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- Bloom shaders as wgsl-rs modules (vertex, sample, mix): a shared BloomInterStage with raw u32 ids at stage boundaries, compositional glob imports, declaration-order struct literals - New Bloom runtime on crabslab 0.7 + craballoc 0.5 (renamed deps crabslab_wgsl/craballoc_wgsl; crabslab-derive pinned =0.4.6 so the legacy 0.6.6 side keeps its macro) - Pipelines from WgpuLinkage built via assemble_ir; blend state carried per pipeline (upsample: ALPHA_BLENDING + LoadOp::Load at alpha 0.5, downsample: none, mix: Clear) - Bloom-only test: procedural f16 HDR textures via write_texture, legacy Bloom as oracle, per-stage comparison - img-diff: pixel_relative_threshold (absolute + relative per-pixel, default off, boundary unit test) and float .exr saves - gltf: actually set the material emissive factor; only the strength multiplier was wired, so emissive meshes rendered black and the 5% image-diff threshold hid it - integrate new wgsl-rs based bloom filter - Cut over to the wgsl-rs bloom; remove the rust-gpu bloom - bloom shader sources are gone along with the generated .spv/.wgsl artifacts, linkage modules, and manifest entries; the wgsl-rs Bloom (crabslab 0.7 / craballoc 0.5) is the only bloom now - gltf: set the material emissive factor (emissive meshes rendered black) - img-diff: pixel_relative_threshold (absolute + relative per-pixel, default off, boundary test) and float .exr saves - texture: Texture::new_with_wgsl for the wgsl-rs bloom runtime - bloom-only test: procedural f16 HDR textures, old Bloom oracle, per-stage comparison
Replaces the rust-gpu linkages with the ported WGSL module via analyze_wgsl_module. The public API is unchanged (new(device, format), composite(device, queue, source, target)), so renderling-ui needs no changes; its GPU test suite (ui2d goldens) verifies the swap. The rust-gpu compositor artifacts, linkage modules, and manifest entries are removed; the legacy cpu.rs slab/bindgroup machinery and its hand-written bind group layout are gone (the wgsl-rs linkage derives the layout from the module).
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Ongoing draft PR to see progress on the refactoring/restacking away from Rust-GPU onto
wgsl-rs.