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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@ -97,6 +97,12 @@ export namespace Crafter {
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// bounce; etc. The library unrolls GENERATE; (PREP; TRACE; SHADE)
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// ×maxDepth; RESOLVE.
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std::uint32_t maxDepth = 1;
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// Destination storage-texture handle for an HDR-output pipeline
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// (one Init'd with a non-default hdrOutputFormat). RESOLVE writes
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// the linear accumulator here instead of the canvas; the app runs
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// its own composite→swapchain pass afterwards. Ignored (0) for the
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// default canvas path.
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std::uint32_t outTexHandle = 0;
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RTPass(PipelineRTWebGPU* p) : pipeline(p) {}
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@ -114,7 +120,8 @@ export namespace Crafter {
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static_cast<std::int32_t>(gy),
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handlesPtr,
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static_cast<std::int32_t>(handlesCount),
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static_cast<std::int32_t>(maxDepth));
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static_cast<std::int32_t>(maxDepth),
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outTexHandle);
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}
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};
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}
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