How to Work in 32 Bit in Premier Pro Plug In

As I understand it, Adobe Premier Pro doesn't support "Smart Render" mode as in After Effects.
Yet I don't understand how does it support 32 Bit Per Channel input.
I look at the SDK sample called SDK Noise, at the following code:
PrPixelFormat destinationPixelFormat = PrPixelFormat_BGRA_4444_8u;
                if (pixelFormatSuite) {
                        (*pixelFormatSuite->GetPixelFormat)(output, &destinationPixelFormat);
                        if (destinationPixelFormat == PrPixelFormat_BGRA_4444_8u){
                                ERR(suites.Iterate8Suite1()->iterate(   in_dataP,
                                                                                                                 0,                                                              // progress base
                                                                                                                 linesL,                                                 // progress final
                                                                                                                 &params[NOISE_INPUT]->u.ld,             // src
                                                                                                                 NULL,                                                   // area - null for all pixels
                                                                                                                 (void*)&niP,                                    // refcon - your custom data pointer
                                                                                                                 FilterImageBGRA_8u,                             // pixel function pointer
                                                                                                                 output));     
                        } else if (destinationPixelFormat == PrPixelFormat_VUYA_4444_8u){
                                ERR(suites.Iterate8Suite1()->iterate(   in_dataP,
                                                                                                                 0,                                                              // progress base
                                                                                                                 linesL,                                                 // progress final
                                                                                                                 &params[NOISE_INPUT]->u.ld,             // src
                                                                                                                 NULL,                                                   // area - null for all pixels
                                                                                                                 (void*)&niP,                                    // refcon - your custom data pointer
                                                                                                                 FilterImageVUYA_8u,                             // pixel function pointer
                                                                                                                 output));
                        } else if (destinationPixelFormat == PrPixelFormat_BGRA_4444_32f) {
                                // Premiere doesn't support IterateFloatSuite1, so we've rolled our own
                                IterateFloat(   in_dataP,
                                                                0,                                                              // progress base
                                                                linesL,                                                 // progress final
                                                                &params[NOISE_INPUT]->u.ld,             // src
                                                                (void*)&niP,                                    // refcon - your custom data pointer
                                                                FilterImageBGRA_32f,                    // pixel function pointer
                                                                output);      
                        } else if (destinationPixelFormat == PrPixelFormat_VUYA_4444_32f) {
                                // Premiere doesn't support IterateFloatSuite1, so we've rolled our own
                                IterateFloat(   in_dataP,
                                                                0,                                                              // progress base
                                                                linesL,                                                 // progress final
                                                                &params[NOISE_INPUT]->u.ld,             // src
                                                                (void*)&niP,                                    // refcon - your custom data pointer
                                                                FilterImageVUYA_32f,                    // pixel function pointer
                                                                output);      
                        } else {
                                //      Return error, because we don't know how to handle the specified pixel type
                                return PF_Err_UNRECOGNIZED_PARAM_TYPE;
                        err = AEFX_ReleaseSuite (
                                in_dataP,
                                out_data,
                                kPFPixelFormatSuite,
                                kPFPixelFormatSuiteVersion1,
                                NULL);
I removed some code related to errors.
Yet even if I set the Render and the Sequence (Preview) to 32 Bit (Max Bit Depth) it still always selects 8 Bit Format.
I don't understand how the pipeline should work in order to enable support for 32 Bit processing.
Any assistance?
How exactly does it work?

Hi Royi,
The pixel format requested depends on the action that triggered the render.  I went back to CS6 and I'm seeing the 32-bit YUV path taken, although for draft renders while scrubbing around in the timeline the 8-bit RGB path is used.

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