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