concinnity-device
GPU backends for the Concinnity engine: the hardware-facing renderers, Metal (macOS), DirectX 12 (Windows), and Vulkan (Windows/Linux), plus the shared native window and input layers.
Exactly one backend compiles per build; the build script resolves the
target (and the optional vulkan feature) into a single backend_* cfg.
The engine drives a backend through the RenderBackend/SceneControl
trait seam defined in concinnity-core's render module, obtained from
init_backend as a Box<dyn RenderBackend>; no consumer names a concrete
context type.
Constraints
- Owns GPU submission and windowing only: no gameplay, ECS runtime, audio, or physics.
- The GPU-free render-prep (culling, draw building) lives in
concinnity-core; this crate consumes its output. - macOS Vulkan runs over the MoltenVK ICD and is a testing path, not a shipping one.
Most users want the concinnity
facade crate rather than this one.