refactor(hatch): unify capability backends

Keep storage and texture transports behind one renderer lifecycle so Pipeline no longer branches by backend.
This commit is contained in:
Hakan Seven 2026-07-29 13:40:46 +03:00
commit d80637cda7
7 changed files with 385 additions and 322 deletions

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@ -5,7 +5,7 @@
// positions so we don't depend on @builtin(instance_index) edge cases
// across backends).
//
// Layout — matches `hatch_gpu.rs`:
// Layout — matches `hatch_gpu/storage.rs`:
// group 1 binding 0 InstanceBuffer HatchInstance[] (128 B / inst)
// group 1 binding 1 BoundaryBuffer vec4<f32>[] (xy in .xy)
// group 1 binding 2 FamilyBuffer LineFamilyGpu[] (48 B / fam)

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@ -1,4 +1,4 @@
// Hatch shader (WebGL2) — texture-backed, UNCAPPED variant of wipeout.wgsl.
// Hatch texture shader — storage-free, UNCAPPED variant of wipeout.wgsl.
//
// Devices without vertex/fragment storage buffers cannot use the batched
// storage-buffer renderer (hatch.wgsl). This shader keeps the exact