. The engine's instance pool returns the
461    /// slot for reuse; the backend only hides it. A no-op if the index is out
462    /// of range.
463    fn retire_skinned_draw_object(&mut self, _skinned_index: usize) {}
464
465    /// Push this frame's changed skinned model-to-world matrices, one
466    /// `(skinned index, matrix)` entry per moved instance, applied in order
467    /// (a skinned object animates in place unless something moves it). Cheap:
468    /// the per-frame cull rebuild reads the object's model directly, so this
469    /// just writes the fields. Out-of-range indices are ignored; default
470    /// no-op for a backend without movable skinned instances.
471    fn update_skinned_models(&mut self, _updates: &[(u32, [[f32; 4]; 4])]) {}
472
473    /// Texture streaming. Albedo and normal maps share one handle-indexed pool,
474    /// so every streamed texture (whatever its role) flows through these. The
475    /// image carries its GPU format and mip chain: RGBA8 regenerates mips on
476    /// upload, block-compressed formats upload their chain verbatim.
477    fn evict_texture_slot(&mut self, slot: usize) -> Result<(), String>;
478    /// Replace a texture slot's image after a streaming upload.
479    fn update_texture_slot(
480        &mut self,
481        slot: usize,
482        image: &crate::bake::texture::TextureImage,
483    ) -> RenderResult<()>;
484
485    /// Mesh streaming.
486    fn evict_mesh(&mut self, draw_idx: usize, retire_frame: u64) -> Result<(), String>;
487    /// Upload a streamed mesh's geometry into a draw slot.
488    fn upload_mesh(
489        &mut self,
490        draw_idx: usize,
491        verts: &[Vertex],
492        idxs: &[u16],
493        frame: u64,
494    ) -> RenderResult<()>;
495
496    /// Seed the streamed-mesh sub-allocators with one reserved headroom block
497    /// (byte ranges in the shared vertex / index buffers) instead of the
498    /// per-mesh build-time regions. Used by the shrinkable-seed path: the
499    /// streamed geometry is no longer baked into the buffers at build time, so
500    /// the renderer hands the allocators one contiguous block sized to the
501    /// cap-many resident meshes rather than the whole streamed set. Implemented
502    /// on Metal + DirectX + Vulkan. Default no-op: a backend without the
503    /// shrinkable seed keeps freeing each mesh's build-time region in
504    /// `setup_mesh_streaming`.
505    fn seed_mesh_streaming(
506        &mut self,
507        vtx_offset: u64,
508        vtx_bytes: u64,
509        idx_offset: u64,
510        idx_bytes: u64,
511    ) {
512        let _ = (vtx_offset, vtx_bytes, idx_offset, idx_bytes);
513    }
514
515    /// Voxel-world chunk streaming. `texture_slot` and `normal_map_slot`
516    /// are ignored by Metal (it binds chunk textures per draw).
517    fn setup_chunk_streaming(
518        &mut self,
519        chunk_vtx_bytes: usize,
520        chunk_idx_bytes: usize,
521        texture_slot: usize,
522        normal_map_slot: usize,
523    ) -> RenderResult<()>;
524    /// The destination draw slot comes from the engine's allocator, like
525    /// `clone_static_draw_object`; the freed slot is likewise returned to it by
526    /// the caller of `remove_chunk_mesh`.
527    fn add_chunk_mesh(
528        &mut self,
529        mesh: ChunkMesh<'_>,
530        dst: crate::render::draw_slot::SlotAlloc,
531    ) -> RenderResult<()>;
532    /// Free a streamed chunk's geometry, retiring it after `retire_frame`.
533    fn remove_chunk_mesh(&mut self, draw_idx: usize, retire_frame: u64) -> Result<(), String>;
534    /// Move a streamed chunk by replacing its placement matrix.
535    fn set_chunk_model(&mut self, draw_idx: usize, model: [[f32; 4]; 4]) -> Result<(), String>;
536
537    /// Device capability flags, queried from the GPU once the backend is built.
538    /// Read by GraphicsSystem to gray out + disable settings rows the device
539    /// cannot honor. Default: all capable, so a backend that does not report
540    /// capabilities keeps every toggle live (the feature then no-ops with a
541    /// warning on an incapable device, as before).
542    fn capabilities(&self) -> DeviceCapabilities {
543        DeviceCapabilities::ALL
544    }
545
546    /// Coarse GPU performance profile, queried once the backend is built. Read at
547    /// init to pick default graphics quality on first launch. Default: `UNKNOWN`
548    /// (the conservative tier), so a backend that does not report a profile never
549    /// makes the resolver auto-select a high preset.
550    fn gpu_profile(&self) -> GpuProfile {
551        GpuProfile::UNKNOWN
552    }
553
554    /// The overlay coordinate space: the window's content size in logical,
555    /// DPI-independent units (points on macOS, client pixels on Windows, window
556    /// coordinates on Linux). Every backend reports the cursor in these same
557    /// units, so UI hit-testing, text layout, and the overlay shader's divide to
558    /// NDC all share one space regardless of the backing scale. A backend
559    /// converts to attachment pixels only where a pixel rect is unavoidable,
560    /// through `fullscreen::clip_rect_to_scissor`.
561    ///
562    /// Default `(0.0, 0.0)` for a headless backend with no window.
563    fn logical_size(&self) -> (f32, f32) {
564        (0.0, 0.0)
565    }
566
567    /// Height of the window chrome overlapping the top of the render surface,
568    /// in the logical units `logical_size` reports. Non-zero only where the
569    /// content view runs under a transparent title bar (macOS), which leaves
570    /// the OS window buttons floating over the frame's top-left corner. UI that
571    /// must stay clear of them starts below this; the frame itself still covers
572    /// the whole window.
573    ///
574    /// Default `0.0`: a window whose content already begins below its chrome.
575    fn top_content_inset(&self) -> f32 {
576        0.0
577    }
578    /// Per-frame draw-call / object counters. Default no-op so a backend that
579    /// tracks none still satisfies the trait; all three shipping backends
580    /// override it.
581    fn render_stats(&self) -> RenderStats {
582        RenderStats::default()
583    }
584
585    /// Show or hide the OS cursor for an in-engine UI cursor (e.g. a MainMenu),
586    /// independent of camera capture. Edge-triggered by the backend, so calling
587    /// it every frame with the same value is cheap. Default no-op: a backend
588    /// without a free-mode cursor hide leaves the system cursor visible (DX /
589    /// Vulkan today).
590    fn set_ui_cursor_hidden(&mut self, hidden: bool) {
591        let _ = hidden;
592    }
593
594    /// Whether the real cursor has left the window, so an in-engine UI cursor
595    /// should stop drawing (windowed / borderless). The backend confines the
596    /// cursor to the active screen while in fullscreen, so it reports `false`
597    /// there. Default `false` (inside): backends without window-bounds tracking
598    /// (DX / Vulkan today) always draw the in-engine cursor.
599    fn cursor_outside_window(&self) -> bool {
600        false
601    }
602
603    /// Tell the backend a togglable menu (a Screen toggled by an Escape KeyBinding)
604    /// coexists with a captured camera. In this mode Escape routes to the ECS
605    /// (so the menu shows/hides) instead of releasing the cursor inline, and a
606    /// click never recaptures the cursor (it fires a UI action). Set once at
607    /// setup. Default no-op: backends without dynamic capture (DX / Vulkan today)
608    /// keep the static behavior.
609    fn set_menu_mode(&mut self, on: bool) {
610        let _ = on;
611    }
612
613    /// Drive cursor capture from the menu state each frame: capture for camera
614    /// control, release while a menu is open. Edge-triggered by the backend.
615    /// Default no-op (DX / Vulkan): they keep their startup capture decision.
616    fn set_camera_capture(&mut self, capture: bool) {
617        let _ = capture;
618    }
619
620    /// Supply the reflection-probe placements (from declared `ReflectionProbe`
621    /// assets, or empty to auto-seed from the scene bounds). The backend bakes a
622    /// cube per placement and samples the nearest for the specular reflection.
623    /// Pushed once after construction. Default no-op: backends without probe
624    /// support (DX / Vulkan today) keep the sky reflection.
625    fn set_reflection_probes(
626        &mut self,
627        probes: &[crate::render::reflection_probe::ProbePlacement],
628    ) {
629        let _ = probes;
630    }
631
632    /// Turn display sync (vsync) on or off at runtime, applied to presentation.
633    /// Edge-triggered by the backend, so calling it with the unchanged value is
634    /// cheap. Default no-op: a backend that only honors vsync at init ignores
635    /// runtime changes.
636    fn set_vsync(&mut self, on: bool) {
637        let _ = on;
638    }
639
640    /// Switch the window between windowed / borderless / fullscreen at runtime.
641    /// The change flows through the backend's normal resize path (no GPU rebuild
642    /// beyond the resize it triggers). Default no-op for backends without a
643    /// window (embedded / preview) or that don't yet implement it.
644    fn set_window_mode(&mut self, mode: crate::components::WindowMode) {
645        let _ = mode;
646    }
647
648    /// Resize the window's content area at runtime (meaningful in windowed mode).
649    /// Drives the same resize path as a user-dragged resize. Default no-op for
650    /// backends without a window or that don't yet implement it.
651    fn set_window_size(&mut self, width: u32, height: u32) {
652        let _ = (width, height);
653    }
654
655    /// The display modes (pixel resolution + refresh rate) the display this
656    /// backend renders to supports, unshaped (the caller dedups + sorts).
657    /// Default empty: a backend that cannot enumerate (or has no window) makes
658    /// the Resolution row fall back to the static preset list.
659    fn display_modes(&self) -> Vec<crate::render::display_mode::DisplayMode> {
660        Vec::new()
661    }
662
663    /// The mode the display is currently running, if the backend can read it.
664    /// Shown by the Resolution row when the user has never chosen a mode (the
665    /// display keeps its desktop mode until one is chosen). Default `None`.
666    fn current_display_mode(&self) -> Option<crate::render::display_mode::DisplayMode> {
667        None
668    }
669
670    /// Select the display mode to hold while the window is in fullscreen. The
671    /// backend applies it whenever the window is (or becomes) fullscreen and
672    /// restores the display's original mode when the window leaves fullscreen
673    /// or shuts down; outside fullscreen the choice is only remembered. Default
674    /// no-op: a backend without mode switching leaves the display alone.
675    fn set_display_mode(&mut self, mode: crate::render::display_mode::DisplayMode) {
676        let _ = mode;
677    }
678
679    /// Replace the live post-process tunables (bloom / exposure / vignette /
680    /// LUT blend / FXAA). These are pushed to the bloom + composite shaders each
681    /// frame, so a change takes effect on the next draw with no allocation or
682    /// pipeline rebuild. Only the authored half travels here: the composite's
683    /// display-output flags belong to the display the backend negotiated with
684    /// at init, so a push cannot disturb them. Default no-op: a backend that
685    /// only reads the tunables at init ignores runtime changes.
686    fn update_post_process(&mut self, tunables: PostProcessTunables) {
687        let _ = tunables;
688    }
689
690    /// Set the live ambient (IBL) light scale. Unlike the post-process params
691    /// above, `ambient_intensity` lives in the shared `LightUniforms` (uploaded
692    /// each frame by the main lighting pass), so it takes its own setter rather
693    /// than `update_post_process`. Default no-op: only Metal mutates it live
694    /// today; DirectX / Vulkan keep the init-time value (they read it at init).
695    fn set_ambient_intensity(&mut self, value: f32) {
696        let _ = value;
697    }
698
699    /// Replace the live directional-light set (the sun). Unlike the local
700    /// lights, which ride a per-scene storage buffer sized once at init, the
701    /// directional slots are a fixed-size array in the shared `LightUniforms`,
702    /// so a new set is written in place: the backend re-packs the array and
703    /// re-caches whatever it derived from the first light at init (the cascade
704    /// shadow direction, the fog sun). Default no-op: a backend that only reads
705    /// the lights at init keeps the init-time sun.
706    fn update_directional_lights(&mut self, lights: &[crate::components::DirectionalLight]) {
707        let _ = lights;
708    }
709
710    /// Push the gameplay movement key map. The backend resolves each canonical
711    /// `InputKey` to its native key code and decodes physical key events through the
712    /// map (instead of hardcoded keys), so a settings-menu rebind takes effect on
713    /// the next key event. Pushed once after the backend is built and again on
714    /// each rebind. Default no-op: a backend without keymap decode keeps its
715    /// built-in defaults.
716    fn set_keymap(&mut self, keymap: &KeyMap) {
717        let _ = keymap;
718    }
719
720    /// Apply a change to the quality-feature toggles (TAA / SSAO / SSR / RT
721    /// reflections / SSGI / auto-exposure) live. Unlike the post-process params,
722    /// these gate render passes whose GPU resources (pipelines, render targets,
723    /// ray-tracing acceleration structures) are built once at init, so applying a
724    /// change rebuilds the affected resources in place rather than flipping a
725    /// uniform. Default no-op: a backend that only reads these at init ignores
726    /// runtime changes (DirectX / Vulkan today), so the choice persists and takes
727    /// effect at the next launch there.
728    fn apply_quality_settings(&mut self, settings: QualitySettings) {
729        let _ = settings;
730    }
731
732    /// Set the shadow cascade re-render cadence live. The cascade scheduler reads
733    /// the policy at the start of each shadow pass, so a change takes effect on the
734    /// next draw with no pipeline rebuild or allocation (unlike the shadow map
735    /// resolution, which is sized once at init). Default no-op: a backend that only
736    /// reads the cadence at init keeps the init-time value (DirectX / Vulkan
737    /// today), so the choice persists and takes effect at the next launch there.
738    fn set_shadow_update(&mut self, update: crate::components::ShadowUpdate) {
739        let _ = update;
740    }
741
742    /// Set the shadow distance (world units the cascades cover, capped at the
743    /// camera far plane) live. The per-frame cascade-split computation reads it
744    /// each draw, so a change takes effect on the next frame with no allocation or
745    /// rebuild (it sizes no GPU resource, unlike the shadow map resolution).
746    /// Default no-op: a backend that only reads the distance at init keeps the
747    /// init-time value (DirectX / Vulkan today), so the choice persists and takes
748    /// effect at the next launch there.
749    fn set_shadow_distance(&mut self, distance: u32) {
750        let _ = distance;
751    }
752
753    /// Set the live shadow cascade count (1..=4). The cascade-split math + the
754    /// re-render schedule read it each frame and only the first `count` cascades
755    /// are projected, rendered, and sampled (the array capacity stays 4), so a
756    /// change takes effect on the next frame with no resize or rebuild. Default
757    /// no-op: a backend that only reads the count at init keeps the init-time
758    /// value (DirectX / Vulkan today), so the choice persists and takes effect at
759    /// the next launch there.
760    fn set_shadow_cascades(&mut self, count: u32) {
761        let _ = count;
762    }
763
764    /// Update the live scalar sub-tunables of the SSAO / SSR / SSGI / auto-exposure
765    /// passes (radius, intensity, distance, EV bounds, adaptation speed). Unlike
766    /// `apply_quality_settings`, this rebuilds nothing: each backend re-reads these
767    /// values from its stored `*Settings` structs into a per-frame uniform every
768    /// draw, so mutating them takes effect on the next frame with no pipeline /
769    /// target rebuild and no TAA-history reset. Only the fields of a feature that is
770    /// currently on are honoured (its settings are present); a value for an off
771    /// feature is ignored here and applies when the feature next turns on. The
772    /// structural sub-knobs (gather resolution, ray / step counts) are NOT live and
773    /// still ride `apply_quality_settings`. Default no-op: a backend that reads
774    /// these only at init keeps the init-time values (DirectX / Vulkan today), so
775    /// the choice persists and takes effect at the next launch there.
776    fn update_quality_params(&mut self, settings: QualitySettings) {
777        let _ = settings;
778    }
779
780    /// Shared atomic flag the backend polls at frame start to trigger a
781    /// shader rebuild. `Some` only under `cn debug` on backends that ship
782    /// hot-reload (Metal today); `None` on production runs and on backends
783    /// that have not implemented hot-reload yet. The debug server reads this
784    /// to forward `reload-shaders` commands; the filesystem watcher writes
785    /// it directly. Default: `None`.
786    fn shader_reload_flag(&self) -> Option<alloc::sync::Arc<core::sync::atomic::AtomicBool>> {
787        None
788    }
789
790    /// Replace the live colour-grading LUT with a fresh `size³` RGBA8 payload.
791    /// Driven by asset hot-reload (`cn debug` only). Default no-op: backends
792    /// that have not implemented the swap leave the LUT bound at whatever
793    /// payload was uploaded at init.
794    fn update_color_lut(&mut self, size: u32, data: &[u8]) -> Result<(), String> {
795        let _ = (size, data);
796        Ok(())
797    }
798
799    /// `(vertex_count, index_count)` for the static draw at `draw_idx`, or
800    /// `None` when the index is out of range / the backend does not expose
801    /// the field. Used by asset hot-reload to detect size-changing
802    /// reloads before attempting [`Self::update_mesh_geometry`], which
803    /// rejects size mismatches. Default returns `None`; backends that
804    /// implement the rebuild path also override this.
805    fn draw_geometry_size(&self, draw_idx: usize) -> Option<(usize, usize)> {
806        let _ = draw_idx;
807        None
808    }
809
810    /// Per-LOD-alternate index counts for the static draw at `draw_idx`,
811    /// ordered from LOD1 upward (LOD0 is reported by
812    /// [`Self::draw_geometry_size`]). Returns `None` when the index is out of
813    /// range or the backend does not expose its LOD layout. Used by asset
814    /// hot-reload alongside [`Self::draw_geometry_size`] to detect
815    /// size-changing reloads: a `.glb` that re-exports with a different LOD
816    /// breakdown queues the entry for [`Self::rebuild_static_geometry`]
817    /// instead of [`Self::update_mesh_geometry`]'s in-place write.
818    fn draw_lod_index_counts(&self, draw_idx: usize) -> Option<Vec<usize>> {
819        let _ = draw_idx;
820        None
821    }
822
823    /// Rebuild the shared static-mesh vertex + index buffers, replacing the
824    /// geometry of each `DrawGeometryUpdate.draw_idx` with the new
825    /// vertices / indices / LOD alternates. Draws not named in `changes`
826    /// keep their current geometry, copied byte-for-byte from the live
827    /// buffers. The slot's `vertex_count`, `index_count`, and
828    /// `lod_alternates` index offsets are rewritten as the new buffers are
829    /// laid out. Driven by asset hot-reload (`cn debug` only) when a
830    /// size-changing `.glb` re-export means the existing
831    /// [`Self::update_mesh_geometry`] in-place write no longer fits.
832    /// `wait_idle` first; the rebuild swaps the GPU buffers wholesale.
833    /// Default no-op: backends that have not implemented the rebuild
834    /// return `Ok(())` and the size-changing reload is logged + skipped at
835    /// the caller (the existing in-place path already errored on size
836    /// mismatch).
837    fn rebuild_static_geometry(&mut self, changes: Vec<DrawGeometryUpdate>) -> RenderResult<()> {
838        let _ = changes;
839        Ok(())
840    }
841
842    /// Replace a `SkinnedMesh` draw slot's vertex + index data in place.
843    /// Driven by asset hot-reload (`cn debug` only). Reuses the slot's
844    /// existing vertex region + index region in the shared skinned vertex /
845    /// index buffers (created once by [`Self::upload_skinned`]), so the new
846    /// geometry must match the slot's init-time vertex count + index count
847    /// and the new skeleton must keep the same joint count; pipelines stay
848    /// untouched, only the bytes change. `vertex_base` is the init-time
849    /// vertex offset (in vertex units) into the shared buffer; indices are
850    /// rebased onto it before writing. Default no-op.
851    fn update_skinned_mesh_geometry(
852        &mut self,
853        skinned_index: usize,
854        vertex_base: u32,
855        verts: &[SkinnedVertex],
856        idxs: &[u16],
857    ) -> Result<(), String> {
858        let _ = (skinned_index, vertex_base, verts, idxs);
859        Ok(())
860    }
861
862    /// Rebuild the shared skinned-mesh vertex + index buffers, replacing the
863    /// geometry of each `SkinnedDrawGeometryUpdate.skinned_index` with the
864    /// new vertices / indices. Slots not named in `changes` keep their
865    /// current geometry, copied byte-for-byte from the live buffers and
866    /// re-based onto the new vertex region they land in. Returns the
867    /// post-rebuild layout (one [`SkinnedSlotLayout`] per slot, in
868    /// `skinned_index` order) so the caller can refresh its source-map
869    /// `vertex_base` / `vertex_count` / `index_count` to point at the new
870    /// regions. Driven by asset hot-reload (`cn debug` only) when a
871    /// size-changing `.glb` re-export means the existing
872    /// [`Self::update_skinned_mesh_geometry`] in-place write no longer fits.
873    /// The backend `wait_idle`s first; the rebuild swaps the GPU buffers
874    /// wholesale. The skinned pipelines, shadow + velocity + SSAO + SSR
875    /// variants, and `skinned_draw_objects` slot metadata
876    /// (`texture_slot` / `normal_map_slot` / `material` / `joint_count`)
877    /// all stay untouched; only the `index_offset` / `index_count` on each
878    /// `SkinnedDrawObject` (and the buffers themselves) move. Default no-op
879    /// (returns an empty layout vec): backends that have not implemented
880    /// the rebuild leave the size-changing reload as logged + skipped at
881    /// the caller, the same behaviour as before, since the in-place path
882    /// already errored on size mismatch.
883    fn rebuild_skinned_geometry(
884        &mut self,
885        changes: Vec<SkinnedDrawGeometryUpdate>,
886    ) -> Result<Vec<SkinnedSlotLayout>, String> {
887        let _ = changes;
888        Ok(Vec::new())
889    }
890
891    /// Update a skinned slot's joint count and resize the backend's per-slot
892    /// joint-matrix buffers to match. Driven by asset hot-reload (`cn debug`
893    /// only) when a re-imported `.glb`'s skeleton has a different joint
894    /// count than the slot was initialised with. Shrinking truncates the
895    /// per-slot Vec; growing seeds the new entries to identity so the slot
896    /// renders undeformed on the next `update_skinned_pose`. The skinned
897    /// shaders consume the joints buffer through a pointer (not a fixed-
898    /// size array) and use vertex-attribute-encoded joint indices, so no
899    /// pipeline or shader rebuild is required for a joint-count change;
900    /// only the CPU-side per-slot buffer and `SkinnedDrawObject.joint_count`
901    /// change. Default no-op: backends that have not implemented the resize
902    /// leave the skeleton-shape change logged + skipped at the caller.
903    fn update_skinned_skeleton(
904        &mut self,
905        skinned_index: usize,
906        new_joint_count: usize,
907    ) -> Result<(), String> {
908        let _ = (skinned_index, new_joint_count);
909        Ok(())
910    }
911
912    /// Replace a `Mesh` draw slot's vertex + index data in place. Driven by
913    /// asset hot-reload (`cn debug` only). Reuses the slot's existing offset
914    /// in the shared vertex / index buffers, so the new geometry must match
915    /// the slot's init-time vertex count + index count; a size-changing
916    /// reload returns an error so the caller can queue
917    /// [`Self::rebuild_static_geometry`] instead, which repacks the shared
918    /// buffers. Each entry in
919    /// `lod_alternates` (`(switch_distance, mesh-relative indices)`) is
920    /// written to the matching slot's pre-allocated LOD index region; the
921    /// number of LODs and each LOD's index count must match the slot's
922    /// init-time layout, otherwise the call returns an error so the caller
923    /// can queue [`Self::rebuild_static_geometry`]. `switch_distance` is
924    /// re-stored per LOD so a JSON-side tweak to `lod_distances` propagates
925    /// without a process restart. Default no-op.
926    fn update_mesh_geometry(
927        &mut self,
928        draw_idx: usize,
929        verts: &[Vertex],
930        idxs: &[u16],
931        lod_alternates: &[(f32, Vec<u16>)],
932    ) -> Result<(), String> {
933        let _ = (draw_idx, verts, idxs, lod_alternates);
934        Ok(())
935    }
936
937    /// Replace the live IBL environment map with a freshly precomputed payload.
938    /// `payload` is the serialised byte format emitted by
939    /// `crate::bake::environment_map::compile_environment_map_payload`
940    /// (header + irradiance cube + prefilter mip chain), so init and hot-reload
941    /// share a single byte format. Driven by asset hot-reload (`cn debug`
942    /// only). Default no-op: backends that have not implemented the swap leave
943    /// the IBL cubes bound at whatever payload was uploaded at init.
944    fn update_environment_map(&mut self, payload: &[u8]) -> RenderResult<()> {
945        let _ = payload;
946        Ok(())
947    }
948
949    /// Replace the live volumetric-fog settings, or disable the fog pass when
950    /// `None`. Driven by world.jsonl hot-reload (`cn debug` only). Default
951    /// no-op: backends that have not implemented the swap leave the fog pass
952    /// at whatever settings were resolved at init.
953    ///
954    /// A backend that built its fog pipeline lazily based on the world's
955    /// init-time `VolumetricFog` cannot enable the pass via this call when
956    /// the world started with no fog declared; re-enabling fog on a world
957    /// that did not declare it at startup requires a relaunch.
958    fn update_fog_settings(&mut self, settings: Option<FogSettings>) {
959        let _ = settings;
960    }
961
962    /// Capture the last presented frame to a PNG at `path` and return the saved
963    /// path. Driven by the `cn debug` WS `screenshot` command for headless
964    /// on-GPU render verification. Default `Err`: a backend without a capture
965    /// path reports it unsupported (all current backends override this).
966    fn screenshot(&mut self, path: &str) -> Result<String, String> {
967        let _ = path;
968        Err("screenshot capture not supported on this backend".to_string())
969    }
970
971    /// Instantiate a runtime copy of an existing draw object at a new transform:
972    /// re-use the source slot's geometry region (`vertex_offset` / `vertex_count`
973    /// / `index_offset` / `index_count` / `base_vertex` / `lod_alternates`) and
974    /// copy its texture slots, material, and cull distance, swapping only the
975    /// model matrix. The new slot reuses one freed by `retire_draw_object` before
976    /// growing the draw-object vec. The destination slot comes from the
977    /// engine's draw-slot allocator: `Reuse` overwrites a vacated entry,
978    /// `Append` grows the vec (the index always equals the current length,
979    /// which implementations debug-assert). Driven by runtime entity spawn
980    /// (`SpawnRequest`). The copy is non-cullable (sentinel AABB) and drawn
981    /// every frame, since the init-time BVH cannot refit to admit a slot added
982    /// at runtime; moving copies (the common case) opt out of the static BVH
983    /// exactly like streamed chunks and held items. Default no-op (returns
984    /// `Err`): backends without an implementation leave the spawn path
985    /// logged + skipped at the caller.
986    fn clone_static_draw_object(
987        &mut self,
988        src_draw_idx: usize,
989        model: [[f32; 4]; 4],
990        dst: crate::render::draw_slot::SlotAlloc,
991    ) -> Result<(), String> {
992        let _ = (src_draw_idx, model, dst);
993        Err("clone_static_draw_object: not implemented on this backend".to_string())
994    }
995
996    /// Rewrite a draw slot's material parameters + texture/normal-map pool
997    /// indices in place. Driven by the editor's live draw seam when a Prop edits
998    /// its `material` arg. Default no-op; a backend that implements it reports
999    /// [`DeviceCapabilities::rewrites_draws`], which is what the caller gates on
1000    /// rather than pushing an edit that would not land.
1001    fn set_draw_material(
1002        &mut self,
1003        draw_idx: usize,
1004        material: MaterialUniforms,
1005        texture_slot: usize,
1006        normal_map_slot: usize,
1007    ) {
1008        let _ = (draw_idx, material, texture_slot, normal_map_slot);
1009    }
1010
1011    /// Rewrite a draw slot's `cull_distance` in place. Driven by the editor's
1012    /// live draw seam when a Prop edits its `cull_distance` arg. Default no-op,
1013    /// gated by the same [`DeviceCapabilities::rewrites_draws`] flag.
1014    fn set_draw_cull_distance(&mut self, draw_idx: usize, cull_distance: f32) {
1015        let _ = (draw_idx, cull_distance);
1016    }
1017
1018    /// Append a projected-decal record at runtime, returning a stable slot
1019    /// index the caller hands to [`Self::remove_decal`] later. Lets a
1020    /// gameplay system stamp bullet holes, footprints, or other ad-hoc
1021    /// decals after the world has built. Backends that have not implemented
1022    /// the runtime path return `Err`; the caller logs and drops the request.
1023    fn add_decal(&mut self, record: crate::render::decal::DecalRecord) -> Result<usize, String> {
1024        let _ = record;
1025        Err("add_decal: not implemented on this backend".to_string())
1026    }
1027
1028    /// Tombstone a runtime decal slot. The id returned by
1029    /// [`Self::add_decal`] becomes invalid; the next add may reuse it.
1030    /// Default no-op-with-Err: backends without a runtime path leave the
1031    /// remove logged + skipped at the caller.
1032    fn remove_decal(&mut self, decal_id: usize) -> Result<(), String> {
1033        let _ = decal_id;
1034        Err("remove_decal: not implemented on this backend".to_string())
1035    }
1036
1037    /// Append a particle-emitter record at runtime, returning a stable slot
1038    /// index. The backend allocates the per-emitter GPU pool + atomic
1039    /// spawn counter (matching the init-time path) so the compute kernel
1040    /// can begin ticking on the next frame. Default no-op-with-Err.
1041    fn add_emitter(
1042        &mut self,
1043        record: crate::render::particles::ParticleEmitterRecord,
1044    ) -> Result<usize, String> {
1045        let _ = record;
1046        Err("add_emitter: not implemented on this backend".to_string())
1047    }
1048
1049    /// Tombstone a runtime emitter slot and release its GPU pool +
1050    /// counter buffers (the GPU keeps them alive via its own refcount
1051    /// until any in-flight command buffer that referenced them completes).
1052    /// Default no-op-with-Err.
1053    fn remove_emitter(&mut self, emitter_id: usize) -> Result<(), String> {
1054        let _ = emitter_id;
1055        Err("remove_emitter: not implemented on this backend".to_string())
1056    }
1057
1058    /// Rebuild the live main / instanced / shadow render pipelines from
1059    /// freshly compiled world-loaded shader stage bytes. Driven by asset
1060    /// hot-reload (`cn debug` only) when one of the captured `Shader`
1061    /// source files is saved or a debug-WS `reload-assets` command fires.
1062    /// Each `Some(bytes)` replaces the matching live pipeline (and any
1063    /// dependent state: bindless-texture argument encoder, cull pipeline,
1064    /// instanced variant, shadow variant); `None` leaves the pipeline
1065    /// untouched (e.g. a world without an instanced shader passes `None`
1066    /// for the instanced slot). The backend should build every replacement
1067    /// into a temporary first and only swap when every build succeeds;
1068    /// mirrors the safety pattern in the Metal backend's `hot_reload` so a
1069    /// compile error never overwrites a live pipeline with a half-built
1070    /// replacement. Default no-op (returns `Err`): backends without an
1071    /// implementation leave the world-loaded shader reload logged + skipped
1072    /// at the caller.
1073    ///
1074    /// Skinned-mesh variants are out of scope here: their pipelines depend
1075    /// on the world's `SkinnedMesh`-injected library bytes that
1076    /// [`Self::upload_skinned`] consumes and drops.
1077    fn update_world_shader_pipelines(
1078        &mut self,
1079        vert_bytes: Option<&[u8]>,
1080        frag_bytes: Option<&[u8]>,
1081        shadow_bytes: Option<&[u8]>,
1082        vert_instanced_bytes: Option<&[u8]>,
1083    ) -> Result<(), String> {
1084        let _ = (vert_bytes, frag_bytes, shadow_bytes, vert_instanced_bytes);
1085        Err("update_world_shader_pipelines: not implemented on this backend".to_string())
1086    }
1087
1088    /// Build the render pipeline for one shader bucket from its compiled stage
1089    /// bytes, making draws that carry that bucket renderable. Called by the
1090    /// streaming pump when a scene that exclusively owns the bucket's `Shader`
1091    /// pins: init skipped the build, so this is where the cost lands (behind
1092    /// the loading screen, since the bucket counts as scene-resident content).
1093    /// Bucket 0 is the world default program and is never installed this way.
1094    ///
1095    /// Default no-op-with-Ok: a backend that renders every draw with the world
1096    /// default program has no per-bucket pipeline to build, and the bucket is
1097    /// resident as far as scene loading is concerned.
1098    fn install_world_shader(&mut self, bucket: u32, shader: ShaderBytes<'_>) -> RenderResult<()> {
1099        let _ = (bucket, shader);
1100        Ok(())
1101    }
1102
1103    /// Release one shader bucket's render pipeline, undoing
1104    /// [`Self::install_world_shader`]. Called when the owning scene unpins;
1105    /// draws carrying the bucket stop rendering until it is installed again.
1106    /// Default no-op, for the same reason as above.
1107    fn evict_world_shader(&mut self, bucket: u32) {
1108        let _ = bucket;
1109    }
1110
1111    /// The swapchain-level configuration this live backend can hot-swap a world
1112    /// onto, or `None` when the backend cannot reload a world in place (it must
1113    /// be fully rebuilt instead). Read by GraphicsSystem when a transplanted
1114    /// backend is handed a new world (the `cn editor` live SAVE): the swap reuses
1115    /// the backend via [`Self::reload_world`] only when this equals the new
1116    /// world's `BackendInit::swapchain_config`; a `None` or a mismatch routes to a
1117    /// full rebuild (recreating the window). Default `None`: DirectX / Vulkan
1118    /// (and any backend without a real `reload_world`) always rebuild.
1119    fn hot_swap_config(&self) -> Option<SwapchainConfig> {
1120        None
1121    }
1122
1123    /// Re-upload a new world's GPU content onto this already-constructed backend,
1124    /// reusing the live device + window + swapchain instead of building a new one.
1125    /// Driven by the `cn editor` live SAVE: after a structural edit recompiles the
1126    /// blobs, GraphicsSystem transplants the running backend into the rebuilt
1127    /// world and calls this so the edit applies without recreating the OS window
1128    /// or re-initialising the GPU device. The backend waits for the GPU to idle,
1129    /// drops the old world's content resources, and rebuilds them from `init` on
1130    /// the retained hardware. Only ever called when [`Self::hot_swap_config`]
1131    /// reported a config matching `init.swapchain_config()`, so the swapchain
1132    /// (pixel format / frames-in-flight / EDR) is guaranteed unchanged. Default
1133    /// `Err`/unsupported: DirectX / Vulkan fall back to a full rebuild (no
1134    /// regression; a real implementation is Windows-pending like the rest).
1135    fn reload_world(&mut self, init: BackendInit<'_>) -> RenderResult<()> {
1136        let _ = init;
1137        Err(RenderError::Other(
1138            "reload_world: not supported on this backend".to_string(),
1139        ))
1140    }
1141}
1142
1143// A do-nothing backend used to exercise the trait's provided (default) method
1144// bodies without a GPU: the smallest valid bodies for the required methods,
1145// no defaults overridden. Shared by this module's tests and the ops tests.
1146#[cfg(test)]
1147pub(crate) mod test_stub {
1148    use super::*;
1149
1150    pub(crate) struct StubBackend;
1151
1152    impl SceneControl for StubBackend {
1153        fn update_visibility(&mut self, _draw_idx: usize, _visible: bool) {}
1154        fn set_fade(&mut self, _fade: f32) {}
1155    }
1156
1157    impl RenderBackend for StubBackend {
1158        fn window_closed(&mut self) -> bool {
1159            false
1160        }
1161        fn capture_cursor(&mut self) {}
1162        fn take_input(&mut self) -> RenderInput {
1163            RenderInput::default()
1164        }
1165        fn wait_idle(&self) {}
1166        fn draw_frame(&mut self, _params: FrameParams<'_>) -> RenderResult<()> {
1167            Ok(())
1168        }
1169        fn update_view(&mut self, _matrix: [[f32; 4]; 4]) {}
1170        fn update_models(&mut self, _updates: &[(u32, [[f32; 4]; 4])]) {}
1171        fn retire_draw_object(&mut self, _draw_idx: usize) {}
1172        fn upload_skinned(
1173            &mut self,
1174            _vertices: &[SkinnedVertex],
1175            _indices: &[u32],
1176            _draw_objects: Vec<SkinnedDrawObject>,
1177            _vert_bytes: &[u8],
1178            _frag_bytes: &[u8],
1179            _shadow_bytes: &[u8],
1180        ) -> RenderResult<()> {
1181            Ok(())
1182        }
1183        fn update_skinned_pose(&mut self, _skinned_index: usize, _matrices: &[[[f32; 4]; 4]]) {}
1184        fn evict_texture_slot(&mut self, _slot: usize) -> Result<(), String> {
1185            Ok(())
1186        }
1187        fn update_texture_slot(
1188            &mut self,
1189            _slot: usize,
1190            _image: &crate::bake::texture::TextureImage,
1191        ) -> RenderResult<()> {
1192            Ok(())
1193        }
1194        fn evict_mesh(&mut self, _draw_idx: usize, _retire_frame: u64) -> Result<(), String> {
1195            Ok(())
1196        }
1197        fn upload_mesh(
1198            &mut self,
1199            _draw_idx: usize,
1200            _verts: &[Vertex],
1201            _idxs: &[u16],
1202            _frame: u64,
1203        ) -> RenderResult<()> {
1204            Ok(())
1205        }
1206        fn setup_chunk_streaming(
1207            &mut self,
1208            _chunk_vtx_bytes: usize,
1209            _chunk_idx_bytes: usize,
1210            _texture_slot: usize,
1211            _normal_map_slot: usize,
1212        ) -> RenderResult<()> {
1213            Ok(())
1214        }
1215        fn add_chunk_mesh(
1216            &mut self,
1217            _mesh: ChunkMesh<'_>,
1218            _dst: crate::render::draw_slot::SlotAlloc,
1219        ) -> RenderResult<()> {
1220            Ok(())
1221        }
1222        fn remove_chunk_mesh(
1223            &mut self,
1224            _draw_idx: usize,
1225            _retire_frame: u64,
1226        ) -> Result<(), String> {
1227            Ok(())
1228        }
1229        fn set_chunk_model(
1230            &mut self,
1231            _draw_idx: usize,
1232            _model: [[f32; 4]; 4],
1233        ) -> Result<(), String> {
1234            Ok(())
1235        }
1236    }
1237}
1238
1239#[cfg(test)]
1240mod tests {
1241    use super::*;
1242
1243    use alloc::vec;
1244    const GB: u64 = 1 << 30;
1245
1246    fn input(
1247        vendor: GpuVendor,
1248        memory_budget_bytes: u64,
1249        discrete: bool,
1250        apple_family: u8,
1251    ) -> GpuClassInput {
1252        GpuClassInput {
1253            vendor,
1254            memory_budget_bytes,
1255            discrete,
1256            apple_family,
1257        }
1258    }
1259
1260    #[test]
1261    fn unknown_profile_is_the_conservative_default() {
1262        // The opposite default from capabilities: quality auto-config fails safe.
1263        let p = GpuProfile::default();
1264        assert_eq!(p.tier, GpuTier::Unknown);
1265        assert_eq!(p.vendor, GpuVendor::Other);
1266        assert_eq!(p.memory_budget_bytes, 0);
1267        // Unknown sorts below every real tier, so a `>=` resolver treats it as
1268        // the floor.
1269        assert!(GpuTier::Unknown < GpuTier::Integrated);
1270        assert!(GpuTier::Integrated < GpuTier::EntryDiscrete);
1271        assert!(GpuTier::EntryDiscrete < GpuTier::MidDiscrete);
1272        assert!(GpuTier::MidDiscrete < GpuTier::HighDiscrete);
1273    }
1274
1275    #[test]
1276    fn apple_family_reads_the_generation_out_of_the_device_name() {
1277        // The names MoltenVK reports, mapped onto Metal's family ranks.
1278        assert_eq!(apple_family_from_device_name("Apple M1"), 7);
1279        assert_eq!(apple_family_from_device_name("Apple M2 Max"), 8);
1280        assert_eq!(apple_family_from_device_name("Apple M3 Pro"), 9);
1281        assert_eq!(apple_family_from_device_name("Apple M4 Ultra"), 10);
1282        // A generation past what Metal's SDK names yet still ranks above M3, so
1283        // a newer Mac is not demoted.
1284        assert!(apple_family_from_device_name("Apple M9") > 9);
1285    }
1286
1287    #[test]
1288    fn non_apple_device_names_report_no_family() {
1289        for name in [
1290            "NVIDIA GeForce RTX 4090",
1291            "AMD Radeon RX 7900 XTX",
1292            "Intel(R) Arc(tm) A770",
1293            // Apple's own non-M naming, and a truncated / malformed report.
1294            "Apple A17 Pro",
1295            "Apple M",
1296            "Apple MX",
1297            "",
1298        ] {
1299            assert_eq!(apple_family_from_device_name(name), 0, "{name}");
1300        }
1301    }
1302
1303    #[test]
1304    fn apple_family_from_a_name_reaches_the_same_tier_metal_does() {
1305        // The whole point of the name probe: a MoltenVK build must land on the
1306        // tier the Metal backend reports for the same silicon, not on the
1307        // integrated floor a zero family falls through to.
1308        let family = apple_family_from_device_name("Apple M2 Max");
1309        assert_eq!(
1310            classify_tier(&input(GpuVendor::Apple, 32 * GB, false, family)),
1311            GpuTier::MidDiscrete
1312        );
1313        assert_eq!(
1314            classify_tier(&input(GpuVendor::Apple, 32 * GB, false, 0)),
1315            GpuTier::Integrated
1316        );
1317    }
1318
1319    #[test]
1320    fn apple_silicon_classifies_by_generation() {
1321        // Unified memory is large on Apple silicon, but the family generation
1322        // (not the working-set) decides the tier, so the huge shared budget does
1323        // not read as a high-VRAM discrete card.
1324        assert_eq!(
1325            classify_tier(&input(GpuVendor::Apple, 16 * GB, false, 7)),
1326            GpuTier::EntryDiscrete // M1
1327        );
1328        assert_eq!(
1329            classify_tier(&input(GpuVendor::Apple, 24 * GB, false, 8)),
1330            GpuTier::MidDiscrete // M2
1331        );
1332        assert_eq!(
1333            classify_tier(&input(GpuVendor::Apple, 48 * GB, false, 9)),
1334            GpuTier::HighDiscrete // M3
1335        );
1336        assert_eq!(
1337            classify_tier(&input(GpuVendor::Apple, 64 * GB, false, 10)),
1338            GpuTier::HighDiscrete // M4 and newer cap at high
1339        );
1340    }
1341
1342    #[test]
1343    fn discrete_gpu_classifies_by_vram() {
1344        // An Intel-Mac AMD dGPU or a PC discrete card: vendor is not Apple and
1345        // there is no Apple family, so VRAM buckets the tier.
1346        assert_eq!(
1347            classify_tier(&input(GpuVendor::Nvidia, 24 * GB, true, 0)),
1348            GpuTier::HighDiscrete
1349        );
1350        assert_eq!(
1351            classify_tier(&input(GpuVendor::Amd, 8 * GB, true, 0)),
1352            GpuTier::MidDiscrete
1353        );
1354        assert_eq!(
1355            classify_tier(&input(GpuVendor::Nvidia, 4 * GB, true, 0)),
1356            GpuTier::EntryDiscrete
1357        );
1358        // A discrete card that reports no memory budget is left Unknown rather
1359        // than guessed high.
1360        assert_eq!(
1361            classify_tier(&input(GpuVendor::Amd, 0, true, 0)),
1362            GpuTier::Unknown
1363        );
1364    }
1365
1366    #[test]
1367    fn integrated_gpu_is_the_lowest_tier() {
1368        // Non-Apple integrated part: no dedicated memory, not unified, no Apple
1369        // family.
1370        assert_eq!(
1371            classify_tier(&input(GpuVendor::Intel, 0, false, 0)),
1372            GpuTier::Integrated
1373        );
1374    }
1375
1376    #[test]
1377    fn vram_bucket_boundaries() {
1378        // Boundaries are inclusive lower bounds (>= 12 GB high, >= 6 GB mid).
1379        assert_eq!(
1380            classify_tier(&input(GpuVendor::Nvidia, 12 * GB, true, 0)),
1381            GpuTier::HighDiscrete
1382        );
1383        assert_eq!(
1384            classify_tier(&input(GpuVendor::Nvidia, 12 * GB - 1, true, 0)),
1385            GpuTier::MidDiscrete
1386        );
1387        assert_eq!(
1388            classify_tier(&input(GpuVendor::Nvidia, 6 * GB, true, 0)),
1389            GpuTier::MidDiscrete
1390        );
1391        assert_eq!(
1392            classify_tier(&input(GpuVendor::Nvidia, 6 * GB - 1, true, 0)),
1393            GpuTier::EntryDiscrete
1394        );
1395    }
1396
1397    pub(crate) use super::test_stub::StubBackend;
1398
1399    const IDENTITY: [[f32; 4]; 4] = [
1400        [1.0, 0.0, 0.0, 0.0],
1401        [0.0, 1.0, 0.0, 0.0],
1402        [0.0, 0.0, 1.0, 0.0],
1403        [0.0, 0.0, 0.0, 1.0],
1404    ];
1405
1406    // Minimal QualitySettings with every feature off, so no *Settings sub-type
1407    // needs constructing.
1408    fn stub_quality() -> QualitySettings {
1409        QualitySettings {
1410            taa: false,
1411            ssao: None,
1412            ssr: None,
1413            rt_reflections: None,
1414            ssgi: None,
1415            reflection_blur_scale: 1,
1416            auto_exposure: None,
1417            auto_exposure_bias_ev: 0.0,
1418        }
1419    }
1420
1421    #[test]
1422    fn default_query_methods_report_conservative_values() {
1423        let backend = StubBackend;
1424        // Capabilities fail open: a backend that does not report keeps every
1425        // toggle live.
1426        assert!(backend.capabilities().ray_tracing);
1427        // Quality auto-config fails safe: the unknown/conservative profile.
1428        assert_eq!(backend.gpu_profile().tier, GpuTier::Unknown);
1429        assert_eq!(backend.gpu_profile().vendor, GpuVendor::Other);
1430        assert_eq!(backend.gpu_profile().memory_budget_bytes, 0);
1431        // Diagnostics a backend may leave to the default: zeroed here.
1432        assert_eq!(backend.logical_size(), (0.0, 0.0));
1433        // No chrome over the frame: UI anchored to the top starts at the top.
1434        assert_eq!(backend.top_content_inset(), 0.0);
1435        assert_eq!(backend.render_stats(), RenderStats::default());
1436        // No window-bounds tracking: the in-engine cursor always draws.
1437        assert!(!backend.cursor_outside_window());
1438        // No display enumeration and no hot-reload flag wired.
1439        assert!(backend.display_modes().is_empty());
1440        assert!(backend.current_display_mode().is_none());
1441        assert!(backend.shader_reload_flag().is_none());
1442        // Not hot-swap-capable: a live world reload routes to a full rebuild.
1443        assert!(backend.hot_swap_config().is_none());
1444        // No geometry-size introspection for the reload size check.
1445        assert!(backend.draw_geometry_size(0).is_none());
1446        assert!(backend.draw_lod_index_counts(0).is_none());
1447    }
1448
1449    #[test]
1450    fn default_mutators_are_noops_and_fallible_hooks_report_defaults() {
1451        let mut backend = StubBackend;
1452
1453        // Runtime skinned-spawn fallbacks: nothing to reveal or hide.
1454        backend.reveal_skinned_instance(0, IDENTITY);
1455        backend.retire_skinned_draw_object(0);
1456        backend.update_skinned_models(&[(0, IDENTITY)]);
1457
1458        // Streaming + cursor + capture no-ops.
1459        backend.seed_mesh_streaming(0, 0, 0, 0);
1460        backend.set_ui_cursor_hidden(true);
1461        backend.set_menu_mode(true);
1462        backend.set_camera_capture(true);
1463        backend.set_reflection_probes(&[]);
1464
1465        // Presentation + window no-ops.
1466        backend.set_vsync(true);
1467        backend.set_window_mode(crate::components::WindowMode::Fullscreen);
1468        backend.set_window_size(1280, 720);
1469        backend.set_display_mode(crate::render::display_mode::DisplayMode {
1470            width: 1920,
1471            height: 1080,
1472            refresh_hz: 60,
1473        });
1474
1475        // Live look + input tunable no-ops.
1476        backend.update_post_process(PostProcessTunables::DEFAULT);
1477        backend.set_ambient_intensity(1.0);
1478        backend.set_keymap(&KeyMap::default());
1479        backend.apply_quality_settings(stub_quality());
1480        backend.update_quality_params(stub_quality());
1481        backend.set_shadow_update(crate::components::ShadowUpdate::EveryFrame);
1482        backend.set_shadow_distance(200);
1483        backend.set_shadow_cascades(3);
1484        backend.update_fog_settings(None);
1485        backend.update_directional_lights(&[]);
1486        backend.set_draw_material(0, MaterialUniforms::DEFAULT, 0, 0);
1487        backend.set_draw_cull_distance(0, 50.0);
1488
1489        // Fallible hot-reload hooks that succeed by default (no-op Ok).
1490        assert!(backend.update_color_lut(2, &[0u8; 32]).is_ok());
1491        assert!(backend.rebuild_static_geometry(vec![]).is_ok());
1492        assert!(backend.update_skinned_mesh_geometry(0, 0, &[], &[]).is_ok());
1493        assert!(backend.rebuild_skinned_geometry(vec![]).unwrap().is_empty());
1494        assert!(backend.update_skinned_skeleton(0, 0).is_ok());
1495        assert!(backend.update_mesh_geometry(0, &[], &[], &[]).is_ok());
1496        assert!(backend.update_environment_map(&[]).is_ok());
1497
1498        // Fallible hooks a bare backend does not implement: they report Err.
1499        assert!(backend.screenshot("unused.png").is_err());
1500        assert!(
1501            backend
1502                .clone_static_draw_object(
1503                    0,
1504                    IDENTITY,
1505                    crate::render::draw_slot::SlotAlloc::Append(0)
1506                )
1507                .is_err()
1508        );
1509        assert!(backend.add_decal(stub_decal()).is_err());
1510        assert!(backend.remove_decal(0).is_err());
1511        assert!(backend.add_emitter(stub_emitter()).is_err());
1512        assert!(backend.remove_emitter(0).is_err());
1513        assert!(
1514            backend
1515                .update_world_shader_pipelines(None, None, None, None)
1516                .is_err()
1517        );
1518    }
1519
1520    // A minimal empty-world BackendInit borrowing `window`, for exercising the
1521    // default `reload_world`. Empty slices are `'static`; the only real borrow
1522    // is the window args.
1523    fn empty_backend_init(window: &crate::components::Window) -> BackendInit<'_> {
1524        BackendInit::minimal(window, alloc::vec::Vec::new())
1525    }
1526
1527    #[test]
1528    fn default_reload_world_is_unsupported() {
1529        // A backend without a real reload path reports the swap unsupported, so
1530        // the caller falls back to a full rebuild.
1531        let mut backend = StubBackend;
1532        let window = crate::components::Window::default();
1533        assert!(backend.reload_world(empty_backend_init(&window)).is_err());
1534    }
1535
1536    fn stub_decal() -> crate::render::decal::DecalRecord {
1537        crate::render::decal::DecalRecord {
1538            model: IDENTITY,
1539            inv_model: IDENTITY,
1540            texture_slot: 0,
1541            tint: [1.0; 4],
1542        }
1543    }
1544
1545    fn stub_emitter() -> crate::render::particles::ParticleEmitterRecord {
1546        crate::render::particles::ParticleEmitterRecord {
1547            texture_slot: 0,
1548            position: [0.0; 3],
1549            direction: [0.0, 1.0, 0.0],
1550            spread_cos: 1.0,
1551            speed_min: 0.0,
1552            speed_max: 1.0,
1553            lifetime_min: 0.0,
1554            lifetime_max: 1.0,
1555            gravity: [0.0, -9.8, 0.0],
1556            spawn_rate: 1.0,
1557            max_particles: 1,
1558            size_start: 1.0,
1559            size_end: 1.0,
1560            color_start: [1.0; 4],
1561            color_end: [1.0; 4],
1562        }
1563    }
1564}