A compute shader (aabbs.comp.{glsl,wgsl}) writes the procedural box into a
device buffer that BuildProcedural consumes by device address/handle with no
host copy; the WebGPU path also refits from it each frame so the box breathes.
Verified rendering on both Vulkan (native) and WebGPU (browser).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Regression test for the procedural BLAS path: the same 3x3x3 grid of
unit-box AABBs runs through a PROCEDURAL_HIT_GROUP_KHR group whose GLSL
intersection shader (reportIntersectionEXT) turns each box into a
radius-1 sphere, the any-hit shader punches the spherical-checkerboard
cut-out (visible proof non-opaque geometry runs any-hit), and the
closest-hit shades per-instance tints — the WebGPU example behavior
reproduced natively. Fixed camera in raygen.glsl; the WebGPU/DOM path is
unchanged.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
A 3x3x3 grid of AABB-geometry spheres rendered through an analytic
ray-sphere intersection shader, with an any-hit spherical-checkerboard
cut-out so the background shows through. Exercises both features end to
end on the WebGPU wavefront tracer.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>