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GL_ARB_texture_float
homeprevnext Name
  
    ARB_texture_float  
  
homeprevnext Name Strings
  
    GL_ARB_texture_float  
  
homeprevnext Contributors
  
    Pat Brown  
    Jon Leech  
    Rob Mace  
    Brian Paul  
  
homeprevnext Contact
  
    Dale Kirkland, NVIDIA (dkirkland 'at' nvidia.com)  
  
homeprevnext Status
  
    Complete. Appprove by the ARB on October 22, 2004.  
  
homeprevnext Version
  
    Based on the ATI_texture_float extension, verion 4  
  
    Last Modified Date:  July 6, 2006  
    Version:             6  
  
homeprevnext Number
  
    ARB Extension #41  
  
homeprevnext Dependencies
  
    This extension is written against the OpenGL 2.0 Specification  
    but will work with the OpenGL 1.5 Specification.  
  
    OpenGL 1.1 or EXT_texture is required.  
  
    This extension interacts with ARB_color_buffer_float.  
  
homeprevnext Overview
  
    This extension adds texture internal formats with 16- and 32-bit  
    floating-point components.  The 32-bit floating-point components  
    are in the standard IEEE float format.  The 16-bit floating-point  
    components have 1 sign bit, 5 exponent bits, and 10 mantissa bits.  
    Floating-point components are clamped to the limits of the range  
    representable by their format.  
  
  
homeprevnext IP Status
  
    SGI owns US Patent #6,650,327, issued November 18, 2003. SGI  
    believes this patent contains necessary IP for graphics systems  
    implementing floating point (FP) rasterization and FP framebuffer  
    capabilities.  
  
    SGI will not grant the ARB royalty-free use of this IP for use in  
    OpenGL, but will discuss licensing on RAND terms, on an individual  
    basis with companies wishing to use this IP in the context of  
    conformant OpenGL implementations. SGI does not plan to make any  
    special exemption for open source implementations.  
  
    Contact Doug Crisman at SGI Legal for the complete IP disclosure.  
  
homeprevnext Issues
  
    1. How is this extension different from the ATI_texture_float  
       extension?  
  
       This extension expands on the definition of float16 values  
       and adds a query to determine if the components of a texture  
       are stored as floats.  
  
    2. Should the new names of the internal formats be changed to a  
       different spelling?  
  
       RESOLVED:  Internal format names have been updated to the  
       same convention as the EXT_framebuffer_object extension.  
  
    3. Is it allowable for an implementation to fall back to a non  
       floating-point internal format if it does not support the  
       requested format?  
  
       RESOLVED:  No.  An application that requests floating-point  
       formats should expect to get them.  Only the precision of the  
       internal format can be changed.  When this extension is  
       promoted to the core, this issue may need to be readdressed.  
  
    4. Do the new internal formats apply to any other commands?  
  
       RESOLVED:  Since color tables support the same <internalFormat>  
       values as textures, they are also extended with this extension,  
       except the individual component types cannot be queried.  
  
    5. Are the floating-point values clamped before they are stored  
       into the texture memory or color tables?  
  
       RESOLVED:  The values are clamped to the representatable  
       range of the storage format.  Overflows could produce  
       +/-INF and underflows could produce denorms or zero.  This  
       matches the behavior of the ATI extension.  
  
    6. Should this extension modify the clamping of the texture border  
       color components?  
  
       RESOLVED:  Yes.  The border color components are unclamped.  
       When used, the border color components are interpreted in a  
       manner consistent with the texture's internal format.  For  
       fixed-point textures, this means that the border color is  
       clamped to [0, 1] when used.  
  
    7. Are floating-point values clamped for the fixed-function GL?  
  
       RESOLVED:  This extension introduces texel values that can be  
       outside [0, 1].  No clamping occurs to these values during  
       texture filtering.  For the fixed-function pipeline, the  
       filtered texel is now clamped before it is used for texture  
       environment blending.  The ARB_color_buffer_float extension  
       can be used to control this clamping.  For the programmable  
       pipelines, no clamping occurs.  
  
    8. Should the query for the border color return the unclamped  
       values?  
  
       RESOLVED:  There is language in the ARB_color_buffer_float  
       extension that handles this.  Since there is no clamp control  
       in this specification, it would be hard to do anything other  
       than return the clamped values.  
  
homeprevnext New Procedures and Functions
  
   None  
  
homeprevnext New Tokens
  
    Accepted by the <value> parameter of GetTexLevelParameter:  
  
        TEXTURE_RED_TYPE_ARB             0x8C10  
        TEXTURE_GREEN_TYPE_ARB           0x8C11  
        TEXTURE_BLUE_TYPE_ARB            0x8C12  
        TEXTURE_ALPHA_TYPE_ARB           0x8C13  
        TEXTURE_LUMINANCE_TYPE_ARB       0x8C14  
        TEXTURE_INTENSITY_TYPE_ARB       0x8C15  
        TEXTURE_DEPTH_TYPE_ARB           0x8C16  
  
    Returned by the <params> parameter of GetTexLevelParameter:  
  
        UNSIGNED_NORMALIZED_ARB          0x8C17  
  
    Accepted by the <internalFormat> parameter of TexImage1D,  
    TexImage2D, and TexImage3D:  
  
        RGBA32F_ARB                      0x8814  
        RGB32F_ARB                       0x8815  
        ALPHA32F_ARB                     0x8816  
        INTENSITY32F_ARB                 0x8817  
        LUMINANCE32F_ARB                 0x8818  
        LUMINANCE_ALPHA32F_ARB           0x8819  
        RGBA16F_ARB                      0x881A  
        RGB16F_ARB                       0x881B  
        ALPHA16F_ARB                     0x881C  
        INTENSITY16F_ARB                 0x881D  
        LUMINANCE16F_ARB                 0x881E  
        LUMINANCE_ALPHA16F_ARB           0x881F  
  
homeprevnext 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.  
  
homeprevnext Additions to Chapter 3 of the OpenGL 2.0 Specification (Rasterization)
  
    Modify Section 3.6.3 (Pixel Transfer Modes), p. 116  
  
    (modify first paragraph, p. 118) The specified image is taken from  
    memory and processed just as if DrawPixels were called, stopping  
    after the final expansion to RGBA. The R, G, B, and A components of  
    each pixel are then scaled by the four COLOR TABLE SCALE parameters  
    and biased by the four COLOR TABLE BIAS parameters.  These  
    parameters are set by calling ColorTableParameterfv as described  
    below.  If fragment color clamping is enable or the  
    <internalformat> is fixed-point, the components are clamped to  
    [0, 1]. Otherwise, the components are not modified.  
  
    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 values for TEXTURE_BORDER_COLOR or the value for  
    TEXTURE_PRIORITY are specified as integers, the conversion for signed  
    integers from table 2.9 is applied to convert this value to  
    floating-point.  Regardless of the original data type, the value for  
    TEXTURE_PRIORITY is clamped to lie in [0, 1].  
  
    ... 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 Section 3.8.8 (Texture Minification), p. 170  
  
    (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 ...  
  
    Modify Section 3.8.11 (Texture State and Proxy State) p. 178  
  
    (modify the first section, p. 178) ...Each array has associated with  
    it a width, height (two- and three-dimensional and cubemap only), and  
    depth (three-dimensional only), a border width, an integer describing  
    the internal format of the image, six integer values describing the  
    resolutions of each of the red, green, blue, alpha, luminance, and  
    intensity components of the image, six values that describe the type  
    (unsigned int, floats, etc.) of each of the red, green, blue, alpha,  
    luminance, and intensity components of the image, a boolean describing  
    whether the image is compressed or not, and an integer size of a  
    compressed image.  Each initial...  
  
    (modify the first paragraph, p. 179) ...Each proxy array includes width,  
    height (two- and three- dimensional arrays only), depth  
    (three-dimensional arrays only), border width, and internal format state  
    values, as well as state for the red, green, blue, alpha, luminance, and  
    intensity component resolutions and types (unsigned int, floats, etc.).  
    Proxy arrays do not include image data, nor do they include texture  
    properties. When TexImage3D is executed with target specified as PROXY  
    TEXTURE 3D, the three-dimensional proxy state values of the specified  
    level-of-detail are recomputed and updated. If the image array would not  
    be supported by TexImage3D called with target set to TEXTURE 3D, no  
    error is generated, but the proxy width, height, depth, border width,  
    and component resolutions are set to zero, and the component types are  
    set to NONE. If the image...  
  
    Modify Section 3.8.13 (Texture Environments and Functions), p.182  
  
    (replace the sixth paragraph of p. 183) All of these color values  
    are clamped to the range [0, 1].  The texture functions are  
    specified in tables 3.22, 3.23, and 3.24.  
  
homeprevnext Additions to Chapter 4 of the OpenGL 2.0 Specification (Per-Fragment Operations and the Frame Buffer)
  
    None  
  
homeprevnext Additions to Chapter 5 of the OpenGL 2.0 Specification (Special Functions)
  
    None  
  
homeprevnext Additions to Chapter 6 of the OpenGL 2.0 Specification (State and State Requests)
  
    Modify Section 6.1.3 (Enumerated Queries), p. 246  
  
    (modify second paragraph, p. 247) For texture images with uncompressed  
    internal formats, queries of <value> of TEXTURE_RED_TYPE_ARB,  
    TEXTURE_GREEN_TYPE_ARB, TEXTURE_BLUE_TYPE_ARB, TEXTURE_ALPHA_TYPE_ARB,  
    TEXTURE_LUMINANCE_TYPE_ARB, TEXTURE_INTENSITY_TYPE_ARB, and  
    TEXTURE_DEPTH_TYPE_ARB, return either NONE, UNSIGNED_NORMALIZED_ARB, or  
    FLOAT indicating how the components are stored, and the queries of  
    <value> of TEXTURE_RED_SIZE, TEXTURE_GREEN_SIZE, TEXTURE_BLUE_SIZE,  
    TEXTURE_ALPHA_SIZE, TEXTURE_LUMINANCE_SIZE, TEXTURE_DEPTH_SIZE, and  
    TEXTURE_INTENSITY_SIZE return the actual resolutions of the stored image  
    array components, not the resolutions specified when the image array was  
    defined.  
  
homeprevnext Additions to the AGL/GLX/WGL Specifications
  
    None  
  
homeprevnext Dependencies on ARB_color_buffer_float extension
  
    The ARB_color_buffer_float extension allows clamping to be  
    controlled in various parts of the GL.  Specifically, clamping  
    of filtered texel values used for texture environment blending  
    can be disable.  
  
homeprevnext Errors
  
    None  
  
homeprevnext New State
  
    (Table 6.17, p. 278) add the following entries:  
  
    Get Value                        Type   Get Command           Minimum Value  Description      Section   Attribute  
    -------------------------------  -----  --------------------  -------------  ---------------  --------  ----------  
    TEXTURE_RED_TYPE_ARB             Z3     GetTexLevelParameter  -              storage type     6.1.3     -  
    TEXTURE_GREEN_TYPE_ARB           Z3     GetTexLevelParameter  -              storage type     6.1.3     -  
    TEXTURE_BLUE_TYPE_ARB            Z3     GetTexLevelParameter  -              storage type     6.1.3     -  
    TEXTURE_ALPHA_TYPE_ARB           Z3     GetTexLevelParameter  -              storage type     6.1.3     -  
    TEXTURE_LUMINANCE_TYPE_ARB       Z3     GetTexLevelParameter  -              storage type     6.1.3     -  
    TEXTURE_INTENSITY_TYPE_ARB       Z3     GetTexLevelParameter  -              storage type     6.1.3     -  
    TEXTURE_DEPTH_TYPE_ARB           Z3     GetTexLevelParameter  -              storage type     6.1.3     -  
  
homeprevnext New Implementation Dependent State
  
    None  
  
homeprevnext Revision History
  
    Rev.    Date    Author     Changes  
    ----  -------- ---------  ----------------------------------------  
      1   2/26/04  kirkland   Initial version based on the ATI  
                              extension.  
  
      2   3/11/04  kirkland   Updated language for float16 number  
                              handling.  
                              Added bit encodings for half values.  
                              Added an issue for color tables.  
                              Added separate queries for component  
                              types.  
                              Changed the internal format names to  
                              match the uber buffer extension.  
                              Added language to not allow textures to  
                              change the type of the internal formats,  
                              only the precision.  
  
      3   7/23/04  kirkland   Added alternative encodings options for  
                              float16 format.  
  
      4   9/17/04  kirkland   Updated to reference the OpenGL 2.0 spec.  
                              Added interaction with clamp control.  
                              Removed the clamping of color table data.  
  
      5   10/1/04  Kirkland   Updated IP section.  
                              Reviewed by the ARB and closed all  
                              UNRESOLVED issues.  
  
      6    7/6/06  pbrown     Fixed broken language for border color   
                              handling.  TexParameteriv border colors  
                              should still be converted to integer; we  
                              only intended to remove the [0,1] clamping.  
                              only intended to remove the [0,1] clamping.  
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