forge-bloom

Integrate Jimenez dual-filter bloom into SDL GPU HDR rendering pipelines.

Updated Mar 17, 2026
One-click install
npx skills add https://github.com/code-review-benchmark/coderabbit_prs2__forge-gpu__coderabbit__PR323__20260317 --skill forge-bloom
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: forge-bloom
Source: https://github.com/code-review-benchmark/coderabbit_prs2__forge-gpu__coderabbit__PR323__20260317/tree/main/.claude/skills/forge-bloom
Command: npx skills add https://github.com/code-review-benchmark/coderabbit_prs2__forge-gpu__coderabbit__PR323__20260317 --skill forge-bloom

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Automates the integration of Jimenez dual-filter bloom into an SDL GPU project with HDR rendering, delivering brighter highlights and smoother glow without manual shader wiring.

Core Features & Use Cases

  • 5 mip HDR bloom chain with Karis-based downsampling and tent-filter upsampling.
  • Dedicated pipelines for downsample, upsample, and tonemap with additive blending on upsample.
  • Per-frame passes and uniform structures for bloom parameters.
  • Works with an existing HDR render target and tone-mapping pass to produce final imagery.

Quick Start

Integrate the bloom code into your SDL GPU project and run with an HDR render target to enable glow effects.

Frequently Asked Questions about forge-bloom

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add bloom to an SDL GPU HDR rendering pipeline?

Add bloom to an SDL GPU HDR pipeline by integrating Jimenez dual-filter passes with a 5-mip chain. This requires dedicated downsample and upsample pipelines with additive blending on the upsample pass, followed by a tonemap pass for final composition.

What render target format is needed for HDR bloom in SDL GPU?

HDR bloom requires an R16G16B16A16_FLOAT render target. You must configure this HDR target before running the 5-mip downsample and upsample pipelines to ensure accurate bright region glow and Karis-based downsampling.

How does Jimenez dual-filter bloom work in real-time rendering?

Jimenez dual-filter bloom works by using Karis-based downsampling to extract bright regions into a 5-mip chain, then applying tent-filter upsampling with additive blending. This multi-pass approach produces smoother glow before the final tone mapping pass.

Do I need a tone-mapping pass to use bloom with HDR rendering?

Yes, a tone-mapping pass is required. The bloom additive blending occurs prior to tone mapping, meaning the tonemap pass must blend the bloom effect with the HDR target to produce the final composed imagery.

What's the best way to configure bloom parameters per frame in SDL GPU?

Configure bloom parameters per frame using dedicated uniform structures. The Jimenez dual-filter implementation provides per-frame passes and uniform structures to control the 5-mip chain downsample and upsample behavior dynamically.