gizmo-renderer 0.8.0

A custom ECS and physics engine aimed for realistic simulations.
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
//! Sahne render pipeline'larının kurulumu: layout'lar, shadow kaynakları, core/shadow
//! pipeline'ları ve global bind group'lar. Alt modüllere bölünmüştür; genel API
//! (SceneState, build_scene_pipelines, rebuild_pipelines, load_shader) bu modülden
//! değişmeden yeniden ihraç edilir.

mod layouts;
mod pipelines;
mod shaders;
mod uniforms;

pub use shaders::load_shader;
pub use shaders::load_shader_composed;
#[cfg(target_arch = "wasm32")]
pub use shaders::load_shader_composed_web;

use layouts::{build_layouts, LayoutRefs};
use pipelines::{build_core_pipelines, build_shadow_pipeline};
use uniforms::{build_global_uniforms, build_shadow_resources};

use crate::gpu_types::ShadowVsUniform;
use std::sync::Arc;
use wgpu::util::DeviceExt;

/// Sahne render durumu — pipeline'lar, shadow, skeleton ve global bind group'lar
pub struct SceneState {
    pub render_pipeline: wgpu::RenderPipeline,
    pub render_double_sided_pipeline: wgpu::RenderPipeline,
    pub unlit_pipeline: wgpu::RenderPipeline,
    pub sky_pipeline: wgpu::RenderPipeline,
    pub water_pipeline: wgpu::RenderPipeline,
    pub shadow_pipeline: wgpu::RenderPipeline,
    pub wireframe_pipeline: wgpu::RenderPipeline,
    pub transparent_pipeline: wgpu::RenderPipeline,
    pub grid_pipeline: wgpu::RenderPipeline,
    pub global_uniform_buffer: wgpu::Buffer,
    pub global_bind_group_layout: wgpu::BindGroupLayout,
    pub global_bind_group: wgpu::BindGroup,
    pub shadow_bind_group_layout: wgpu::BindGroupLayout,
    pub shadow_bind_group: wgpu::BindGroup,
    /// Depth `texture_2d_array` (all CSM layers) for comparison sampling in lit shaders.
    pub shadow_texture_view: wgpu::TextureView,
    /// One 2D depth view per cascade for shadow map rendering passes.
    pub shadow_cascade_layer_views: [wgpu::TextureView; 4],
    pub shadow_depth_texture: wgpu::Texture,
    pub point_shadow_depth_texture: wgpu::Texture,
    pub point_shadow_cube_view: wgpu::TextureView,
    pub point_shadow_face_views: [wgpu::TextureView; 6],
    pub shadow_pass_bind_group_layout: wgpu::BindGroupLayout,
    /// One uniform buffer + bind group per CSM cascade (avoids per-pass overwrite races on the queue).
    pub shadow_cascade_uniform_buffers: [wgpu::Buffer; 4],
    pub shadow_pass_bind_groups: [wgpu::BindGroup; 4],
    pub point_shadow_uniform_buffers: [wgpu::Buffer; 6],
    pub point_shadow_pass_bind_groups: [wgpu::BindGroup; 6],
    pub texture_bind_group_layout: wgpu::BindGroupLayout,
    pub skeleton_bind_group_layout: wgpu::BindGroupLayout,
    pub dummy_skeleton_bind_group: Arc<wgpu::BindGroup>,
    pub instance_bind_group_layout: wgpu::BindGroupLayout,
    pub instance_buffer: wgpu::Buffer,
    pub instance_bind_group: wgpu::BindGroup,
    /// Current capacity (number of InstanceRaw items) of `instance_buffer`.
    pub instance_capacity: usize,
}

impl SceneState {
    pub fn ensure_instance_capacity(&mut self, device: &wgpu::Device, needed: usize) -> bool {
        if needed <= self.instance_capacity {
            return false;
        }

        let new_capacity = if self.instance_capacity == 0 {
            needed.max(8_192)
        } else {
            needed.max(self.instance_capacity + self.instance_capacity / 2).max(self.instance_capacity + 4096)
        };
        let new_buffer = device.create_buffer(&wgpu::BufferDescriptor {
            label: Some("Instance Buffer (grown)"),
            size: (new_capacity * std::mem::size_of::<crate::InstanceRaw>()) as u64,
            usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });
        let new_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
            layout: &self.instance_bind_group_layout,
            entries: &[wgpu::BindGroupEntry {
                binding: 0,
                resource: new_buffer.as_entire_binding(),
            }],
            label: Some("instance_bind_group (grown)"),
        });

        self.instance_buffer = new_buffer;
        self.instance_bind_group = new_bind_group;
        self.instance_capacity = new_capacity;
        true
    }
}

// ------------------------------------------------------------------
// ANA YÖNETİCİ METOTLAR
// ------------------------------------------------------------------

pub fn build_scene_pipelines(device: &wgpu::Device) -> SceneState {
    let global_uniform_buffer = build_global_uniforms(device);
    let (
        shadow_depth_texture,
        shadow_texture_view,
        shadow_cascade_layer_views,
        shadow_sampler,
        point_shadow_depth_texture,
        point_shadow_cube_view,
        point_shadow_face_views,
    ) = build_shadow_resources(device);
    let layouts = build_layouts(device);

    let global_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
        layout: &layouts.global,
        entries: &[wgpu::BindGroupEntry {
            binding: 0,
            resource: global_uniform_buffer.as_entire_binding(),
        }],
        label: Some("global_bind_group"),
    });

    let shadow_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
        layout: &layouts.shadow,
        entries: &[
            wgpu::BindGroupEntry {
                binding: 0,
                resource: wgpu::BindingResource::TextureView(&shadow_texture_view),
            },
            wgpu::BindGroupEntry {
                binding: 1,
                resource: wgpu::BindingResource::Sampler(&shadow_sampler),
            },
            wgpu::BindGroupEntry {
                binding: 2,
                resource: wgpu::BindingResource::TextureView(&point_shadow_cube_view),
            },
        ],
        label: Some("shadow_bind_group"),
    });

    let id4 = [
        [1.0f32, 0.0, 0.0, 0.0],
        [0.0, 1.0, 0.0, 0.0],
        [0.0, 0.0, 1.0, 0.0],
        [0.0, 0.0, 0.0, 1.0],
    ];
    let shadow_cascade_uniform_buffers = std::array::from_fn(|i| {
        device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
            label: Some(&format!("Shadow cascade VS uniform {i}")),
            contents: bytemuck::bytes_of(&ShadowVsUniform {
                light_view_proj: id4,
            }),
            usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
        })
    });

    let shadow_pass_bind_groups = std::array::from_fn(|i| {
        device.create_bind_group(&wgpu::BindGroupDescriptor {
            layout: &layouts.shadow_pass,
            entries: &[wgpu::BindGroupEntry {
                binding: 0,
                resource: shadow_cascade_uniform_buffers[i].as_entire_binding(),
            }],
            label: Some(&format!("shadow_pass_bind_group_{i}")),
        })
    });

    let point_shadow_uniform_buffers = std::array::from_fn(|i| {
        device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
            label: Some(&format!("Point shadow VS uniform {i}")),
            contents: bytemuck::bytes_of(&ShadowVsUniform {
                light_view_proj: id4,
            }),
            usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
        })
    });

    let point_shadow_pass_bind_groups = std::array::from_fn(|i| {
        device.create_bind_group(&wgpu::BindGroupDescriptor {
            layout: &layouts.shadow_pass, // Reusing same layout as directional shadows
            entries: &[wgpu::BindGroupEntry {
                binding: 0,
                resource: point_shadow_uniform_buffers[i].as_entire_binding(),
            }],
            label: Some(&format!("point_shadow_pass_bind_group_{i}")),
        })
    });

    let dummy_identity: [[f32; 4]; 4] = [
        [1.0, 0.0, 0.0, 0.0],
        [0.0, 1.0, 0.0, 0.0],
        [0.0, 0.0, 1.0, 0.0],
        [0.0, 0.0, 0.0, 1.0],
    ];
    let dummy_skeleton_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
        label: Some("Dummy Skeleton Buffer"),
        contents: bytemuck::cast_slice(&[dummy_identity; 128]),
        usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
    });
    let dummy_skeleton_bind_group =
        Arc::new(device.create_bind_group(&wgpu::BindGroupDescriptor {
            layout: &layouts.skeleton,
            entries: &[wgpu::BindGroupEntry {
                binding: 0,
                resource: dummy_skeleton_buffer.as_entire_binding(),
            }],
            label: Some("dummy_skeleton_bind_group"),
        }));

    let initial_capacity: usize = 8_192;
    let instance_buffer = device.create_buffer(&wgpu::BufferDescriptor {
        label: Some("Instance Buffer"),
        size: (initial_capacity * std::mem::size_of::<crate::InstanceRaw>()) as u64,
        usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
        mapped_at_creation: false,
    });
    let instance_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
        layout: &layouts.instance,
        entries: &[wgpu::BindGroupEntry {
            binding: 0,
            resource: instance_buffer.as_entire_binding(),
        }],
        label: Some("instance_bind_group"),
    });

    let layout_refs = LayoutRefs {
        global: &layouts.global,
        shadow: &layouts.shadow,
        shadow_pass: &layouts.shadow_pass,
        texture: &layouts.texture,
        skeleton: &layouts.skeleton,
        instance: &layouts.instance,
    };
    let core_pipelines = build_core_pipelines(device, &layout_refs);
    let shadow_pipeline = build_shadow_pipeline(device, &layout_refs);

    SceneState {
        render_pipeline: core_pipelines.render,
        render_double_sided_pipeline: core_pipelines.render_double_sided,
        wireframe_pipeline: core_pipelines.wireframe,
        unlit_pipeline: core_pipelines.unlit,
        sky_pipeline: core_pipelines.sky,
        water_pipeline: core_pipelines.water,
        transparent_pipeline: core_pipelines.transparent,
        grid_pipeline: core_pipelines.grid,
        shadow_pipeline,
        global_uniform_buffer,
        global_bind_group_layout: layouts.global,
        global_bind_group,
        shadow_bind_group_layout: layouts.shadow,
        shadow_bind_group,
        shadow_texture_view,
        shadow_cascade_layer_views,
        shadow_depth_texture,
        point_shadow_depth_texture,
        point_shadow_cube_view,
        point_shadow_face_views,
        shadow_pass_bind_group_layout: layouts.shadow_pass,
        shadow_cascade_uniform_buffers,
        shadow_pass_bind_groups,
        point_shadow_uniform_buffers,
        point_shadow_pass_bind_groups,
        texture_bind_group_layout: layouts.texture,
        skeleton_bind_group_layout: layouts.skeleton,
        dummy_skeleton_bind_group,
        instance_bind_group_layout: layouts.instance,
        instance_buffer,
        instance_bind_group,
        instance_capacity: initial_capacity,
    }
}

pub fn rebuild_pipelines(renderer: &mut crate::Renderer) {
    let device = &renderer.device;
    let post_shader = load_shader(
        device,
        "demo/assets/shaders/post_process.wgsl",
        include_str!("../shaders/post_process.wgsl"),
        "Post-Processing Shader",
    );

    // Geçici LayoutRefs tutucusu, render pipeline'ı için mevcut layoutları referans alır
    let layouts = LayoutRefs {
        global: &renderer.scene.global_bind_group_layout,
        shadow: &renderer.scene.shadow_bind_group_layout,
        shadow_pass: &renderer.scene.shadow_pass_bind_group_layout,
        texture: &renderer.scene.texture_bind_group_layout,
        skeleton: &renderer.scene.skeleton_bind_group_layout,
        instance: &renderer.scene.instance_bind_group_layout,
    };

    let core_pipelines = build_core_pipelines(device, &layouts);
    let shadow_pipeline = build_shadow_pipeline(device, &layouts);

    renderer.scene.render_pipeline = core_pipelines.render;
    renderer.scene.render_double_sided_pipeline = core_pipelines.render_double_sided;
    renderer.scene.wireframe_pipeline = core_pipelines.wireframe;
    renderer.scene.unlit_pipeline = core_pipelines.unlit;
    renderer.scene.sky_pipeline = core_pipelines.sky;
    renderer.scene.water_pipeline = core_pipelines.water;
    renderer.scene.transparent_pipeline = core_pipelines.transparent;
    renderer.scene.grid_pipeline = core_pipelines.grid;
    renderer.scene.shadow_pipeline = shadow_pipeline;

    crate::post_process::rebuild_post_pipelines(renderer, &post_shader);
}

#[cfg(test)]
mod tests {
    use super::*;

    /// Çekirdek WGSL shader'ları headless device'ta naga ile derlenebilmeli.
    /// shader.wgsl/gbuffer.wgsl düzenlemelerinin (skinned-normal inverse-transpose vb.)
    /// WGSL'i geçersiz kılmadığını doğrular. GPU adapter yoksa graceful atlanır.
    #[test]
    fn core_shaders_compile() {
        pollster::block_on(async {
            let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
                backends: wgpu::Backends::all(),
                flags: wgpu::InstanceFlags::default(),
                memory_budget_thresholds: Default::default(),
                backend_options: Default::default(),
                display: None,
            });
            let Ok(adapter) = instance
                .request_adapter(&wgpu::RequestAdapterOptions {
                    power_preference: wgpu::PowerPreference::LowPower,
                    ..Default::default()
                })
                .await
            else {
                tracing::info!("No GPU adapter; skipping core_shaders_compile.");
                return;
            };
            let Ok((device, _queue)) = adapter
                .request_device(&wgpu::DeviceDescriptor {
                    // shader.wgsl group(4) kullanıyor → renderer'ın gerçek limitiyle eşle.
                    required_limits: wgpu::Limits {
                        max_bind_groups: 6,
                        ..wgpu::Limits::default()
                    },
                    ..Default::default()
                })
                .await
            else {
                return;
            };

            // Motorun standalone modül olarak yüklediği render/post-process shader'ları.
            // (fluid_*/kernels/fluid_bindings concatenate edilen fragmanlar — hariç.)
            let shaders: &[(&str, &str)] = &[
                ("shader.wgsl", include_str!("../shaders/shader.wgsl")),
                ("gbuffer.wgsl", include_str!("../shaders/gbuffer.wgsl")),
                ("deferred_lighting.wgsl", include_str!("../shaders/deferred_lighting.wgsl")),
                ("post_process.wgsl", include_str!("../shaders/post_process.wgsl")),
                ("ssao.wgsl", include_str!("../shaders/ssao.wgsl")),
                ("ssao_blur.wgsl", include_str!("../shaders/ssao_blur.wgsl")),
                ("ssao_apply.wgsl", include_str!("../shaders/ssao_apply.wgsl")),
                ("ssr.wgsl", include_str!("../shaders/ssr.wgsl")),
                ("ssr_apply.wgsl", include_str!("../shaders/ssr_apply.wgsl")),
                ("ssgi.wgsl", include_str!("../shaders/ssgi.wgsl")),
                ("ssgi_blur.wgsl", include_str!("../shaders/ssgi_blur.wgsl")),
                ("ssgi_apply.wgsl", include_str!("../shaders/ssgi_apply.wgsl")),
                ("taa.wgsl", include_str!("../shaders/taa.wgsl")),
                ("fxaa.wgsl", include_str!("../shaders/fxaa.wgsl")),
                ("volumetric.wgsl", include_str!("../shaders/volumetric.wgsl")),
                ("volumetric_apply.wgsl", include_str!("../shaders/volumetric_apply.wgsl")),
                ("sky.wgsl", include_str!("../shaders/sky.wgsl")),
                ("unlit.wgsl", include_str!("../shaders/unlit.wgsl")),
                ("grid.wgsl", include_str!("../shaders/grid.wgsl")),
                ("water.wgsl", include_str!("../shaders/water.wgsl")),
                ("shadow.wgsl", include_str!("../shaders/shadow.wgsl")),
                ("point_shadow.wgsl", include_str!("../shaders/point_shadow.wgsl")),
                ("decal.wgsl", include_str!("../shaders/decal.wgsl")),
                ("debug_lines.wgsl", include_str!("../shaders/debug_lines.wgsl")),
                ("mipmap.wgsl", include_str!("../shaders/mipmap.wgsl")),
                // Self-contained compute shaders (own bindings inline). The fluid
                // shaders (spatial_hash/fluid_compute) share bindings via
                // fluid_bindings.wgsl so they are validated by the gpu_fluid
                // dispatch test instead; fem_compute/particle_compute by their own
                // GPU tests.
                ("physics_compute.wgsl", include_str!("../shaders/physics_compute.wgsl")),
                ("physics_culling.wgsl", include_str!("../shaders/physics_culling.wgsl")),
                ("physics_debug.wgsl", include_str!("../shaders/physics_debug.wgsl")),
                // Loaded via create_shader_module in gpu_physics/gpu_particles/gpu_cull (not
                // in the golden render test's pipelines), so validate their naga_oil
                // composition here — this test auto-composes any src containing `#import`.
                ("physics_render.wgsl", include_str!("../shaders/physics_render.wgsl")),
                ("particle_render.wgsl", include_str!("../shaders/particle_render.wgsl")),
                ("mesh_cull.wgsl", include_str!("../shaders/mesh_cull.wgsl")),
            ];

            // Shaders that go through the wasm `load_shader_composed_web` path: validate BOTH
            // the native and web shader-def variants here so the web build (no browser in CI)
            // is verified — the web variant strips `#ifdef SHADOWS` and remaps
            // `@group(#{SKELETON_GROUP/INSTANCE_GROUP})`, which is exactly where a bad #ifdef
            // (e.g. a shadow binding used outside the guard) would surface as an undefined id.
            let web_path = ["shader.wgsl", "unlit.wgsl", "water.wgsl", "sky.wgsl", "grid.wgsl"];

            let mut failures: Vec<String> = Vec::new();
            for (name, src) in shaders {
                // Shaders that `#import gizmo::common` (or use `#ifdef`/`#{...}`) are
                // naga_oil-composed before validation; new migrations are picked up
                // automatically. Compose under the NATIVE defs, and additionally under the WEB
                // defs for shaders on the web path.
                let mut variants: Vec<(&str, String)> = Vec::new();
                if src.contains("#import") || src.contains("#ifdef") || src.contains("#{") {
                    variants.push(("native", shaders::compose_wgsl(src, name, shaders::native_render_defs())));
                    if web_path.contains(name) {
                        variants.push(("web", shaders::compose_wgsl(src, name, shaders::web_render_defs())));
                    }
                } else {
                    variants.push(("raw", src.to_string()));
                }
                for (variant, final_src) in &variants {
                    let scope = device.push_error_scope(wgpu::ErrorFilter::Validation);
                    let _module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
                        label: Some(name),
                        source: wgpu::ShaderSource::Wgsl(final_src.as_str().into()),
                    });
                    if let Some(err) = scope.pop().await {
                        failures.push(format!("{name} [{variant}]: {err:?}"));
                    }
                }
            }
            assert!(
                failures.is_empty(),
                "WGSL doğrulaması başarısız shader('lar):\n{}",
                failures.join("\n")
            );
        });
    }

    #[test]
    fn test_dynamic_instance_buffer_resize() {
        pollster::block_on(async {
            let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
                backends: wgpu::Backends::all(),
                flags: wgpu::InstanceFlags::default(),
                memory_budget_thresholds: Default::default(),
                backend_options: Default::default(),
                display: None,
            });

            let adapter = instance
                .request_adapter(&wgpu::RequestAdapterOptions {
                    power_preference: wgpu::PowerPreference::LowPower,
                    ..Default::default()
                })
                .await;

            let adapter = match adapter {
                Ok(a) => a,
                Err(_) => {
                    tracing::info!(
                        "No suitable GPU adapter found for headless test. Skipping wgpu test."
                    );
                    return;
                }
            };

            // Wireframe pipeline requires POLYGON_MODE_LINE
            let adapter_features = adapter.features();
            if !adapter_features.contains(wgpu::Features::POLYGON_MODE_LINE) {
                tracing::info!(
                    "GPU adapter does not support POLYGON_MODE_LINE. Skipping pipeline test."
                );
                return;
            }

            let (device, _) = adapter
                .request_device(&wgpu::DeviceDescriptor {
                    required_features: wgpu::Features::POLYGON_MODE_LINE,
                    required_limits: wgpu::Limits {
                        max_bind_groups: 6,
                        ..wgpu::Limits::default()
                    },
                    label: None,
                    experimental_features: wgpu::ExperimentalFeatures::default(),
                    memory_hints: wgpu::MemoryHints::default(),
                    trace: wgpu::Trace::Off,
                })
                .await
                .unwrap();

            // Sahnemizi kur, default capacity 8_192 olmali!
            let mut scene_state = build_scene_pipelines(&device);
            assert_eq!(scene_state.instance_capacity, 8_192);

            // Daha kucuk bir obje listesi istenirse buyumez.
            let grew = scene_state.ensure_instance_capacity(&device, 100);
            assert!(!grew, "Buffer should not grow if capacity is enough");
            assert_eq!(scene_state.instance_capacity, 8_192);

            // Mevcudun disine ciktiginda (Ornegin 10_000) 1.5 katina grow eder.
            let grew2 = scene_state.ensure_instance_capacity(&device, 10_000);
            assert!(grew2, "Buffer should grow since needed > capacity");
            assert_eq!(scene_state.instance_capacity, 12_288);

            // Gercek byte miktarinin da artmis oldugundan emin olalim.
            let expected_bytes = (12_288 * std::mem::size_of::<crate::InstanceRaw>()) as u64;
            assert_eq!(scene_state.instance_buffer.size(), expected_bytes);

            // Yeniden mevcut sinirlar icinde kaldiginda grow etmez
            let grew3 = scene_state.ensure_instance_capacity(&device, 12_000);
            assert!(!grew3, "Buffer should not grow if capacity is enough");
            assert_eq!(scene_state.instance_capacity, 12_288);
        });
    }
}