true HDR requries FP everywhere, but what's the bare hardware to render HDR images? suppose the speed (fps) is important.
* fp16 (at least) shader arithmetic
* fp16 render target - defintely necessary
* alpha blending fp render targets - not necessary? ping-pong between render targets can do
* fp16 texture
* fp16 texture bilinear filtering - nearest filter (point sample) is enough? when the driver (compiler) detects a texld from the fp16 sampler, it can insert additional instructions to bilinearly filter the results (it will be very slow, i know).
* fp16 (at least) shader arithmetic
* fp16 render target - defintely necessary
* alpha blending fp render targets - not necessary? ping-pong between render targets can do
* fp16 texture
* fp16 texture bilinear filtering - nearest filter (point sample) is enough? when the driver (compiler) detects a texld from the fp16 sampler, it can insert additional instructions to bilinearly filter the results (it will be very slow, i know).