refactor(hatch): unify capability backends
Keep storage and texture transports behind one renderer lifecycle so Pipeline no longer branches by backend.
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// Wipeout GPU buffers — the legacy per-primitive fill renderer, now used ONLY
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// for wipeout masks (solid fills drawn after wires to hide them). Real hatch
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// fills go through the canonical `hatch_gpu.rs` batched renderer.
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// fills go through the capability-selected `hatch_gpu` renderer.
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//
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// It retains a general pattern/gradient capability (mode 0/2 below) and the
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// `MAX_FAMILIES = 16` cap, but wipeouts are always solid (mode 1, zero pattern
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