Display supports P3 wide color gamut
Display supports Rec2020 color gamut
Display supports high dynamic range
Display supports 10-bit or higher color depth
The renderer can RENDER TO a float color buffer.
Probed from EXT_color_buffer_float and friends. Deliberately distinct from
filterableFloatTextures below — the two are separate extensions and a
device may have either without the other, which is exactly why reusing this
one to decide how to upload a sampled texture would be wrong.
The renderer can SAMPLE a 32-bit float texture with LINEAR filtering.
A different capability from floatTextures, and the one an HDR mesh
texture actually needs: OES_texture_float_linear on WebGL2,
float32-filterable on WebGPU. Core WebGL2 allows a FloatType texture to
exist and to be sampled with NEAREST, but linear filtering on it is an
extension — and the failure when it is missing is silent, since the sampler
falls back to nearest rather than erroring.
Every float DataTexture in the tree before mesh textures used
NearestFilter (the element store) or was 8-bit (the colormap LUTs), so
nothing probed this. An HDR texture uploads as HalfFloatType — linearly
filterable in core WebGL2 — unless this is present.
WebGL color buffer bit depth
Recommended color space for this display
HDR capability detection results