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Fix occlusion culling not respecting device limits #18974

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The occlusion culling plugin checks for a GPU feature by looking at RenderAdapter. This is wrong - it should be checking RenderDevice. See these notes for background: #18973

I don't have any evidence that this was causing any bugs, so right now it's just a precaution.

Testing

cargo run --example occlusion_culling

Tested on Win10/Nvidia across Vulkan, WebGL/Chrome, WebGPU/Chrome.

@JMS55 JMS55 added C-Bug An unexpected or incorrect behavior A-Rendering Drawing game state to the screen labels Apr 29, 2025
@alice-i-cecile alice-i-cecile added the S-Needs-Review Needs reviewer attention (from anyone!) to move forward label Apr 29, 2025
@alice-i-cecile alice-i-cecile added this to the 0.16.1 milestone Apr 29, 2025
@alice-i-cecile alice-i-cecile added S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it and removed S-Needs-Review Needs reviewer attention (from anyone!) to move forward labels May 5, 2025
@mockersf mockersf added this pull request to the merge queue May 5, 2025
Merged via the queue into bevyengine:main with commit 235257f May 5, 2025
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@github-project-automation github-project-automation bot moved this to Done in Rendering May 5, 2025
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A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it
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