getMemoryOptimizedFloatTextureSize(dimensions, bitRatio) {
    const totalArea = utils.roundTo((dimensions[0] || 1) * (dimensions[1] || 1) * (dimensions[2] || 1) * (dimensions[3] || 1), 4);
    const texelCount = totalArea / bitRatio;
    return utils.closestSquareDimensions(texelCount);
  }
A texture takes up four
@param {OutputDimensions} dimensions
@param {Number} bitRatio
@returns {TextureDimensions}