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//! Layer 0 GPU runtime: device, buffers, shader compilation, and dispatch.
/// Adapter-caps probe (C-B10).
///
/// Projects a `wgpu::Adapter` into the substrate-neutral
/// [`vyre_foundation::optimizer::AdapterCaps`] passes read to adapt.
/// AOT shader specialization cache.
/// Tiered caching for device buffers and shader pipelines.
/// GPU device abstraction and initialization.
/// Indirect dispatch path (C-B4).
///
/// Submits `ComputePass::dispatch_workgroups_indirect` on a
/// GPU-resident `[u32; 3]` workgroup-count buffer.
/// Pre-recorded persistent dispatch command buffers.
/// Async readback ring (C-B5).
///
/// N-deep staging ring; dispatch i writes to `ring[i % N]`; copies
/// submit immediately, readbacks map asynchronously. Overlaps
/// dispatch i+1 with readback i's copy.
/// Runtime backend auto-picker (C-B11).
///
/// Walks `inventory::iter::<BackendRegistration>`, filters by
/// Program dialect support, picks by precedence. `VYRE_BACKEND=<id>`
/// forces a specific backend.
/// Runtime wire-format serialization for multi-part programs.
/// Shader pipeline compilation and caching.
/// LRU cache access tracker for buffer eviction policies.
pub use AccessTracker;
/// Cache tier policies and access statistics.
pub use ;
/// Initialize a cached GPU device wrapper.
pub use ;
/// Compile a compute pipeline from WGSL source.
pub use ;
/// Build a bind group entry binding `buffer` at `binding` index.