feat(webgpu): HDR post-process primitives — float textures, storage-texture bindings, RESOLVE→HDR target (#27)
Adds the minimal WebGPU-backend surface an HDR bloom/post chain needs: 1. wgpuCreateStorageImage2D + StorageImage2D<>: runtime rgba16float (or other format) textures with STORAGE_BINDING|TEXTURE_BINDING usage, no CompressedTextureAsset upload — GPU-produced HDR targets. 2. UICustomBindingKind::StorageTexture (kind 5): write-only storage-texture binding carrying a texel format (the freed UICustomBinding::format byte), wired through all three binding paths (UI custom / RT / plain compute). Float textures already sample via SampledTexture (sampleType float). 3. PipelineRTWebGPU::Init(..., hdrOutputFormat): RESOLVE writes the linear accumulator into a user rgba16float texture (RTPass::outTexHandle) instead of the rgba8unorm canvas, leaving the composite→swapchain pass to the app. Default RGBA8Unorm keeps the canvas path byte-identical. Existing RT examples updated for the _pad→format field rename; the default paths are unchanged (verified RTStress builds + renders). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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12 changed files with 198 additions and 22 deletions
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@ -174,6 +174,8 @@ void UIRenderer::Dispatch(GraphicsCommandBuffer /*cmd*/, const GraphicsComputeSh
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if (slot < heap_->bufferTable.size()) handle = heap_->bufferTable[slot];
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break;
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case UICustomBindingKind::SampledTexture:
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case UICustomBindingKind::SampledTextureArray:
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case UICustomBindingKind::StorageTexture:
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if (slot < heap_->imageTable.size()) handle = heap_->imageTable[slot];
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break;
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case UICustomBindingKind::Sampler:
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