WebGPUBuffer::EnqueueReadback / PollReadback always copied the full
buffer `size` GPU→staging→wasm. Over-provisioned event-queue buffers
(e.g. Forts3D's GPU physics event drain) paid the full-capacity copy
every drain even when only a small live prefix held data.
Add an optional `byteCount` parameter (default 0 = whole buffer, so the
existing full-buffer callers are unchanged) bounding the readback to the
live prefix. Pass the same byteCount to the paired PollReadback so the
matching number of bytes lands in `.value`.
JS bridge: the staging buffer is now sized to the full device-buffer
capacity (not the first call's byteSize) so a varying prefix length never
overflows it, while the copyBufferToBuffer + mapAsync/getMappedRange are
bounded to the requested prefix — that's where the copy saving lands.
Verified end-to-end in the browser via RayQueryPick: the full readback
still resolves correctly, and a follow-up 8-byte prefix read copies only
hit+customIndex while primitiveIndex keeps its poison sentinel, proving
the copy was bounded. Native `crafter-build test` suite: 24 passed.
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>
Adds an 8^3 = 512-instance TLAS pick test that shoots one analytically
determined ray through a rayQuery=true PlainComputeShader and checks the
read-back committed hit (customIndex 484, t 40.75). 512 instances sit in
the < 8193 regime that the hardcoded 16384-leaf start used to miss, so the
example fails fast if the shim regresses. Verified in Firefox/WebGPU:
"[RayQueryPick] PASS".
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>