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# Objective - `WgpuOptions` is mutated to be updated with the actual device limits and features, but this information is readily available to both the main and render worlds through the `RenderDevice` which has .limits() and .features() methods - Information about the adapter in terms of its name, the backend in use, etc were not being exposed but have clear use cases for being used to take decisions about what rendering code to use. For example, if something works well on AMD GPUs but poorly on Intel GPUs. Or perhaps something works well in Vulkan but poorly in DX12. ## Solution - Stop mutating `WgpuOptions `and don't insert the updated values into the main and render worlds - Return `AdapterInfo` from `initialize_renderer` and insert it into the main and render worlds - Use `RenderDevice` limits in the lighting code that was using `WgpuOptions.limits`. - Renamed `WgpuOptions` to `WgpuSettings` |
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