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Co-authored-by: Claude <noreply@anthropic.com>
Co-authored-by: Claude <noreply@anthropic.com>
…loom, MSAA Co-authored-by: Claude <noreply@anthropic.com>
…ed GPUs Co-authored-by: Claude <noreply@anthropic.com>
…aw-indirect When the GPU lacks MULTI_DRAW_INDIRECT support (e.g. RPi5 V3D), the direct-draw path now tests each primitive's bounding sphere against the camera frustum and skips off-screen primitives entirely. This avoids submitting geometry that would be clipped anyway, reducing draw calls on constrained hardware. Co-authored-by: Claude <noreply@anthropic.com>
When HDR is disabled (auto-selected for Low GPU profile), the stage renders directly to the output surface in its native format (e.g. Rgba8UnormSrgb) instead of Rgba16Float. This halves render-target bandwidth and eliminates the bloom and tonemapping passes entirely. New API: Stage::set_hdr(bool) / with_hdr(bool) / get_hdr(). Co-authored-by: Claude <noreply@anthropic.com>
Add Context::with_memory_budget() to set a soft VRAM cap. Stage now exposes used_gpu_texture_byte_size() and used_gpu_total_byte_size() which estimate memory across render targets, atlases, bloom, IBL, and BRDF textures. Warnings are logged when usage exceeds the budget after atlas image additions. Co-authored-by: Claude <noreply@anthropic.com>
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WIP