media/libraries
huangdarwin 54cdec4614 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
(cherry picked from commit ba9c9bb96471a9589d391ae498ebb0c194a5b41e)
2022-07-18 14:21:17 +00:00
..
2022-06-22 17:19:55 +01:00
2022-02-18 14:54:02 +00:00