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`Texture.CreateOptions.precision = .high` asks for a render target with more than 8 bits per channel, for targets rendered through several times (a blur pyramid), where re-quantising dark content every pass steps into contour blobs. SDL3 makes an RGBA64_FLOAT target with an explicit sRGB colorspace; any other backend, or a renderer that refuses the format, gives the ordinary target. The result reports the format asked for, so readTarget returns that. `Backend.support_precise_targets` tells a caller whether .high means anything here (sub-LSB dither into an 8-bit fallback rounds away). The proxy bridge carries the field through to the host.
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See #987.
Without the added precision, blurring and upscaling yields a posterized blur look, which I wasn't able to resolve without the precision.

With precision:

Please let me know of any changes you need!
Also just added support for on web as well, but I'd love your review on all of this, just wanted to get something working!