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>
This commit is contained in:
catbot 2026-06-09 12:55:14 +00:00
commit 097cc37347
12 changed files with 198 additions and 22 deletions

View file

@ -47,8 +47,48 @@ import std;
import Crafter.Asset;
import :DescriptorHeapWebGPU;
import :WebGPU;
import :WebGPUComputeShader; // WebGPUTexelFormat
export namespace Crafter {
// GPU-produced 2D texture with STORAGE_BINDING + TEXTURE_BINDING usage
// and a runtime-chosen format. The HDR post-process building block: an
// rgba16float target a compute pass can write through a StorageTexture
// binding and a later pass can sample through a SampledTexture binding.
// No CompressedTextureAsset / CPU upload — content comes from the GPU.
// Distinct from Image2D<T> (rgba8unorm, sampled-only, asset-upload).
class StorageImage2D {
public:
WebGPUTextureRef handle = 0;
std::uint16_t width = 0;
std::uint16_t height = 0;
WebGPUTexelFormat format = WebGPUTexelFormat::RGBA16Float;
void Create(std::uint16_t w, std::uint16_t h,
WebGPUTexelFormat fmt = WebGPUTexelFormat::RGBA16Float) {
width = w;
height = h;
format = fmt;
handle = WebGPU::wgpuCreateStorageImage2D(
w, h, static_cast<std::int32_t>(fmt));
}
// Register in a heap image slot so a UI custom shader can bind it
// via UICustomBinding (SampledTexture to read, StorageTexture to
// write). PlainComputeShader / RTPass take the raw `handle` directly.
ImageSlot AllocateSlot(DescriptorHeapWebGPU& heap) {
DescriptorRange r = heap.AllocateImageSlots(1);
heap.imageTable[r.firstElement] = handle;
return ImageSlot(&heap, r.firstElement);
}
void Destroy() {
if (handle != 0) {
WebGPU::wgpuDestroyTexture(handle);
handle = 0;
}
}
};
template <typename PixelType>
class Image2D {
public: