Native HDR feedback using two Rgba16Float render textures. One texture is sampled while the other is written, then their roles swap for the next frame.
npm install
npm run dev
A render pass cannot safely sample from the same subresource it is currently writing. Ping-pong rendering makes the dependency explicit and portable across Metal, Vulkan, and Direct3D 12.
Each RGBA16F pixel uses 8 bytes. At 3840×2160, one target is about 63.3 MiB and the pair is about 126.6 MiB. At 7680×4320, the pair would be about 506.3 MiB before other render targets and application resources.
This project pins Tauri 2.11.5 and wgpu 29.0.4. It requests wgpu::Backends::PRIMARY, so native rendering uses Metal, Vulkan, or DX12 rather than a GL/GLES fallback. Start at a modest window size before testing large feedback targets.