The heap acceleration-structure read still needs the rewrite on
615.78.08; the READMEs say so and point at HeapASRead --no-workaround
for checking a newer driver. Dynamic descriptor indexing in hit shaders
is fixed there, which the README and the Sponza and SponzaBench notes
now say, and the VulkanTriangle investigation no longer contradicts
itself about llvmpipe, which advertises VK_EXT_descriptor_heap now.
Co-Authored-By: Claude Opus 5.5 <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>
Indexing a `layout(descriptor_heap)` array with a runtime (non-constant)
index inside a ray-tracing hit shader device-losts on NVIDIA 610.43.02,
for both SSBO and sampled-image descriptors. A constant/spec-constant
index is fine, and the same dynamic pattern works in fragment shaders, so
it's an RT-stage-specific driver fault — the same family as #7/#15
(descriptor-heap AS reads) and #21/#22 (RT recursion + compute TLAS push).
Unlike the AS-read fault, this cannot be worked around transparently: a
sampled image has no device-address escape hatch the way an acceleration
structure does (OpConvertUToAccelerationStructureKHR), and a buffer-only
buffer_reference rewrite would need a whole address-table architecture
while still leaving the texture half broken. So the resolution is the
documented-limitation path (the precedent set by #7).
Records the fault and its isolation in README's Native RT status and in
the Sponza example README (the textured-closest-hit example, which already
reads its albedo through a spec-constant slot for exactly this reason).
Documents the recommended consumer pattern: bind one resource and index
*within* it dynamically (single geometry SSBO / buffer_reference at a
spec-constant slot; one texture2DArray indexed by layer) rather than
selecting a descriptor dynamically — what the WebGPU path already does.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Restructure Sponza for the wavefront model: raygen emits the primary ray;
closesthit (in SHADE) gathers albedo/normal, accumulates ambient, and
emits a shadow ray carrying the pending direct term; miss adds the sky
(primary) or the direct term (shadow miss). resolve.wgsl applies the same
Reinhard+gamma the megakernel raygen did inline. User bindings moved to
group 3 (groups 0..2 reserved). RTPass maxDepth=2.
Renders the atrium correctly through the wavefront pipeline (textures,
two-sided shading, sun+ambient, shadows, tonemap).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>