You don't generally put HDR colours into a gbuffer.Why not?
edit2- because I remember reading that in a 'true' HDR pipeline even the textures are in an HDR format.
Anything to do with lighting, such as a cubemap or something else you are doing for direct/indirect lighting should, in some way, take HDR into account. But textures, or rather albedo, doesn't as it only takes into account the colorspace you're working in. Which right now is SRGB, though hypothetically one could prepare for DCI/REC 2020 if one wanted to.
Regardless, HDR is for lighting your scene into a higher range than your colorspace/spec can go, then tonemapping/etc. back down into the output range. Theoretically, if we were working in some crazy future colorspace/spec where we had output of a hundred thousand nits instead of the SRGB output of 100 nits, we wouldn't need "HDR" because the output spec would be enough in and of itself to display whatever range of brightnesses we wanted.