Elimina el kernel Metal O(N²) de boids en GPU que causava GPU timeout
a macOS amb >50K boles, arrossegant WindowServer fins al crash.
- Elimina gpu_boid_buffer.hpp/cpp (GpuBoidBuffer, BallComputeData, BoidParams)
- Elimina kBoidComputeMSL i kBallComputeVertMSL de gpu_pipeline
- Elimina boid_compute_pipeline_ i ball_compute_pipeline_
- Elimina use_gpu_boids_, boid_params_, ball_screen_uniforms_ de Engine
- Elimina syncAndExitGpuBoids() i tot el compute dispatch de render()
- Mode BOIDS ara usa sempre boid_manager_ (CPU, spatial hash O(N))
i renderitza via gpu_ball_buffer_ instanced (mateix path que PHYSICS)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Afegir handlePostFXCycle() amb 5 presets (vinyeta/scanlines/cromàtica/complet/off)
i tecla X per ciclar-los (input_handler + engine.hpp)
- Augmentar MAX_SPRITES de 65536 a 200000 i afegir guard d'overflow a pushQuad()
- Netejar textures/objectes UI abans de reinicialitzar (AppLogo::initialize,
UIManager::initialize) per evitar leaks en toggleRealFullscreen
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Bloque 2: eliminar codi mort comentat (shape_manager, engine)
Bloque 3: Engine shape methods com thin wrappers a ShapeManager;
eliminar estat duplicat de shapes en Engine
Bloque 4: encapsular getBallsMutable() amb helpers a SceneManager
(enableShapeAttractionAll, resetDepthScalesAll)
Bloque 5: StateManager Phase 9 - tota la logica DEMO/LOGO
implementada directament amb refs a SceneManager,
ThemeManager i ShapeManager; eliminar callbacks a Engine.
Acoplament Engine<->StateManager passa a unidireccional.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>