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concinnity_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::auto_exposure::AutoExposureSettings;
21use crate::backend_init::{BackendInit, ShaderBytes, SwapchainConfig};
22use crate::error::{RenderError, RenderResult};
23use crate::input::RenderInput;
24use crate::keymap::KeyMap;
25use crate::mesh_payload::{SkinnedVertex, Vertex};
26use crate::profile::RenderStats;
27use crate::render_types::{
28    LineVertex, MaterialUniforms, PostProcessTunables, SkinnedDrawObject, TextDrawCall,
29};
30use crate::rt_reflections::RtReflectionSettings;
31use crate::scene_flow::SceneControl;
32use crate::ssao::SsaoSettings;
33use crate::ssgi::SsgiSettings;
34use crate::ssr::SsrSettings;
35use crate::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: concinnity_core::gfx::view_modes::ViewMode,
68    /// Feature passes to run this frame.
69    pub show: concinnity_core::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 / world.jsonl hot-reload mutators below (`update_color_lut`,
385/// `rebuild_*_geometry`, `clone_static_draw_object`, etc.) are provided no-op
386/// methods driven only by the `cn debug` binary's reload passes, so they have
387/// no call site under `cargo check --lib`. Allow dead code at the trait level
388/// rather than annotating each; the required interface methods are never
389/// subject to the lint, so this only covers the binary-driven provided methods.
390pub trait RenderBackend: SceneControl + Send {
391    /// Window / input lifecycle.
392    fn window_closed(&mut self) -> bool;
393    /// Confine the cursor to the window.
394    fn capture_cursor(&mut self);
395    /// Take the input sampled since the last call.
396    fn take_input(&mut self) -> RenderInput;
397    /// Block until the GPU has drained every submitted frame.
398    fn wait_idle(&self);
399
400    /// Per-frame drive. See [`FrameParams`] for the inputs.
401    fn draw_frame(&mut self, params: FrameParams<'_>) -> RenderResult<()>;
402    /// Push the camera's view matrix, column-major.
403    fn update_view(&mut self, matrix: [[f32; 4]; 4]);
404
405    /// Push this frame's changed model matrices, one `(draw slot, matrix)`
406    /// entry per moved draw object, applied in order. Batched so the trait is
407    /// crossed once per frame rather than once per entity; the caller sends
408    /// only slots whose matrix actually changed. An out-of-range slot is
409    /// ignored.
410    fn update_models(&mut self, updates: &[(u32, [[f32; 4]; 4])]);
411
412    /// Retire a draw object: hide it from every pass (main, shadow, velocity)
413    /// and exclude it from the ray-tracing acceleration structure, so a
414    /// despawned entity's slot leaves no ghost. The slot's geometry buffers are
415    /// untouched; the engine's draw-slot allocator returns the index to its
416    /// free list so a later `clone_static_draw_object` can recycle it. A no-op
417    /// if the index is out of range.
418    fn retire_draw_object(&mut self, draw_idx: usize);
419
420    /// Skinning. `vert_bytes` and `shadow_bytes` are Metal-only payloads;
421    /// DX/VK ignore them.
422    fn upload_skinned(
423        &mut self,
424        vertices: &[SkinnedVertex],
425        indices: &[u32],
426        draw_objects: Vec<SkinnedDrawObject>,
427        vert_bytes: &[u8],
428        frag_bytes: &[u8],
429        shadow_bytes: &[u8],
430    ) -> RenderResult<()>;
431    /// Push one skinned slot's joint matrices for this frame.
432    fn update_skinned_pose(&mut self, skinned_index: usize, matrices: &[[[f32; 4]; 4]]);
433
434    /// Attach morph-target data to the skinned draw objects, called once after
435    /// `upload_skinned`: `morphs[i]` belongs to draw object `i` (instance
436    /// copies share their template's data via the `Arc`). Default no-op for a
437    /// backend without a morph deformation path.
438    fn upload_skinned_morphs(
439        &mut self,
440        _morphs: Vec<Option<alloc::sync::Arc<crate::mesh_payload::PayloadMorphs>>>,
441    ) {
442    }
443
444    /// Push a skinned object's current morph-target weights, sampled by the
445    /// animation system each frame. A no-op when the index is out of range or
446    /// the object carries no morph targets.
447    fn update_morph_weights(&mut self, _skinned_index: usize, _weights: &[f32]) {}
448
449    // Runtime skinned spawn (pre-reserved instance pool): a backend pre-reserves
450    // hidden bind-pose copies at load (`SkinnedMesh.max_instances`) and reveals
451    // one per skinned SpawnRequest. The default no-op implementations are a
452    // fallback for a backend that has not wired runtime skinned spawn, where a
453    // skinned SpawnRequest finds nothing to claim and is dropped.
454
455    /// Reveal the pre-reserved skinned instance at `instance_index` (a hidden
456    /// bind-pose copy expanded at load): show it at `model` and reset its
457    /// palette to bind so it does not flash a previous occupant's pose. Which
458    /// instance to use is decided by the engine's instance pool; the backend
459    /// only applies it. A no-op if the index is out of range.
460    fn reveal_skinned_instance(&mut self, _instance_index: usize, _model: [[f32; 4]; 4]) {}
461
462    /// Hide a live skinned instance. The engine's instance pool returns the
463    /// slot for reuse; the backend only hides it. A no-op if the index is out
464    /// of range.
465    fn retire_skinned_draw_object(&mut self, _skinned_index: usize) {}
466
467    /// Push this frame's changed skinned model-to-world matrices, one
468    /// `(skinned index, matrix)` entry per moved instance, applied in order
469    /// (a skinned object animates in place unless something moves it). Cheap:
470    /// the per-frame cull rebuild reads the object's model directly, so this
471    /// just writes the fields. Out-of-range indices are ignored; default
472    /// no-op for a backend without movable skinned instances.
473    fn update_skinned_models(&mut self, _updates: &[(u32, [[f32; 4]; 4])]) {}
474
475    /// Texture streaming. Albedo and normal maps share one handle-indexed pool,
476    /// so every streamed texture (whatever its role) flows through these. The
477    /// image carries its GPU format and mip chain: RGBA8 regenerates mips on
478    /// upload, block-compressed formats upload their chain verbatim.
479    fn evict_texture_slot(&mut self, slot: usize) -> Result<(), String>;
480    /// Replace a texture slot's image after a streaming upload.
481    fn update_texture_slot(
482        &mut self,
483        slot: usize,
484        image: &crate::build::texture::TextureImage,
485    ) -> RenderResult<()>;
486
487    /// Mesh streaming.
488    fn evict_mesh(&mut self, draw_idx: usize, retire_frame: u64) -> Result<(), String>;
489    /// Upload a streamed mesh's geometry into a draw slot.
490    fn upload_mesh(
491        &mut self,
492        draw_idx: usize,
493        verts: &[Vertex],
494        idxs: &[u16],
495        frame: u64,
496    ) -> RenderResult<()>;
497
498    /// Seed the streamed-mesh sub-allocators with one reserved headroom block
499    /// (byte ranges in the shared vertex / index buffers) instead of the
500    /// per-mesh build-time regions. Used by the shrinkable-seed path: the
501    /// streamed geometry is no longer baked into the buffers at build time, so
502    /// the renderer hands the allocators one contiguous block sized to the
503    /// cap-many resident meshes rather than the whole streamed set. Implemented
504    /// on Metal + DirectX + Vulkan. Default no-op: a backend without the
505    /// shrinkable seed keeps freeing each mesh's build-time region in
506    /// `setup_mesh_streaming`.
507    fn seed_mesh_streaming(
508        &mut self,
509        vtx_offset: u64,
510        vtx_bytes: u64,
511        idx_offset: u64,
512        idx_bytes: u64,
513    ) {
514        let _ = (vtx_offset, vtx_bytes, idx_offset, idx_bytes);
515    }
516
517    /// Voxel-world chunk streaming. `texture_slot` and `normal_map_slot`
518    /// are ignored by Metal (it binds chunk textures per draw).
519    fn setup_chunk_streaming(
520        &mut self,
521        chunk_vtx_bytes: usize,
522        chunk_idx_bytes: usize,
523        texture_slot: usize,
524        normal_map_slot: usize,
525    ) -> RenderResult<()>;
526    /// The destination draw slot comes from the engine's allocator, like
527    /// `clone_static_draw_object`; the freed slot is likewise returned to it by
528    /// the caller of `remove_chunk_mesh`.
529    fn add_chunk_mesh(
530        &mut self,
531        mesh: ChunkMesh<'_>,
532        dst: crate::draw_slot::SlotAlloc,
533    ) -> RenderResult<()>;
534    /// Free a streamed chunk's geometry, retiring it after `retire_frame`.
535    fn remove_chunk_mesh(&mut self, draw_idx: usize, retire_frame: u64) -> Result<(), String>;
536    /// Move a streamed chunk by replacing its placement matrix.
537    fn set_chunk_model(&mut self, draw_idx: usize, model: [[f32; 4]; 4]) -> Result<(), String>;
538
539    /// Device capability flags, queried from the GPU once the backend is built.
540    /// Read by GraphicsSystem to gray out + disable settings rows the device
541    /// cannot honor. Default: all capable, so a backend that does not report
542    /// capabilities keeps every toggle live (the feature then no-ops with a
543    /// warning on an incapable device, as before).
544    fn capabilities(&self) -> DeviceCapabilities {
545        DeviceCapabilities::ALL
546    }
547
548    /// Coarse GPU performance profile, queried once the backend is built. Read at
549    /// init to pick default graphics quality on first launch. Default: `UNKNOWN`
550    /// (the conservative tier), so a backend that does not report a profile never
551    /// makes the resolver auto-select a high preset.
552    fn gpu_profile(&self) -> GpuProfile {
553        GpuProfile::UNKNOWN
554    }
555
556    /// The overlay coordinate space: the window's content size in logical,
557    /// DPI-independent units (points on macOS, client pixels on Windows, window
558    /// coordinates on Linux). Every backend reports the cursor in these same
559    /// units, so UI hit-testing, text layout, and the overlay shader's divide to
560    /// NDC all share one space regardless of the backing scale. A backend
561    /// converts to attachment pixels only where a pixel rect is unavoidable,
562    /// through `fullscreen::clip_rect_to_scissor`.
563    ///
564    /// Default `(0.0, 0.0)` for a headless backend with no window.
565    fn logical_size(&self) -> (f32, f32) {
566        (0.0, 0.0)
567    }
568    /// Per-frame draw-call / object counters. Default no-op so a backend that
569    /// tracks none still satisfies the trait; all three shipping backends
570    /// override it.
571    fn render_stats(&self) -> RenderStats {
572        RenderStats::default()
573    }
574
575    /// Show or hide the OS cursor for an in-engine UI cursor (e.g. a MainMenu),
576    /// independent of camera capture. Edge-triggered by the backend, so calling
577    /// it every frame with the same value is cheap. Default no-op: a backend
578    /// without a free-mode cursor hide leaves the system cursor visible (DX /
579    /// Vulkan today).
580    fn set_ui_cursor_hidden(&mut self, hidden: bool) {
581        let _ = hidden;
582    }
583
584    /// Whether the real cursor has left the window, so an in-engine UI cursor
585    /// should stop drawing (windowed / borderless). The backend confines the
586    /// cursor to the active screen while in fullscreen, so it reports `false`
587    /// there. Default `false` (inside): backends without window-bounds tracking
588    /// (DX / Vulkan today) always draw the in-engine cursor.
589    fn cursor_outside_window(&self) -> bool {
590        false
591    }
592
593    /// Tell the backend a togglable menu (a Screen toggled by an Escape KeyBinding)
594    /// coexists with a captured camera. In this mode Escape routes to the ECS
595    /// (so the menu shows/hides) instead of releasing the cursor inline, and a
596    /// click never recaptures the cursor (it fires a UI action). Set once at
597    /// setup. Default no-op: backends without dynamic capture (DX / Vulkan today)
598    /// keep the static behavior.
599    fn set_menu_mode(&mut self, on: bool) {
600        let _ = on;
601    }
602
603    /// Drive cursor capture from the menu state each frame: capture for camera
604    /// control, release while a menu is open. Edge-triggered by the backend.
605    /// Default no-op (DX / Vulkan): they keep their startup capture decision.
606    fn set_camera_capture(&mut self, capture: bool) {
607        let _ = capture;
608    }
609
610    /// Supply the reflection-probe placements (from declared `ReflectionProbe`
611    /// assets, or empty to auto-seed from the scene bounds). The backend bakes a
612    /// cube per placement and samples the nearest for the specular reflection.
613    /// Pushed once after construction. Default no-op: backends without probe
614    /// support (DX / Vulkan today) keep the sky reflection.
615    fn set_reflection_probes(&mut self, probes: &[crate::reflection_probe::ProbePlacement]) {
616        let _ = probes;
617    }
618
619    /// Turn display sync (vsync) on or off at runtime, applied to presentation.
620    /// Edge-triggered by the backend, so calling it with the unchanged value is
621    /// cheap. Default no-op: a backend that only honors vsync at init ignores
622    /// runtime changes.
623    fn set_vsync(&mut self, on: bool) {
624        let _ = on;
625    }
626
627    /// Switch the window between windowed / borderless / fullscreen at runtime.
628    /// The change flows through the backend's normal resize path (no GPU rebuild
629    /// beyond the resize it triggers). Default no-op for backends without a
630    /// window (embedded / preview) or that don't yet implement it.
631    fn set_window_mode(&mut self, mode: crate::components::WindowMode) {
632        let _ = mode;
633    }
634
635    /// Resize the window's content area at runtime (meaningful in windowed mode).
636    /// Drives the same resize path as a user-dragged resize. Default no-op for
637    /// backends without a window or that don't yet implement it.
638    fn set_window_size(&mut self, width: u32, height: u32) {
639        let _ = (width, height);
640    }
641
642    /// The display modes (pixel resolution + refresh rate) the display this
643    /// backend renders to supports, unshaped (the caller dedups + sorts).
644    /// Default empty: a backend that cannot enumerate (or has no window) makes
645    /// the Resolution row fall back to the static preset list.
646    fn display_modes(&self) -> Vec<crate::display_mode::DisplayMode> {
647        Vec::new()
648    }
649
650    /// The mode the display is currently running, if the backend can read it.
651    /// Shown by the Resolution row when the user has never chosen a mode (the
652    /// display keeps its desktop mode until one is chosen). Default `None`.
653    fn current_display_mode(&self) -> Option<crate::display_mode::DisplayMode> {
654        None
655    }
656
657    /// Select the display mode to hold while the window is in fullscreen. The
658    /// backend applies it whenever the window is (or becomes) fullscreen and
659    /// restores the display's original mode when the window leaves fullscreen
660    /// or shuts down; outside fullscreen the choice is only remembered. Default
661    /// no-op: a backend without mode switching leaves the display alone.
662    fn set_display_mode(&mut self, mode: crate::display_mode::DisplayMode) {
663        let _ = mode;
664    }
665
666    /// Replace the live post-process tunables (bloom / exposure / vignette /
667    /// LUT blend / FXAA). These are pushed to the bloom + composite shaders each
668    /// frame, so a change takes effect on the next draw with no allocation or
669    /// pipeline rebuild. Only the authored half travels here: the composite's
670    /// display-output flags belong to the display the backend negotiated with
671    /// at init, so a push cannot disturb them. Default no-op: a backend that
672    /// only reads the tunables at init ignores runtime changes.
673    fn update_post_process(&mut self, tunables: PostProcessTunables) {
674        let _ = tunables;
675    }
676
677    /// Set the live ambient (IBL) light scale. Unlike the post-process params
678    /// above, `ambient_intensity` lives in the shared `LightUniforms` (uploaded
679    /// each frame by the main lighting pass), so it takes its own setter rather
680    /// than `update_post_process`. Default no-op: only Metal mutates it live
681    /// today; DirectX / Vulkan keep the init-time value (they read it at init).
682    fn set_ambient_intensity(&mut self, value: f32) {
683        let _ = value;
684    }
685
686    /// Replace the live directional-light set (the sun). Unlike the local
687    /// lights, which ride a per-scene storage buffer sized once at init, the
688    /// directional slots are a fixed-size array in the shared `LightUniforms`,
689    /// so a new set is written in place: the backend re-packs the array and
690    /// re-caches whatever it derived from the first light at init (the cascade
691    /// shadow direction, the fog sun). Default no-op: a backend that only reads
692    /// the lights at init keeps the init-time sun.
693    fn update_directional_lights(&mut self, lights: &[crate::components::DirectionalLight]) {
694        let _ = lights;
695    }
696
697    /// Push the gameplay movement key map. The backend resolves each canonical
698    /// `InputKey` to its native key code and decodes physical key events through the
699    /// map (instead of hardcoded keys), so a settings-menu rebind takes effect on
700    /// the next key event. Pushed once after the backend is built and again on
701    /// each rebind. Default no-op: a backend without keymap decode keeps its
702    /// built-in defaults.
703    fn set_keymap(&mut self, keymap: &KeyMap) {
704        let _ = keymap;
705    }
706
707    /// Apply a change to the quality-feature toggles (TAA / SSAO / SSR / RT
708    /// reflections / SSGI / auto-exposure) live. Unlike the post-process params,
709    /// these gate render passes whose GPU resources (pipelines, render targets,
710    /// ray-tracing acceleration structures) are built once at init, so applying a
711    /// change rebuilds the affected resources in place rather than flipping a
712    /// uniform. Default no-op: a backend that only reads these at init ignores
713    /// runtime changes (DirectX / Vulkan today), so the choice persists and takes
714    /// effect at the next launch there.
715    fn apply_quality_settings(&mut self, settings: QualitySettings) {
716        let _ = settings;
717    }
718
719    /// Set the shadow cascade re-render cadence live. The cascade scheduler reads
720    /// the policy at the start of each shadow pass, so a change takes effect on the
721    /// next draw with no pipeline rebuild or allocation (unlike the shadow map
722    /// resolution, which is sized once at init). Default no-op: a backend that only
723    /// reads the cadence at init keeps the init-time value (DirectX / Vulkan
724    /// today), so the choice persists and takes effect at the next launch there.
725    fn set_shadow_update(&mut self, update: crate::components::ShadowUpdate) {
726        let _ = update;
727    }
728
729    /// Set the shadow distance (world units the cascades cover, capped at the
730    /// camera far plane) live. The per-frame cascade-split computation reads it
731    /// each draw, so a change takes effect on the next frame with no allocation or
732    /// rebuild (it sizes no GPU resource, unlike the shadow map resolution).
733    /// Default no-op: a backend that only reads the distance at init keeps the
734    /// init-time value (DirectX / Vulkan today), so the choice persists and takes
735    /// effect at the next launch there.
736    fn set_shadow_distance(&mut self, distance: u32) {
737        let _ = distance;
738    }
739
740    /// Set the live shadow cascade count (1..=4). The cascade-split math + the
741    /// re-render schedule read it each frame and only the first `count` cascades
742    /// are projected, rendered, and sampled (the array capacity stays 4), so a
743    /// change takes effect on the next frame with no resize or rebuild. Default
744    /// no-op: a backend that only reads the count at init keeps the init-time
745    /// value (DirectX / Vulkan today), so the choice persists and takes effect at
746    /// the next launch there.
747    fn set_shadow_cascades(&mut self, count: u32) {
748        let _ = count;
749    }
750
751    /// Update the live scalar sub-tunables of the SSAO / SSR / SSGI / auto-exposure
752    /// passes (radius, intensity, distance, EV bounds, adaptation speed). Unlike
753    /// `apply_quality_settings`, this rebuilds nothing: each backend re-reads these
754    /// values from its stored `*Settings` structs into a per-frame uniform every
755    /// draw, so mutating them takes effect on the next frame with no pipeline /
756    /// target rebuild and no TAA-history reset. Only the fields of a feature that is
757    /// currently on are honoured (its settings are present); a value for an off
758    /// feature is ignored here and applies when the feature next turns on. The
759    /// structural sub-knobs (gather resolution, ray / step counts) are NOT live and
760    /// still ride `apply_quality_settings`. Default no-op: a backend that reads
761    /// these only at init keeps the init-time values (DirectX / Vulkan today), so
762    /// the choice persists and takes effect at the next launch there.
763    fn update_quality_params(&mut self, settings: QualitySettings) {
764        let _ = settings;
765    }
766
767    /// Shared atomic flag the backend polls at frame start to trigger a
768    /// shader rebuild. `Some` only under `cn debug` on backends that ship
769    /// hot-reload (Metal today); `None` on production runs and on backends
770    /// that have not implemented hot-reload yet. The debug server reads this
771    /// to forward `reload-shaders` commands; the filesystem watcher writes
772    /// it directly. Default: `None`.
773    fn shader_reload_flag(&self) -> Option<alloc::sync::Arc<core::sync::atomic::AtomicBool>> {
774        None
775    }
776
777    /// Replace the live colour-grading LUT with a fresh `size³` RGBA8 payload.
778    /// Driven by asset hot-reload (`cn debug` only). Default no-op: backends
779    /// that have not implemented the swap leave the LUT bound at whatever
780    /// payload was uploaded at init.
781    fn update_color_lut(&mut self, size: u32, data: &[u8]) -> Result<(), String> {
782        let _ = (size, data);
783        Ok(())
784    }
785
786    /// `(vertex_count, index_count)` for the static draw at `draw_idx`, or
787    /// `None` when the index is out of range / the backend does not expose
788    /// the field. Used by asset hot-reload to detect size-changing
789    /// reloads before attempting [`Self::update_mesh_geometry`], which
790    /// rejects size mismatches. Default returns `None`; backends that
791    /// implement the rebuild path also override this.
792    fn draw_geometry_size(&self, draw_idx: usize) -> Option<(usize, usize)> {
793        let _ = draw_idx;
794        None
795    }
796
797    /// Per-LOD-alternate index counts for the static draw at `draw_idx`,
798    /// ordered from LOD1 upward (LOD0 is reported by
799    /// [`Self::draw_geometry_size`]). Returns `None` when the index is out of
800    /// range or the backend does not expose its LOD layout. Used by asset
801    /// hot-reload alongside [`Self::draw_geometry_size`] to detect
802    /// size-changing reloads: a `.glb` that re-exports with a different LOD
803    /// breakdown queues the entry for [`Self::rebuild_static_geometry`]
804    /// instead of [`Self::update_mesh_geometry`]'s in-place write.
805    fn draw_lod_index_counts(&self, draw_idx: usize) -> Option<Vec<usize>> {
806        let _ = draw_idx;
807        None
808    }
809
810    /// Rebuild the shared static-mesh vertex + index buffers, replacing the
811    /// geometry of each `DrawGeometryUpdate.draw_idx` with the new
812    /// vertices / indices / LOD alternates. Draws not named in `changes`
813    /// keep their current geometry, copied byte-for-byte from the live
814    /// buffers. The slot's `vertex_count`, `index_count`, and
815    /// `lod_alternates` index offsets are rewritten as the new buffers are
816    /// laid out. Driven by asset hot-reload (`cn debug` only) when a
817    /// size-changing `.glb` re-export means the existing
818    /// [`Self::update_mesh_geometry`] in-place write no longer fits.
819    /// `wait_idle` first; the rebuild swaps the GPU buffers wholesale.
820    /// Default no-op: backends that have not implemented the rebuild
821    /// return `Ok(())` and the size-changing reload is logged + skipped at
822    /// the caller (the existing in-place path already errored on size
823    /// mismatch).
824    fn rebuild_static_geometry(&mut self, changes: Vec<DrawGeometryUpdate>) -> RenderResult<()> {
825        let _ = changes;
826        Ok(())
827    }
828
829    /// Replace a `SkinnedMesh` draw slot's vertex + index data in place.
830    /// Driven by asset hot-reload (`cn debug` only). Reuses the slot's
831    /// existing vertex region + index region in the shared skinned vertex /
832    /// index buffers (created once by [`Self::upload_skinned`]), so the new
833    /// geometry must match the slot's init-time vertex count + index count
834    /// and the new skeleton must keep the same joint count; pipelines stay
835    /// untouched, only the bytes change. `vertex_base` is the init-time
836    /// vertex offset (in vertex units) into the shared buffer; indices are
837    /// rebased onto it before writing. Default no-op.
838    fn update_skinned_mesh_geometry(
839        &mut self,
840        skinned_index: usize,
841        vertex_base: u32,
842        verts: &[SkinnedVertex],
843        idxs: &[u16],
844    ) -> Result<(), String> {
845        let _ = (skinned_index, vertex_base, verts, idxs);
846        Ok(())
847    }
848
849    /// Rebuild the shared skinned-mesh vertex + index buffers, replacing the
850    /// geometry of each `SkinnedDrawGeometryUpdate.skinned_index` with the
851    /// new vertices / indices. Slots not named in `changes` keep their
852    /// current geometry, copied byte-for-byte from the live buffers and
853    /// re-based onto the new vertex region they land in. Returns the
854    /// post-rebuild layout (one [`SkinnedSlotLayout`] per slot, in
855    /// `skinned_index` order) so the caller can refresh its source-map
856    /// `vertex_base` / `vertex_count` / `index_count` to point at the new
857    /// regions. Driven by asset hot-reload (`cn debug` only) when a
858    /// size-changing `.glb` re-export means the existing
859    /// [`Self::update_skinned_mesh_geometry`] in-place write no longer fits.
860    /// The backend `wait_idle`s first; the rebuild swaps the GPU buffers
861    /// wholesale. The skinned pipelines, shadow + velocity + SSAO + SSR
862    /// variants, and `skinned_draw_objects` slot metadata
863    /// (`texture_slot` / `normal_map_slot` / `material` / `joint_count`)
864    /// all stay untouched; only the `index_offset` / `index_count` on each
865    /// `SkinnedDrawObject` (and the buffers themselves) move. Default no-op
866    /// (returns an empty layout vec): backends that have not implemented
867    /// the rebuild leave the size-changing reload as logged + skipped at
868    /// the caller, the same behaviour as before, since the in-place path
869    /// already errored on size mismatch.
870    fn rebuild_skinned_geometry(
871        &mut self,
872        changes: Vec<SkinnedDrawGeometryUpdate>,
873    ) -> Result<Vec<SkinnedSlotLayout>, String> {
874        let _ = changes;
875        Ok(Vec::new())
876    }
877
878    /// Update a skinned slot's joint count and resize the backend's per-slot
879    /// joint-matrix buffers to match. Driven by asset hot-reload (`cn debug`
880    /// only) when a re-imported `.glb`'s skeleton has a different joint
881    /// count than the slot was initialised with. Shrinking truncates the
882    /// per-slot Vec; growing seeds the new entries to identity so the slot
883    /// renders undeformed on the next `update_skinned_pose`. The skinned
884    /// shaders consume the joints buffer through a pointer (not a fixed-
885    /// size array) and use vertex-attribute-encoded joint indices, so no
886    /// pipeline or shader rebuild is required for a joint-count change;
887    /// only the CPU-side per-slot buffer and `SkinnedDrawObject.joint_count`
888    /// change. Default no-op: backends that have not implemented the resize
889    /// leave the skeleton-shape change logged + skipped at the caller.
890    fn update_skinned_skeleton(
891        &mut self,
892        skinned_index: usize,
893        new_joint_count: usize,
894    ) -> Result<(), String> {
895        let _ = (skinned_index, new_joint_count);
896        Ok(())
897    }
898
899    /// Replace a `Mesh` draw slot's vertex + index data in place. Driven by
900    /// asset hot-reload (`cn debug` only). Reuses the slot's existing offset
901    /// in the shared vertex / index buffers, so the new geometry must match
902    /// the slot's init-time vertex count + index count; a size-changing
903    /// reload returns an error so the caller can queue
904    /// [`Self::rebuild_static_geometry`] instead, which repacks the shared
905    /// buffers. Each entry in
906    /// `lod_alternates` (`(switch_distance, mesh-relative indices)`) is
907    /// written to the matching slot's pre-allocated LOD index region; the
908    /// number of LODs and each LOD's index count must match the slot's
909    /// init-time layout, otherwise the call returns an error so the caller
910    /// can queue [`Self::rebuild_static_geometry`]. `switch_distance` is
911    /// re-stored per LOD so a JSON-side tweak to `lod_distances` propagates
912    /// without a process restart. Default no-op.
913    fn update_mesh_geometry(
914        &mut self,
915        draw_idx: usize,
916        verts: &[Vertex],
917        idxs: &[u16],
918        lod_alternates: &[(f32, Vec<u16>)],
919    ) -> Result<(), String> {
920        let _ = (draw_idx, verts, idxs, lod_alternates);
921        Ok(())
922    }
923
924    /// Replace the live IBL environment map with a freshly precomputed payload.
925    /// `payload` is the serialised byte format emitted by
926    /// `concinnity_core::build::environment_map::compile_environment_map_payload`
927    /// (header + irradiance cube + prefilter mip chain), so init and hot-reload
928    /// share a single byte format. Driven by asset hot-reload (`cn debug`
929    /// only). Default no-op: backends that have not implemented the swap leave
930    /// the IBL cubes bound at whatever payload was uploaded at init.
931    fn update_environment_map(&mut self, payload: &[u8]) -> RenderResult<()> {
932        let _ = payload;
933        Ok(())
934    }
935
936    /// Replace the live volumetric-fog settings, or disable the fog pass when
937    /// `None`. Driven by world.jsonl hot-reload (`cn debug` only). Default
938    /// no-op: backends that have not implemented the swap leave the fog pass
939    /// at whatever settings were resolved at init.
940    ///
941    /// A backend that built its fog pipeline lazily based on the world's
942    /// init-time `VolumetricFog` cannot enable the pass via this call when
943    /// the world started with no fog declared; re-enabling fog on a world
944    /// that did not declare it at startup requires a relaunch.
945    fn update_fog_settings(&mut self, settings: Option<FogSettings>) {
946        let _ = settings;
947    }
948
949    /// Capture the last presented frame to a PNG at `path` and return the saved
950    /// path. Driven by the `cn debug` WS `screenshot` command for headless
951    /// on-GPU render verification. Default `Err`: a backend without a capture
952    /// path reports it unsupported (all current backends override this).
953    fn screenshot(&mut self, path: &str) -> Result<String, String> {
954        let _ = path;
955        Err("screenshot capture not supported on this backend".to_string())
956    }
957
958    /// Instantiate a runtime copy of an existing draw object at a new transform:
959    /// re-use the source slot's geometry region (`vertex_offset` / `vertex_count`
960    /// / `index_offset` / `index_count` / `base_vertex` / `lod_alternates`) and
961    /// copy its texture slots, material, and cull distance, swapping only the
962    /// model matrix. The new slot reuses one freed by `retire_draw_object` before
963    /// growing the draw-object vec. The destination slot comes from the
964    /// engine's draw-slot allocator: `Reuse` overwrites a vacated entry,
965    /// `Append` grows the vec (the index always equals the current length,
966    /// which implementations debug-assert). Driven by runtime entity spawn
967    /// (`SpawnRequest`). The copy is non-cullable (sentinel AABB) and drawn
968    /// every frame, since the init-time BVH cannot refit to admit a slot added
969    /// at runtime; moving copies (the common case) opt out of the static BVH
970    /// exactly like streamed chunks and held items. Default no-op (returns
971    /// `Err`): backends without an implementation leave the spawn path
972    /// logged + skipped at the caller.
973    fn clone_static_draw_object(
974        &mut self,
975        src_draw_idx: usize,
976        model: [[f32; 4]; 4],
977        dst: crate::draw_slot::SlotAlloc,
978    ) -> Result<(), String> {
979        let _ = (src_draw_idx, model, dst);
980        Err("clone_static_draw_object: not implemented on this backend".to_string())
981    }
982
983    /// Rewrite a draw slot's material parameters + texture/normal-map pool
984    /// indices in place. Driven by the editor's live draw seam when a Prop edits
985    /// its `material` arg. Default no-op; a backend that implements it reports
986    /// [`DeviceCapabilities::rewrites_draws`], which is what the caller gates on
987    /// rather than pushing an edit that would not land.
988    fn set_draw_material(
989        &mut self,
990        draw_idx: usize,
991        material: MaterialUniforms,
992        texture_slot: usize,
993        normal_map_slot: usize,
994    ) {
995        let _ = (draw_idx, material, texture_slot, normal_map_slot);
996    }
997
998    /// Rewrite a draw slot's `cull_distance` in place. Driven by the editor's
999    /// live draw seam when a Prop edits its `cull_distance` arg. Default no-op,
1000    /// gated by the same [`DeviceCapabilities::rewrites_draws`] flag.
1001    fn set_draw_cull_distance(&mut self, draw_idx: usize, cull_distance: f32) {
1002        let _ = (draw_idx, cull_distance);
1003    }
1004
1005    /// Append a projected-decal record at runtime, returning a stable slot
1006    /// index the caller hands to [`Self::remove_decal`] later. Lets a
1007    /// gameplay system stamp bullet holes, footprints, or other ad-hoc
1008    /// decals after the world has built. Backends that have not implemented
1009    /// the runtime path return `Err`; the caller logs and drops the request.
1010    fn add_decal(&mut self, record: crate::decal::DecalRecord) -> Result<usize, String> {
1011        let _ = record;
1012        Err("add_decal: not implemented on this backend".to_string())
1013    }
1014
1015    /// Tombstone a runtime decal slot. The id returned by
1016    /// [`Self::add_decal`] becomes invalid; the next add may reuse it.
1017    /// Default no-op-with-Err: backends without a runtime path leave the
1018    /// remove logged + skipped at the caller.
1019    fn remove_decal(&mut self, decal_id: usize) -> Result<(), String> {
1020        let _ = decal_id;
1021        Err("remove_decal: not implemented on this backend".to_string())
1022    }
1023
1024    /// Append a particle-emitter record at runtime, returning a stable slot
1025    /// index. The backend allocates the per-emitter GPU pool + atomic
1026    /// spawn counter (matching the init-time path) so the compute kernel
1027    /// can begin ticking on the next frame. Default no-op-with-Err.
1028    fn add_emitter(
1029        &mut self,
1030        record: crate::particles::ParticleEmitterRecord,
1031    ) -> Result<usize, String> {
1032        let _ = record;
1033        Err("add_emitter: not implemented on this backend".to_string())
1034    }
1035
1036    /// Tombstone a runtime emitter slot and release its GPU pool +
1037    /// counter buffers (the GPU keeps them alive via its own refcount
1038    /// until any in-flight command buffer that referenced them completes).
1039    /// Default no-op-with-Err.
1040    fn remove_emitter(&mut self, emitter_id: usize) -> Result<(), String> {
1041        let _ = emitter_id;
1042        Err("remove_emitter: not implemented on this backend".to_string())
1043    }
1044
1045    /// Rebuild the live main / instanced / shadow render pipelines from
1046    /// freshly compiled world-loaded shader stage bytes. Driven by asset
1047    /// hot-reload (`cn debug` only) when one of the captured `Shader`
1048    /// source files is saved or a debug-WS `reload-assets` command fires.
1049    /// Each `Some(bytes)` replaces the matching live pipeline (and any
1050    /// dependent state: bindless-texture argument encoder, cull pipeline,
1051    /// instanced variant, shadow variant); `None` leaves the pipeline
1052    /// untouched (e.g. a world without an instanced shader passes `None`
1053    /// for the instanced slot). The backend should build every replacement
1054    /// into a temporary first and only swap when every build succeeds;
1055    /// mirrors the safety pattern in the Metal backend's `hot_reload` so a
1056    /// compile error never overwrites a live pipeline with a half-built
1057    /// replacement. Default no-op (returns `Err`): backends without an
1058    /// implementation leave the world-loaded shader reload logged + skipped
1059    /// at the caller.
1060    ///
1061    /// Skinned-mesh variants are out of scope here: their pipelines depend
1062    /// on the world's `SkinnedMesh`-injected library bytes that
1063    /// [`Self::upload_skinned`] consumes and drops.
1064    fn update_world_shader_pipelines(
1065        &mut self,
1066        vert_bytes: Option<&[u8]>,
1067        frag_bytes: Option<&[u8]>,
1068        shadow_bytes: Option<&[u8]>,
1069        vert_instanced_bytes: Option<&[u8]>,
1070    ) -> Result<(), String> {
1071        let _ = (vert_bytes, frag_bytes, shadow_bytes, vert_instanced_bytes);
1072        Err("update_world_shader_pipelines: not implemented on this backend".to_string())
1073    }
1074
1075    /// Build the render pipeline for one shader bucket from its compiled stage
1076    /// bytes, making draws that carry that bucket renderable. Called by the
1077    /// streaming pump when a scene that exclusively owns the bucket's `Shader`
1078    /// pins: init skipped the build, so this is where the cost lands (behind
1079    /// the loading screen, since the bucket counts as scene-resident content).
1080    /// Bucket 0 is the world default program and is never installed this way.
1081    ///
1082    /// Default no-op-with-Ok: a backend that renders every draw with the world
1083    /// default program has no per-bucket pipeline to build, and the bucket is
1084    /// resident as far as scene loading is concerned.
1085    fn install_world_shader(&mut self, bucket: u32, shader: ShaderBytes<'_>) -> RenderResult<()> {
1086        let _ = (bucket, shader);
1087        Ok(())
1088    }
1089
1090    /// Release one shader bucket's render pipeline, undoing
1091    /// [`Self::install_world_shader`]. Called when the owning scene unpins;
1092    /// draws carrying the bucket stop rendering until it is installed again.
1093    /// Default no-op, for the same reason as above.
1094    fn evict_world_shader(&mut self, bucket: u32) {
1095        let _ = bucket;
1096    }
1097
1098    /// The swapchain-level configuration this live backend can hot-swap a world
1099    /// onto, or `None` when the backend cannot reload a world in place (it must
1100    /// be fully rebuilt instead). Read by GraphicsSystem when a transplanted
1101    /// backend is handed a new world (the `cn editor` live SAVE): the swap reuses
1102    /// the backend via [`Self::reload_world`] only when this equals the new
1103    /// world's `BackendInit::swapchain_config`; a `None` or a mismatch routes to a
1104    /// full rebuild (recreating the window). Default `None`: DirectX / Vulkan
1105    /// (and any backend without a real `reload_world`) always rebuild.
1106    fn hot_swap_config(&self) -> Option<SwapchainConfig> {
1107        None
1108    }
1109
1110    /// Re-upload a new world's GPU content onto this already-constructed backend,
1111    /// reusing the live device + window + swapchain instead of building a new one.
1112    /// Driven by the `cn editor` live SAVE: after a structural edit recompiles the
1113    /// blobs, GraphicsSystem transplants the running backend into the rebuilt
1114    /// world and calls this so the edit applies without recreating the OS window
1115    /// or re-initialising the GPU device. The backend waits for the GPU to idle,
1116    /// drops the old world's content resources, and rebuilds them from `init` on
1117    /// the retained hardware. Only ever called when [`Self::hot_swap_config`]
1118    /// reported a config matching `init.swapchain_config()`, so the swapchain
1119    /// (pixel format / frames-in-flight / EDR) is guaranteed unchanged. Default
1120    /// `Err`/unsupported: DirectX / Vulkan fall back to a full rebuild (no
1121    /// regression; a real implementation is Windows-pending like the rest).
1122    fn reload_world(&mut self, init: BackendInit<'_>) -> RenderResult<()> {
1123        let _ = init;
1124        Err(RenderError::Other(
1125            "reload_world: not supported on this backend".to_string(),
1126        ))
1127    }
1128}
1129
1130// A do-nothing backend used to exercise the trait's provided (default) method
1131// bodies without a GPU: the smallest valid bodies for the required methods,
1132// no defaults overridden. Shared by this module's tests and the ops tests.
1133#[cfg(test)]
1134pub(crate) mod test_stub {
1135    use super::*;
1136
1137    pub(crate) struct StubBackend;
1138
1139    impl SceneControl for StubBackend {
1140        fn update_visibility(&mut self, _draw_idx: usize, _visible: bool) {}
1141        fn set_fade(&mut self, _fade: f32) {}
1142    }
1143
1144    impl RenderBackend for StubBackend {
1145        fn window_closed(&mut self) -> bool {
1146            false
1147        }
1148        fn capture_cursor(&mut self) {}
1149        fn take_input(&mut self) -> RenderInput {
1150            RenderInput::default()
1151        }
1152        fn wait_idle(&self) {}
1153        fn draw_frame(&mut self, _params: FrameParams<'_>) -> RenderResult<()> {
1154            Ok(())
1155        }
1156        fn update_view(&mut self, _matrix: [[f32; 4]; 4]) {}
1157        fn update_models(&mut self, _updates: &[(u32, [[f32; 4]; 4])]) {}
1158        fn retire_draw_object(&mut self, _draw_idx: usize) {}
1159        fn upload_skinned(
1160            &mut self,
1161            _vertices: &[SkinnedVertex],
1162            _indices: &[u32],
1163            _draw_objects: Vec<SkinnedDrawObject>,
1164            _vert_bytes: &[u8],
1165            _frag_bytes: &[u8],
1166            _shadow_bytes: &[u8],
1167        ) -> RenderResult<()> {
1168            Ok(())
1169        }
1170        fn update_skinned_pose(&mut self, _skinned_index: usize, _matrices: &[[[f32; 4]; 4]]) {}
1171        fn evict_texture_slot(&mut self, _slot: usize) -> Result<(), String> {
1172            Ok(())
1173        }
1174        fn update_texture_slot(
1175            &mut self,
1176            _slot: usize,
1177            _image: &crate::build::texture::TextureImage,
1178        ) -> RenderResult<()> {
1179            Ok(())
1180        }
1181        fn evict_mesh(&mut self, _draw_idx: usize, _retire_frame: u64) -> Result<(), String> {
1182            Ok(())
1183        }
1184        fn upload_mesh(
1185            &mut self,
1186            _draw_idx: usize,
1187            _verts: &[Vertex],
1188            _idxs: &[u16],
1189            _frame: u64,
1190        ) -> RenderResult<()> {
1191            Ok(())
1192        }
1193        fn setup_chunk_streaming(
1194            &mut self,
1195            _chunk_vtx_bytes: usize,
1196            _chunk_idx_bytes: usize,
1197            _texture_slot: usize,
1198            _normal_map_slot: usize,
1199        ) -> RenderResult<()> {
1200            Ok(())
1201        }
1202        fn add_chunk_mesh(
1203            &mut self,
1204            _mesh: ChunkMesh<'_>,
1205            _dst: crate::draw_slot::SlotAlloc,
1206        ) -> RenderResult<()> {
1207            Ok(())
1208        }
1209        fn remove_chunk_mesh(
1210            &mut self,
1211            _draw_idx: usize,
1212            _retire_frame: u64,
1213        ) -> Result<(), String> {
1214            Ok(())
1215        }
1216        fn set_chunk_model(
1217            &mut self,
1218            _draw_idx: usize,
1219            _model: [[f32; 4]; 4],
1220        ) -> Result<(), String> {
1221            Ok(())
1222        }
1223    }
1224}
1225
1226#[cfg(test)]
1227mod tests {
1228    use super::*;
1229
1230    use alloc::vec;
1231    const GB: u64 = 1 << 30;
1232
1233    fn input(
1234        vendor: GpuVendor,
1235        memory_budget_bytes: u64,
1236        discrete: bool,
1237        apple_family: u8,
1238    ) -> GpuClassInput {
1239        GpuClassInput {
1240            vendor,
1241            memory_budget_bytes,
1242            discrete,
1243            apple_family,
1244        }
1245    }
1246
1247    #[test]
1248    fn unknown_profile_is_the_conservative_default() {
1249        // The opposite default from capabilities: quality auto-config fails safe.
1250        let p = GpuProfile::default();
1251        assert_eq!(p.tier, GpuTier::Unknown);
1252        assert_eq!(p.vendor, GpuVendor::Other);
1253        assert_eq!(p.memory_budget_bytes, 0);
1254        // Unknown sorts below every real tier, so a `>=` resolver treats it as
1255        // the floor.
1256        assert!(GpuTier::Unknown < GpuTier::Integrated);
1257        assert!(GpuTier::Integrated < GpuTier::EntryDiscrete);
1258        assert!(GpuTier::EntryDiscrete < GpuTier::MidDiscrete);
1259        assert!(GpuTier::MidDiscrete < GpuTier::HighDiscrete);
1260    }
1261
1262    #[test]
1263    fn apple_family_reads_the_generation_out_of_the_device_name() {
1264        // The names MoltenVK reports, mapped onto Metal's family ranks.
1265        assert_eq!(apple_family_from_device_name("Apple M1"), 7);
1266        assert_eq!(apple_family_from_device_name("Apple M2 Max"), 8);
1267        assert_eq!(apple_family_from_device_name("Apple M3 Pro"), 9);
1268        assert_eq!(apple_family_from_device_name("Apple M4 Ultra"), 10);
1269        // A generation past what Metal's SDK names yet still ranks above M3, so
1270        // a newer Mac is not demoted.
1271        assert!(apple_family_from_device_name("Apple M9") > 9);
1272    }
1273
1274    #[test]
1275    fn non_apple_device_names_report_no_family() {
1276        for name in [
1277            "NVIDIA GeForce RTX 4090",
1278            "AMD Radeon RX 7900 XTX",
1279            "Intel(R) Arc(tm) A770",
1280            // Apple's own non-M naming, and a truncated / malformed report.
1281            "Apple A17 Pro",
1282            "Apple M",
1283            "Apple MX",
1284            "",
1285        ] {
1286            assert_eq!(apple_family_from_device_name(name), 0, "{name}");
1287        }
1288    }
1289
1290    #[test]
1291    fn apple_family_from_a_name_reaches_the_same_tier_metal_does() {
1292        // The whole point of the name probe: a MoltenVK build must land on the
1293        // tier the Metal backend reports for the same silicon, not on the
1294        // integrated floor a zero family falls through to.
1295        let family = apple_family_from_device_name("Apple M2 Max");
1296        assert_eq!(
1297            classify_tier(&input(GpuVendor::Apple, 32 * GB, false, family)),
1298            GpuTier::MidDiscrete
1299        );
1300        assert_eq!(
1301            classify_tier(&input(GpuVendor::Apple, 32 * GB, false, 0)),
1302            GpuTier::Integrated
1303        );
1304    }
1305
1306    #[test]
1307    fn apple_silicon_classifies_by_generation() {
1308        // Unified memory is large on Apple silicon, but the family generation
1309        // (not the working-set) decides the tier, so the huge shared budget does
1310        // not read as a high-VRAM discrete card.
1311        assert_eq!(
1312            classify_tier(&input(GpuVendor::Apple, 16 * GB, false, 7)),
1313            GpuTier::EntryDiscrete // M1
1314        );
1315        assert_eq!(
1316            classify_tier(&input(GpuVendor::Apple, 24 * GB, false, 8)),
1317            GpuTier::MidDiscrete // M2
1318        );
1319        assert_eq!(
1320            classify_tier(&input(GpuVendor::Apple, 48 * GB, false, 9)),
1321            GpuTier::HighDiscrete // M3
1322        );
1323        assert_eq!(
1324            classify_tier(&input(GpuVendor::Apple, 64 * GB, false, 10)),
1325            GpuTier::HighDiscrete // M4 and newer cap at high
1326        );
1327    }
1328
1329    #[test]
1330    fn discrete_gpu_classifies_by_vram() {
1331        // An Intel-Mac AMD dGPU or a PC discrete card: vendor is not Apple and
1332        // there is no Apple family, so VRAM buckets the tier.
1333        assert_eq!(
1334            classify_tier(&input(GpuVendor::Nvidia, 24 * GB, true, 0)),
1335            GpuTier::HighDiscrete
1336        );
1337        assert_eq!(
1338            classify_tier(&input(GpuVendor::Amd, 8 * GB, true, 0)),
1339            GpuTier::MidDiscrete
1340        );
1341        assert_eq!(
1342            classify_tier(&input(GpuVendor::Nvidia, 4 * GB, true, 0)),
1343            GpuTier::EntryDiscrete
1344        );
1345        // A discrete card that reports no memory budget is left Unknown rather
1346        // than guessed high.
1347        assert_eq!(
1348            classify_tier(&input(GpuVendor::Amd, 0, true, 0)),
1349            GpuTier::Unknown
1350        );
1351    }
1352
1353    #[test]
1354    fn integrated_gpu_is_the_lowest_tier() {
1355        // Non-Apple integrated part: no dedicated memory, not unified, no Apple
1356        // family.
1357        assert_eq!(
1358            classify_tier(&input(GpuVendor::Intel, 0, false, 0)),
1359            GpuTier::Integrated
1360        );
1361    }
1362
1363    #[test]
1364    fn vram_bucket_boundaries() {
1365        // Boundaries are inclusive lower bounds (>= 12 GB high, >= 6 GB mid).
1366        assert_eq!(
1367            classify_tier(&input(GpuVendor::Nvidia, 12 * GB, true, 0)),
1368            GpuTier::HighDiscrete
1369        );
1370        assert_eq!(
1371            classify_tier(&input(GpuVendor::Nvidia, 12 * GB - 1, true, 0)),
1372            GpuTier::MidDiscrete
1373        );
1374        assert_eq!(
1375            classify_tier(&input(GpuVendor::Nvidia, 6 * GB, true, 0)),
1376            GpuTier::MidDiscrete
1377        );
1378        assert_eq!(
1379            classify_tier(&input(GpuVendor::Nvidia, 6 * GB - 1, true, 0)),
1380            GpuTier::EntryDiscrete
1381        );
1382    }
1383
1384    pub(crate) use super::test_stub::StubBackend;
1385
1386    const IDENTITY: [[f32; 4]; 4] = [
1387        [1.0, 0.0, 0.0, 0.0],
1388        [0.0, 1.0, 0.0, 0.0],
1389        [0.0, 0.0, 1.0, 0.0],
1390        [0.0, 0.0, 0.0, 1.0],
1391    ];
1392
1393    // Minimal QualitySettings with every feature off, so no *Settings sub-type
1394    // needs constructing.
1395    fn stub_quality() -> QualitySettings {
1396        QualitySettings {
1397            taa: false,
1398            ssao: None,
1399            ssr: None,
1400            rt_reflections: None,
1401            ssgi: None,
1402            reflection_blur_scale: 1,
1403            auto_exposure: None,
1404            auto_exposure_bias_ev: 0.0,
1405        }
1406    }
1407
1408    #[test]
1409    fn default_query_methods_report_conservative_values() {
1410        let backend = StubBackend;
1411        // Capabilities fail open: a backend that does not report keeps every
1412        // toggle live.
1413        assert!(backend.capabilities().ray_tracing);
1414        // Quality auto-config fails safe: the unknown/conservative profile.
1415        assert_eq!(backend.gpu_profile().tier, GpuTier::Unknown);
1416        assert_eq!(backend.gpu_profile().vendor, GpuVendor::Other);
1417        assert_eq!(backend.gpu_profile().memory_budget_bytes, 0);
1418        // Diagnostics a backend may leave to the default: zeroed here.
1419        assert_eq!(backend.logical_size(), (0.0, 0.0));
1420        assert_eq!(backend.render_stats(), RenderStats::default());
1421        // No window-bounds tracking: the in-engine cursor always draws.
1422        assert!(!backend.cursor_outside_window());
1423        // No display enumeration and no hot-reload flag wired.
1424        assert!(backend.display_modes().is_empty());
1425        assert!(backend.current_display_mode().is_none());
1426        assert!(backend.shader_reload_flag().is_none());
1427        // Not hot-swap-capable: a live world reload routes to a full rebuild.
1428        assert!(backend.hot_swap_config().is_none());
1429        // No geometry-size introspection for the reload size check.
1430        assert!(backend.draw_geometry_size(0).is_none());
1431        assert!(backend.draw_lod_index_counts(0).is_none());
1432    }
1433
1434    #[test]
1435    fn default_mutators_are_noops_and_fallible_hooks_report_defaults() {
1436        let mut backend = StubBackend;
1437
1438        // Runtime skinned-spawn fallbacks: nothing to reveal or hide.
1439        backend.reveal_skinned_instance(0, IDENTITY);
1440        backend.retire_skinned_draw_object(0);
1441        backend.update_skinned_models(&[(0, IDENTITY)]);
1442
1443        // Streaming + cursor + capture no-ops.
1444        backend.seed_mesh_streaming(0, 0, 0, 0);
1445        backend.set_ui_cursor_hidden(true);
1446        backend.set_menu_mode(true);
1447        backend.set_camera_capture(true);
1448        backend.set_reflection_probes(&[]);
1449
1450        // Presentation + window no-ops.
1451        backend.set_vsync(true);
1452        backend.set_window_mode(crate::components::WindowMode::Fullscreen);
1453        backend.set_window_size(1280, 720);
1454        backend.set_display_mode(crate::display_mode::DisplayMode {
1455            width: 1920,
1456            height: 1080,
1457            refresh_hz: 60,
1458        });
1459
1460        // Live look + input tunable no-ops.
1461        backend.update_post_process(PostProcessTunables::DEFAULT);
1462        backend.set_ambient_intensity(1.0);
1463        backend.set_keymap(&KeyMap::default());
1464        backend.apply_quality_settings(stub_quality());
1465        backend.update_quality_params(stub_quality());
1466        backend.set_shadow_update(crate::components::ShadowUpdate::EveryFrame);
1467        backend.set_shadow_distance(200);
1468        backend.set_shadow_cascades(3);
1469        backend.update_fog_settings(None);
1470        backend.update_directional_lights(&[]);
1471        backend.set_draw_material(0, MaterialUniforms::DEFAULT, 0, 0);
1472        backend.set_draw_cull_distance(0, 50.0);
1473
1474        // Fallible hot-reload hooks that succeed by default (no-op Ok).
1475        assert!(backend.update_color_lut(2, &[0u8; 32]).is_ok());
1476        assert!(backend.rebuild_static_geometry(vec![]).is_ok());
1477        assert!(backend.update_skinned_mesh_geometry(0, 0, &[], &[]).is_ok());
1478        assert!(backend.rebuild_skinned_geometry(vec![]).unwrap().is_empty());
1479        assert!(backend.update_skinned_skeleton(0, 0).is_ok());
1480        assert!(backend.update_mesh_geometry(0, &[], &[], &[]).is_ok());
1481        assert!(backend.update_environment_map(&[]).is_ok());
1482
1483        // Fallible hooks a bare backend does not implement: they report Err.
1484        assert!(backend.screenshot("unused.png").is_err());
1485        assert!(
1486            backend
1487                .clone_static_draw_object(0, IDENTITY, crate::draw_slot::SlotAlloc::Append(0))
1488                .is_err()
1489        );
1490        assert!(backend.add_decal(stub_decal()).is_err());
1491        assert!(backend.remove_decal(0).is_err());
1492        assert!(backend.add_emitter(stub_emitter()).is_err());
1493        assert!(backend.remove_emitter(0).is_err());
1494        assert!(
1495            backend
1496                .update_world_shader_pipelines(None, None, None, None)
1497                .is_err()
1498        );
1499    }
1500
1501    // A minimal empty-world BackendInit borrowing `window`, for exercising the
1502    // default `reload_world`. Empty slices are `'static`; the only real borrow
1503    // is the window args.
1504    fn empty_backend_init(window: &crate::components::Window) -> BackendInit<'_> {
1505        use crate::backend_init::{
1506            MediaPayloads, PostSettings, SceneData, ShaderBytes, ShadowParams, WorldFx,
1507        };
1508        BackendInit {
1509            window,
1510            validation: false,
1511            frames_in_flight: 2,
1512            vsync: false,
1513            clear_color: [0.0; 4],
1514            hot_reload: false,
1515            capture: false,
1516            scene: SceneData {
1517                vertices: &[],
1518                indices: &[],
1519                draw_objects: Vec::new(),
1520                instanced_clusters: Vec::new(),
1521                n_skinned: 0,
1522                n_chunk_max: 0,
1523            },
1524            shaders: vec![ShaderBytes {
1525                vert: &[],
1526                frag: &[],
1527                shadow: &[],
1528                vert_instanced: &[],
1529                deferred: false,
1530            }],
1531            media: MediaPayloads {
1532                textures: &[],
1533                text_atlases: Vec::new(),
1534                env_map_bytes: None,
1535                color_lut_bytes: None,
1536            },
1537            light_uniforms: crate::render_types::LightUniforms::DEFAULT,
1538            local_lights: Vec::new(),
1539            spot_shadows: Vec::new(),
1540            area_lights: Vec::new(),
1541            shadows: ShadowParams {
1542                map_size: 0,
1543                update: crate::components::ShadowUpdate::default(),
1544                distance: 0,
1545                cascades: 1,
1546            },
1547            anisotropy: 1,
1548            planar_planes: 0,
1549            post: PostSettings {
1550                post_process: PostProcessTunables::DEFAULT,
1551                taa_enabled: false,
1552                ssao: None,
1553                ssr: None,
1554                ssgi: None,
1555                rt_reflections: None,
1556                rt_dynamic: crate::rt_geom::RtDynamicMode::Auto,
1557                rt_skinned_geometry: true,
1558                reflection_blur_scale: 1,
1559                auto_exposure: None,
1560                auto_exposure_bias_ev: 0.0,
1561                hdr_display: false,
1562                hdr_pq: false,
1563                temporal_upscaling: false,
1564                upscale_scale: 1.0,
1565                upscale_backend: crate::components::UpscalerBackend::Auto,
1566                occlusion_two_pass: false,
1567            },
1568            fx: WorldFx {
1569                decals: Vec::new(),
1570                particles: Vec::new(),
1571                fog: None,
1572                water_surfaces: Vec::new(),
1573                glass_panels: Vec::new(),
1574                sdf_volumes: Vec::new(),
1575            },
1576            requirements: Default::default(),
1577        }
1578    }
1579
1580    #[test]
1581    fn default_reload_world_is_unsupported() {
1582        // A backend without a real reload path reports the swap unsupported, so
1583        // the caller falls back to a full rebuild.
1584        let mut backend = StubBackend;
1585        let window = crate::components::Window::default();
1586        assert!(backend.reload_world(empty_backend_init(&window)).is_err());
1587    }
1588
1589    fn stub_decal() -> crate::decal::DecalRecord {
1590        crate::decal::DecalRecord {
1591            model: IDENTITY,
1592            inv_model: IDENTITY,
1593            texture_slot: 0,
1594            tint: [1.0; 4],
1595        }
1596    }
1597
1598    fn stub_emitter() -> crate::particles::ParticleEmitterRecord {
1599        crate::particles::ParticleEmitterRecord {
1600            texture_slot: 0,
1601            position: [0.0; 3],
1602            direction: [0.0, 1.0, 0.0],
1603            spread_cos: 1.0,
1604            speed_min: 0.0,
1605            speed_max: 1.0,
1606            lifetime_min: 0.0,
1607            lifetime_max: 1.0,
1608            gravity: [0.0, -9.8, 0.0],
1609            spawn_rate: 1.0,
1610            max_particles: 1,
1611            size_start: 1.0,
1612            size_end: 1.0,
1613            color_start: [1.0; 4],
1614            color_end: [1.0; 4],
1615        }
1616    }
1617}