Name

    APPLE_float_pixels

Name Strings

    GL_APPLE_float_pixels

Contact

    Geoff Stahl, Apple (gstahl 'at' apple.com)
    Jeremy Sandmel, Apple (jsandmel 'at' apple.com)

Status

    Shipping Mac OS X v10.2.3 (version 1.0)

Version

    1.0
    
Number

    368

Dependencies

    Written based on the wording of the OpenGL 2.0 specification.
    
    Depends on (but does not require) ARB_texture_float

    Depends on (but does not require) ARB_color_buffer_float

    Depends on (but does not require) ARB_half_float_pixel
    
    Interacts with APPLEX_texture_float_16_filter.

    Interacts with APPLEX_color_buffer_float_16_blend.

Overview

    This extensions adds texture types, texture internal formats and
    color buffers composed of both 32 bit and 16 floating point numbers.
     16 bit floats (half float) are very similar to the IEEE
    single-precision floating-point standard, except that it has only 5
    exponent bits and 10 mantissa bits. All floating point numbers are
    clamped to the limits of the range representable by their respective
    format.

    Specifically, APPLE_float_pixels adds four pieces of functionality
    to OpenGL.  First, it provides an HALF_APPLE texture type allowing
    clients to pass textures in the half float format.  Second, it adds
    12 additional sized internal formats to allow OpenGL to process and
    maintain texture data in the requested format if possible.  Next, it
    provides the COLOR_FLOAT_APPLE pixel format to allow creation of
    floating point and half float color buffers. Lastly, it provides an
    additional query to allow clients to verify that they have a
    floating point color buffer.

    The HALF_APPLE texture type allows clients to use source textures
    composed of half float color components.  This constant is use in
    the type parameter in DrawPixels, ReadPixels and texturing commands
    with a corresponding GL half data type, which corresponds to a 16
    bit half float, and has no special interpretation.

    Clients can use the 12 additional (6 floating point and 6 half
    float) sized internal texture formats to specify the mapping of R,
    G, B and A values to texture components, as they would with any
    other sized internal texture format.  Note, as is the standard
    practice with OpenGL, implementations should map the sized internal
    texture R, G, B and A values to internal components with memory
    allocations as close as possible to those specified in the sized
    internal format.

    Floating point color buffers are created by specifying the
    appropriate color floating point pixel format attribute for the
    windowing system API in use by the client.  Both 128 bit and 64 bit
    floating point color buffers can be supported, the former with full
    32 bit floating point components and the latter with 16 bit half
    float components.

    Additionally, clients can query to see if they have a floating point
    color buffer using GetBooleanv with COLOR_FLOAT_APPLE as the get
    value.  The number of bits per color buffer component can be
    determined in the usual manner.

Issues:

    1. How is this extension different from the ARB floating point extensions?
    
        Conceptually, this extension can be considered the union of the
        feature sets from the following extensions:

            ARB_texture_float
            ARB_color_buffer_float
            ARB_half_float_pixel
        
        with the following EXCEPTIONS:
        
            * this extension does not support the the per-component
              query of TEXTURE_*_TYPE from ARB_texture_float.

            * this extension only supports the half float pixel type
              from ARB_half_float_pixel for {Draw|Read}|Pixels and
              Tex{Sub}Image{1D|2D|3D}, and for color buffers as
              described by ARB_color_buffer_float.  (Note: unlike the
              ARB_half_float extension, APPLE_float_pixels does not
              support using 16 bit half float data with the imaging
              subset routines that accept images, i.e.,
              ConvolutionFilter{1D|2D}, ColorTable, etc.

            * this extension does not include the ClampColorARB routine
              from ARB_color_buffer_float.  It does, however, use the
              default clamping behavior specified in the
              ARB_color_buffer_float extension.
              
              Note that this means the following in this extension:

                - vertex color outputs are always clamped, regardless of
                  color buffer format
                - fragment color outputs are clamped when writing to a
                  fixed point color buffer and unclamped when writing to
                  a floating point color buffer, and
                - the read color returned by
                  ReadPixels/CopyPixels/GetTexImage/etc. is clamped when
                  reading from a fixed point format and unclamped when
                  reading from a floating point format.

            * unlike ARB_texture_float, this extension only supports
              GL_NEAREST filtering for float (and half float) textures.

            * unlike ARB_color_buffer_float, this extension does not
              support src/dst alpha blending on float (and half float)
              destination color buffers.

    2. Since this extension is more limited than the ARB floating point
       extensions, what is the appropriate (and "future-proof") method
       for an application to use to query for floating point color
       buffer and texture support?
       
        This extension and the related extensions
        APPLEX_color_buffer_float_16_blend and
        APPLEX_texture_float_16_filter, should be considered
        "transitional" in nature. The limited functionality described by
        these extensions is superseded by the more powerful ARB
        extensions and as hardware becomes more capable, it is possible
        that future revisions of OpenGL may deprecate or remove them
        altogether.
       
        As such, to allow for ease of transition to support of the ARB
        floating point extensions, applications are *strongly*
        encouraged to use the following algorithm to query for floating
        point texture and color buffer support:
        
            // any Floating Point Support at all?
            bool supportsFloatColorBuffers = FALSE;
            bool supportsFloatTextures     = FALSE;
            
            // 16 bit/component Floating Point Blend/Filter Support?
            bool supportsFloat16ColorBufferBlending = FALSE;
            bool supportsFloat16TextureFiltering    = FALSE;

            // 32 bit/component Floating Point Blend/Filter Support?
            bool supportsFloat32ColorBufferBlending = FALSE;
            bool supportsFloat32TextureFiltering    = FALSE;
        
            // ===============================================
            // Check for floating point texture support
            // 
            // * First check for full ARB_texture_float
            //   extension and only then check for more
            //   limited APPLE and APPLEX texture extensions
            // ===============================================
            if (extensionSupported("ARB_texture_float"))
            {
                supportsFloatTextures           = TRUE;
                supportsFloat16TextureFiltering = TRUE;
                supportsFloat32TextureFiltering = TRUE;            
            }
            else if (extensionSupported("APPLE_float_pixels"))
            {
                supportsFloatTextures = TRUE;

                if (extensionSupported("APPLEX_texture_float_16_filter"))
                {
                    supportsFloat16TextureFiltering = TRUE;
                }
            }

            // ===============================================
            // Check for floating point color buffer support
            // 
            // * First check for full ARB_color_buffer_float
            //   extension and only then check for more
            //   limited APPLE and APPLEX color buffer extensions
            // ===============================================
            if (extensionSupported("ARB_color_buffer_float"))
            {
                supportsFloatColorBuffers          = TRUE;
                supportsFloat16ColorBufferBlending = TRUE;
                supportsFloat32ColorBufferBlending = TRUE;            
            }
            else if (extensionSupported("APPLE_float_pixels"))
            {
                supportsFloatColorBuffers = TRUE;

                if (extensionSupported("APPLEX_color_buffer_float_16_blend"))
                {
                    supportsFloat16ColorBufferBlending = TRUE;
                }
            }


    3. Why does this extension (and the related APPLEX_*_float_*
       extensions) even exist, given the existence of the ARB, ATI, and
       NVIDIA floating point extensions?
       
        A good question.  This extension was developed contemporaneously
        with the ATI and NVIDIA extensions and support for this
        extension in Mac OS X's OpenGL implementation predates the
        definition of the ARB extensions.  In addition, this extension
        specification attempts to document the behavior of the APPLE
        extension to support use of floating point features on hardware
        which may not support the full feature set described by the ARB
        extensions.  The behavior of the APPLE extension more closely
        matches the feature set of this class of hardware and can be
        used by applications to get a more accurate description of
        native hardware support when falling back to software rendering
        may not be appropriate.

        It is expected that as hardware renderers becomes more capable
        the Mac OS X OpenGL implementation will transition to supporting
        the ARB extensions and may deprecate and/or remove these APPLE
        extensions from the API.  Please see issue #2 for details on how
        to query for floating point support in a "future-proof" manner.


    4. What will happen when the ARB floating point extensions are
       supported?
       
        The APPLE_float_pixels and the related
        APPLEX_texture_float_16_filter and
        APPLEX_color_buffer_float_16_blend extensions are intended as a
        strict subset of the functionality in ARB_texture_float,
        ARB_color_buffer_float, and ARB_half_float_pixel.

        Consequently, an implementation could legally support all of
        these extensions simulataneously, however once the ARB
        extensions are supported there is no need to export the
        APPLE{X}_* floating point extensions.

        Consequently, it's possible that implementations may deprecate
        or remove the APPLE_float_pixels,
        APPLEX_texture_float_16_filter, and
        APPLEX_color_buffer_float_16_blend extensions when the
        corresponding ARB extensions are supported by the underlying
        hardware.  Applications should pay attention to issue #2 above
        to prepare for this possibility.
        

New Procedures and Functions

    None

New Tokens

    Accepted by the  parameters of DrawPixels, ReadPixels, TexImage1D,
    TexImage2D, TexImage3D, TexSubImage1D, TexSubImage2D, TexSubImage3D, and
    GetTexImage:

      HALF_APPLE                      0x140B        // Same as HALF_FLOAT_NV/ARB

    Accepted by the GetBooleanv:

      COLOR_FLOAT_APPLE               0x8A0F
      
    Accepted by the  parameter of TexImage1D,
    TexImage2D, and TexImage3D:

      RGBA_FLOAT32_APPLE              0x8814        // Same as RGBA_FLOAT32_ATI/ARB
      RGB_FLOAT32_APPLE               0x8815        // Same as RGB_FLOAT32_ATI/ARB              
      ALPHA_FLOAT32_APPLE             0x8816        // Same as ALPHA_FLOAT32_ATI/ARB            
      INTENSITY_FLOAT32_APPLE         0x8817        // Same as INTENSITY_FLOAT32_ATI/ARB        
      LUMINANCE_FLOAT32_APPLE         0x8818        // Same as LUMINANCE_FLOAT32_ATI/ARB        
      LUMINANCE_ALPHA_FLOAT32_APPLE   0x8819        // Same as LUMINANCE_ALPHA_FLOAT32_ATI/ARB  
      RGBA_FLOAT16_APPLE              0x881A        // Same as RGBA_FLOAT16_ATI/ARB             
      RGB_FLOAT16_APPLE               0x881B        // Same as RGB_FLOAT16_ATI/ARB              
      ALPHA_FLOAT16_APPLE             0x881C        // Same as ALPHA_FLOAT16_ATI/ARB            
      INTENSITY_FLOAT16_APPLE         0x881D        // Same as NTENSITY_FLOAT16_ATI/ARB        
      LUMINANCE_FLOAT16_APPLE         0x881E        // Same as LUMINANCE_FLOAT16_ATI/ARB        
      LUMINANCE_ALPHA_FLOAT16_APPLE   0x881F        // Same as LUMINANCE_ALPHA_FLOAT16_ATI/ARB  

Additions to Chapter 2 of the OpenGL 2.0 Specification (OpenGL Operation)

    Add a new Section 2.1.2, (p. 6):

    2.1.2  16-Bit Floating-Point Numbers

    A 16-bit floating-point number has a 1-bit sign (S), a 5-bit
    exponent (E), and a 10-bit mantissa (M).  The value of a 16-bit
    floating-point number is determined by the following:

        (-1)^S * 0.0,                        if E == 0 and M == 0,
        (-1)^S * 2^-14 * (M / 2^10),         if E == 0 and M != 0,
        (-1)^S * 2^(E-15) * (1 + M/2^10),    if 0 < E < 31,
        (-1)^S * INF,                        if E == 31 and M == 0, or
        NaN,                                 if E == 31 and M != 0,

    where

        S = floor((N mod 65536) / 32768),
        E = floor((N mod 32768) / 1024), and
        M = N mod 1024.

    Implementations are also allowed to use any of the following
    alternative encodings:

        (-1)^S * 0.0,                        if E == 0 and M != 0,
        (-1)^S * 2^(E-15) * (1 + M/2^10),    if E == 31 and M == 0, or
        (-1)^S * 2^(E-15) * (1 + M/2^10),    if E == 31 and M != 0,

    Any representable 16-bit floating-point value is legal as input
    to a GL command that accepts 16-bit floating-point data.  The
    result of providing a value that is not a floating-point number
    (such as infinity or NaN) to such a command is unspecified, but
    must not lead to GL interruption or termination.  Providing a
    denormalized number or negative zero to GL must yield predictable
    results.

    (modify Table 2.2, p. 9) -- add new row

                   Minimum
       GL Type    Bit Width    Description
       -------    ---------    -----------------------------------
       half          16        half-precision floating-point value
                               encoded in an unsigned scalar

    Modify Section 2.14, (Colors and Coloring), p. 59

    (modify Table 2.9, p. 59)  Add new row to the table:

         GL Type    Conversion
         -------    ----------
         half          c


Additions to Chapter 3 of the OpenGL 2.0 Specification (Rasterization)

    Modify Section 3.6.4 (Rasterization of Pixel Rectangles), p. 126

    (modify next-to-last paragraph, p.136, "Final Conversion") ... For
    RGBA components, if fragment color clamping is enabled, each element
    is clamped to [0,1], and may be converted to fixed-point according
    to the rules given in section 2.14.9 (Final Color Processing).  If
    fragment color clamping is disabled, RGBA components are unmodified.
    For the purposes of this specification, fragment color clamping is
    enabled implicitly if all enabled color buffers have fixed-point
    components.

    Modify Section 3.8.1 (Texture Image Specification), p. 150

    (modify second paragraph, p. 151) The selected groups are processed
    exactly as for DrawPixels, stopping just before final conversion.
    For R, G, B, and A, if the <internalformat> of the texture is
    fixed-point, the components are clamped to [0, 1].  Otherwise, the
    components are not modified.  The depth value so generated is
    clamped to [0, 1].

    (modify the second paragraph, p. 152) The internal component resolution
    is the number of bits allocated to each value in a texture image. If
    <internalformat> is specified as a base internal format, the GL stores
    the resulting texture with internal component resolutions of its own
    choosing.  If a sized internal format is specified, the mapping of the
    R, G, B, A, and depth values to texture components is equivalent to the
    mapping of the corresponding base internal format's components, as
    specified in table 3.15, the type (unsigned int, float, etc.) is
    assigned the same type specified by <internalFormat>, and the memory
    allocation per texture component is assigned by the GL to match the
    allocations listed in table 3.16 as closely as possible. (The definition
    of closely is left up to the implementation.  Implementations are not
    required to support more than one resolution of each type (unsigned int,
    float, etc.) for each base internal format.) If a compressed internal
    format is specified, the mapping of the R, G, B, A, and depth values to
    texture components is equivalent to the mapping of the corresponding
    base internal format's components, as specified in table 3.15. The
    specified image is compressed using a (possibly lossy) compression
    algorithm chosen by the GL.

    (add the following to table 3.16, p. 154)

      Sized                       Base             R    G    B    A    L    I
      Internal Format             Internal Format bits bits bits bits bits bits
      --------------------------- --------------- ---- ---- ---- ---- ---- ----
      RGBA32F_ARB                 RGBA            f32  f32  f32  f32
      RGB32F_ARB                  RGB             f32  f32  f32
      ALPHA32F_ARB                ALPHA                          f32
      INTENSITY32F_ARB            INTENSITY                                f32
      LUMINANCE32F_ARB            LUMINANCE                           f32
      LUMINANCE_ALPHA32F_ARB      LUMINANCE_ALPHA                f32  f32
      RGBA16F_ARB                 RGBA            f16  f16  f16  f16
      RGB16F_ARB                  RGB             f16  f16  f16
      ALPHA16F_ARB                ALPHA                          f16
      INTENSITY16F_ARB            INTENSITY                                f16
      LUMINANCE16F_ARB            LUMINANCE                           f16
      LUMINANCE_ALPHA16F_ARB      LUMINANCE_ALPHA                f16  f16

      Table 3.16: Correspondence of sized internal formats to base
      internal formats, and desired component resolutions for each
      sized internal format.  The notation <f16> and <f32> imply
      16- and 32-bit floating-point, respectively.

    Modify Section 3.8.4 (Texture Parameters), p. 166

    (remove TEXTURE_BORDER_COLOR from end of first paragraph, p. 166)

    ... If the value for TEXTURE_PRIORITY is specified as an integer,
    the conversion for signed integers from table 2.9 is applied to
    convert this value to floating-point, followed by clamping the
    value to lie in [0, 1].

    (modify last paragraph, p. 174) ... If the texture contains color
    components, the values of TEXTURE BORDER COLOR are interpreted as
    an RGBA color to match the texture's internal format in a manner
    consistent with table 3.15.  The border values for texture
    components stored as fixed-point values are clamped to [0, 1]
    before they are used.  If the texture contains depth ...


    Add a new section, after 3.8.9 and prior to section 3.8.10, p. 177

    3.8.9.5 Floating point formats and texture filters
    
    Due to limitations in current render hardware, textures with
    floating point formats may not support minification or magnification
    filters that require LINEAR filtering in the manner described above.
    
    Specifically, if the texture filter is neither GL_NEAREST nor
    GL_NEAREST_MIPMAP_NEAREST, and *any* of following conditions are
    true:
    
        * the <internalformat> of the texture is a 32-bit/component
          floating point format and ARB_texture_float is not supported
          by the implementation, *or*

        * the <internalformat> of the texture is a 16-bit/component
          floating point format and APPLEX_texture_float_16_filter
          extension is not supported by the implementation,
     
    then the GL will interpret texture minification and magnification filters
    according to the table (xxx.1) listed below:
    
        specified filter         will behave as:
        ----------------         --------------
        LINEAR                   NEAREST
        NEAREST_MIPMAP_LINEAR    NEAREST_MIPMAP_NEAREST
        LINEAR_MIPMAP_NEAREST    NEAREST_MIPMAP_NEAREST
        LINEAR_MIPMAP_LINEAR     NEAREST_MIPMAP_NEAREST
        ----------------------------------------------------
        Table xxx.1 - floating point texture filter behavior

    Otherwise, the texture minification and magnfication filters behave
    as specified earlier in section 3.8.8 and 3.8.9.


    Modify Section 3.8.13 (Texture Environments and Functions), p.182

    (modify third paragraph, p. 183, removing clamping language)
     ...TEXTURE_ENV_COLOR is set to an RGBA color by providing four
    single-precision floating-point values.  If integers are provided
    for TEXTURE ENV COLOR, then they are converted to floating-point
    as specified in table 2.9 for signed integers.

    (replace the sixth paragraph of p. 183) If fragment color clamping
    is enabled, all of these color values, including the results, are
    clamped to the range [0,1].  If fragment color clamping is
    disabled, the values are not clamped.  The texture functions are
    specified in tables 3.22, 3.23, and 3.24.

    (modify seventh paragraph of p. 183) ... ALPHA_SCALE, respectively.
    If fragment color clamping is enabled, the arguments and results
    used in table 3.24 are clamped to [0,1].  Otherwise, the results
    are unmodified.

    Modify Section 3.9 (Color Sum), p. 191

    (modify second paragraph) ... the A component of c_sec is unused.
    If color sum is disabled, then c_pri is assigned to c.  The
    components of c are then clamped to the range [0,1] if and only
    if fragment color clamping is enabled.

    Modify Section 3.10 (Fog), p. 191

    (modify fourth paragraph, p. 192, removing clamping language) ...If
    these are not floating-point values, then they are converted to
    floating-point using the conversion given in table 2.9 for signed
    integers.  If fragment color clamping is enabled, the components of
    C_r and C_f and the result C are clamped to the range [0,1] before
    the fog blend is performed.

    Modify Section 3.11.2 (Shader Execution), p. 194

    (modify Shader Inputs, first paragraph, p. 196) The built-in
    variables gl_Color and gl_SecondaryColor hold the R, G, B, and A
    components, respectively, of the fragment color and secondary
    color. If the primary color or the secondary color components are
    represented by the GL as fixed-point values, they undergo an
    implied conversion to floating-point.  This conversion must leave
    the values 0 and 1 invariant. Floating-point color components
    (resulting from a disabled vertex color clamp) are unmodified.

    (modify Shader Outputs, first paragraph, p. 196) ... These are
    gl_FragColor, gl_FragData[n], and gl_FragDepth.  If fragment
    clamping is enabled, the final fragment color values or the final
    fragment data values written by a fragment shader are clamped to
    the range [0, 1] and then may be converted to fixed-point as
    described in section 2.14.9.  If fragment clamping is disabled,
    the final fragment color values or the final fragment data values
    are not modified.  The final fragment depth...

Additions to Chapter 4 of the OpenGL 2.0 Specification (Per-Fragment
Operations and the Frame Buffer)


    Modify Chapter 4 Introduction, (p. 198)

    (modify third paragraph, p. 198)  Color buffers consist of either
    unsigned integer color indices, R, G, B and optionally A unsigned
    integer values, or R, G, B, and optionally A floating-point values.
    The number of bitplanes...

    Modify Section 4.1.3 (Multisample Fragment Operations), p. 200

    (modify last paragraph, p. 200) ...and all 0's corresponding to all
    alpha values being 0.  The alpha values used to generate a coverage
    value are clamped to the range [0,1]. It is also intended ...

    Modify Section 4.1.5 (Alpha Test), p. 201

    (modify first paragraph of section, deleting clamping of
     reference value)  ... The test is controlled with

       void AlphaFunc(enum func, float ref);

    func is a symbolic constant indicating the alpha test function;
    ref is a reference value.  When performing the alpha test, the GL
    will convert the reference value to the same representation as the
    the fragment's alpha value (floating-point or fixed-point).
    For fixed-point, the reference value is converted according to the
    rules given for an A component in section 2.14.9 and the fragment's
    alpha value is rounded to the nearest integer.  The possible ...

    Modify Section 4.1.8 (Blending), p. 205

    (modify first paragraph, p. 206) Source and destination values are
    combined according to the blend equation, quadruplets of source and
    destination weighting factors determined by the blend functions, and
    a constant blend color to obtain a new set of R, G, B, and A values,
    as described below.
    
    If the color buffer is fixed-point, the components of the source
    and destination values and blend factors are clamped to [0, 1]
    prior to evaluating the blend equation, the components of the
    blending result are clamped to [0,1] and converted to fixed-
    point values in the manner described in section 2.14.9. If the
    color buffer is floating-point, no clamping occurs.  The
    resulting four values are sent to the next operation.

    Blending is dependent on the incoming fragments alpha value and
    that of the corresponding currently stored pixel. Blending applies
    only in RGBA mode and only one of the following conditions is true:
        
        * the format of the current color buffer is fixed-point, *or*

        * the format of current color buffer(s) is 16 bit floating point
          and the APPLEX_color_buffer_float_16_blend extension is
          supported by the implementation, *or*

        * the format of the current color buffer is floating-point and
          the ARB_color_buffer_float extension is supported by the
          implementation.
    
    Otherwise, the blending stage is bypassed. Blending is enabled or
    disabled using Enable or Disable with the symbolic constant BLEND.
    If it is disabled (or bypassed), or if logical operation on color
    values is enabled (section 4.1.10), proceed to the next operation.

    (modify fifth paragraph, p. 206) Fixed-point destination
    (framebuffer) components are taken to be fixed-point values
    represented according to the scheme given in section 2.14.9
    (Final Color Processing).  Constant color components, floating-
    point destination components, and source (fragment) components are
    taken to be floating point values. If source components are
    represented internally by the GL as either fixed-point values they
    are also interepreted according to section 2.14.9.

    (modify Blend Color section removing the clamp, p. 209) The
    constant color C_c to be used in blending is specified with the
    command

       void BlendColor(float red, float green, float blue, float alpha);

    The constant color can be used in both the source and destination
    blending functions.

    Replace Section 4.1.9 (Dithering), p. 209

    Dithering selects between two representable color values or indices.
    A representable value is a value that has an exact representation in
    the color buffer.  In RGBA mode dithering selects, for each color
    component, either the most positive representable color value (for
    that particular color component) that is less than or equal to the
    incoming color component value, c, or the most negative
    representable color value that is greater than or equal to c.  The
    selection may depend on the x_w and y_w coordinates of the pixel, as
    well as on the exact value of c.  If one of the two values does not
    exist, then the selection defaults to the other value.

    In color index mode dithering selects either the largest
    representable index that is less than or equal to the incoming
    color value, c, or the smallest representable index that is greater
    than or equal to c.  If one of the two indices does not exist, then
    the selection defaults to the other value.

    Many dithering selection algorithms are possible, but an individual
    selection must depend only on the incoming color index or component
    value and the fragment's x and y window coordinates.  If dithering
    is disabled, then each incoming color component c is replaced with
    the most positive representable color value (for that particular
    component) that is less than or equal to c, or by the most negative
    representable value, if no representable value is less than or equal
    to c; a color index is rounded to the nearest representable index
    value.

    Dithering is enabled with Enable and disabled with Disable using the
    symbolic constant DITHER.  The state required is thus a single bit.
    Initially dithering is enabled.

    Section 4.1.10 (Logical Operation), p. 210

    (insert after the first sentence, p. 210)  Logical operation has no
    effect on a floating-point destination color buffer.  However, if
    COLOR_LOGIC_OP is enabled, blending is still disabled.

    Modify Section 4.2.3 (Clearing the Buffers), p. 215

    (modify second paragraph, p. 216, removing clamp of clear color)

       void ClearColor(float r, float g, float b, float a);

    sets the clear value for the color buffers in RGBA mode.

    (add to the end of first partial paragraph, p. 217) ... then a
    Clear directed at that buffer has no effect.  Fixed-point RGBA
    color buffers are cleared to a color values derived by taking the
    clear color, clamping to [0,1], and converting to fixed-point
    according to the rules of section 2.14.9.

    Modify Section 4.2.4 (The Accumulation Buffer), p. 217

    (modify second paragraph in section, p. 217) ... Using ACCUM
    obtains R, G, B, and A components from the color buffer currently
    selected for reading (section 4.3.2). If the color buffer is
    fixed-point, each component is considered as a fixed-point value
    in [0,1] (see section 2.14.9) and is converted to floating-point.
    Each result is then multiplied ...

    (modify second paragraph on p. 218) The RETURN operation takes
    each color value from the accumulation buffer and multiplies each
    of the R, G, B, and A components by <value>.  If fragment color
    clamping is enabled, the results are then clamped to the range
    [0,1]. ...

    Modify Section 4.3.2 (Reading Pixels), p. 219

    (modify paragraph at top of page, p. 222)  ... For a fixed-point
    color buffer, each element is taken to be a fixed-point value in
    [0, 1] with m bits, where m is the number of bits in the
    corresponding color component of the selected buffer (see
    section 2.14.9).  For floating-point color buffer, the elements
    are unmodified.

    (modify Final Conversion, p. 222) For an index, if the type is not
    FLOAT or HALF_FLOAT_ARB, final conversion consists of masking the
    index with the value given in Table 4.6; if the type is FLOAT or
    HALF_FLOAT_ARB, then the integer index is converted to a GL float
    or half data value.

    For an RGBA color, if <type> is not FLOAT or HALF, or the selected
    color buffer is a fixed-point buffer, each component is first
    clamped to [0,1].  Then the appropriate conversion...

    (modify Table 4.7, p. 224 -- add new row)

        type Parameter    GL Data Type    Component Conversion Formula
        --------------    ------------    ----------------------------
        HALF_APPLE         half                  c = f



Additions to Chapter 5 of the OpenGL 2.0 Specification (Special Functions)

    None.

Additions to Chapter 6 of the OpenGL 2.0 Specification (State and
State Requests)

    Modify Section 6.1.2, Data Conversions, p. 245

    (add new paragraph at the end of the section, p. 245) If fragment
    color clamping is enabled, querying of the texture border color,
    texture environment color, fog color, alpha test reference value,
    blend color, and RGBA clear color will clamp the corresponding
    state values to [0,1] before returning them.  This behavior
    provides compatibility with previous versions of the GL that
    clamped these values when specified.


Modifications to the AGL Specification

   Modify the values accepted by aglChoosePixelFormat and aglDescribePixelFormat.

    AGL_COLOR_FLOAT
        If true, this pixel format supports using floating point
        color buffers as the destination for rendering.

Modifications to the CGL Specification

   Modify the values accepted by CGLChoosePixelFormat and CGLDescribePixelFormat.

    kCGLPFAColorFloat
        If true, this pixel format supports using floating point
        color buffers as the destination for rendering.

Dependencies on ARB_fragment_program

    (modify 2nd paragraph of Section 3.11.4.4 language) If fragment
    color clamping is enabled, the fragment's color components are first
    clamped to the range [0,1] and are optionally converted to fixed
    point as in section 2.14.9.  If the fragment program does not write
    result.color, the color will be undefined in subsequent stages.

Dependencies on ARB_fragment_shader

    (modify 1st paragraph of Section 3.11.6 language) ... are
    gl_FragColor and gl_FragDepth.  If fragment color clamping is
    enabled, the final fragment color values written by a fragment
    shader are clamped to the range [0,1] and are optionally converted
    to fixed-point as described in section 2.14.9, Final Color
    Processing.  ...

Dependencies on APPLEX_texture_float_16_filter

    If APPLEX_texture_float_16_filter is not supported, then all
    references to APPLEX_texture_float_16_filter should be removed from
    this extension.  In this case, 16 bit floating point textures will
    behave as if the GL_MAG_FILTER is GL_NEAREST and as if GL_MIN_FILTER
    is either GL_NEAREST_MIPMAP_NEAREST (if a mipmap min filter is
    requested) or GL_NEAREST (if a non-mipmap min filter is requested).

Dependencies on APPLEX_color_buffer_float_16_blend

    If APPLEX_color_buffer_float_16_blend is not supported, then all
    references to APPLEX_texture_float_16_filter should be removed from
    this extension.  In this case, rendering to a 16 bit floating point
    color buffer will behave as if the enable state for GL_BLEND is set
    to FALSE.

Errors

    None.

New State

(table 6.25, p. 215)

    Get value          Type  Get Cmnd     Minimum Value  Description                  Sec.  Attribute
    -----------------  ----  -----------  -------------  ---------------------------  ----  ---------
    COLOR_FLOAT_APPLE   B    GetBooleanv        -        True if color buffers store   2.7      -
                                                         floating point components   

Revision History


    0.1, 2003, gstahl@apple.com
        * preliminary draft, documents shipping behavior as of 10.2.3

    0.2, 08/16/2005, jsandmel@apple.com
        * rewritten to account for the fact that APPLE_float_pixels doesn't support:
            - float 16/32 texture filtering
            - float 16/32 color buffer blending
            - controllable color clamping
            - texture per-component float-versus-int type queries
            - half float types with imaging subset routines
        * added interactions with the shader extensions 
        * added interactions with the APPLEX_*_float_16_* extensions
        * added updates to AGL and CGL
        
