Always use sized internal formats for textures in TextureGL. On desktop GL, using an internal format of GL_RGBA produces GL_RGBA8 textures even if format is set to GL_FLOAT. Use sized internal formats whenever possible to ensure that the internal format of the texture is the expected format. Work around issues with Intel and AMD drivers that always round up when writing to a 1-bit alpha framebuffer format. Fixes: * conformance/extensions/oes-texture-float-with-image-data.htm * conformance/extensions/oes-texture-float-with-image.html * conformance/extensions/oes-texture-float.html * conformance/extensions/oes-texture-half-float-linear.html * conformance/extensions/oes-texture-half-float-with-image-data.html * conformance/extensions/oes-texture-half-float-with-image.html * conformance/extensions/oes-texture-half-float.html Reland of https://chromium-review.googlesource.com/#/c/288350/ BUG=angleproject:884 Change-Id: Ia2f9251d12dd3bbc7b6918d46e61623d0abedfac Reviewed-on: https://chromium-review.googlesource.com/288584 Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>