Well, I can't tell if it's just 32-bit x86 Android, but it definitely
works well on my ARM64 device.
Also updated the defines to use the consistent CORRADE_TARGET_* macros
instead of the platform-specific mess.
Together with an assorted set of off-by-one changes to tests involving
packing, in addition to the changes done in the previous test cleanup
commit. Now Color3 sRGB conversion rountrips correctly.
Most of the code is in the actual test where I'm comparing and
benchmarking three different implementations (a
naive/straightforward/ground-truth one, the chosen one and a fast though
cache-spilling table-based one) to ensure the behavior is consistent
across all of them and that the performance is within reasonable bounds.
The Corrade::TestSuite benchmarking stuff needs serious improvements,
though.
To be more consistent with GLSL naming. Also, the original naming was
quite misleading, as normalize() is used in GLSL for something
completely different.
If building with deprecated APIs, the Functions.h header includes the
new Packing.h header and the {de,}normalize() functions are defined as
deprecated aliases to the new functions. This will be removed at some
point in the future.