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2 commits

Author SHA1 Message Date
catbot
097cc37347 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>
2026-06-09 12:55:14 +00:00
catbot
5dd1086f08 docs(webgpu-rt): add RTVolume example (procedural spheres + any-hit cut-out)
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>
2026-06-02 22:09:30 +00:00