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fix(ios): request adapter.limits() in device-creation fallback
The 0.4.7 fallback used wgpu::Limits::default(), but some iOS GPUs cap
individual limits (e.g. max_inter_stage_shader_variables) below wgpu's
defaults, so request_device rejected the fallback too and the app still
aborted on launch. Request adapter.limits() instead — exactly what the
device reports — which request_device can never reject on limits.
Validated in the iOS Simulator, which reproduces the same failure class
(rejects 16>15 on max_inter_stage_shader_variables): the primary request
fails, the fallback with adapter.limits() succeeds, and the game renders.
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