HDR: Use FP16 color representation for texture processors.
* Introduced `useHdr` for `GlEffect#toGlTextureProcessor`, so `TextureProcessor` implementations can decide how to handle HDR. * Creating FP16 color textures for HDR input. Tested via manual testing, adding a no-op GlEffectWrapper to the transformation to force use of intermediate textures, adding a linear ramp to the fragment shader, and trying to ascertain that there's a real reduction in posterization when switching from 4-bit to 8-bit unsigned bytes, and again from 8-bit unsigned bytes to 16-bit floating point. PiperOrigin-RevId: 461613117
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