blob: 08429ad53ca1f3043faa8e48667365ac0db4629a [file] [log] [blame]
Name Strings
John Kessenich ( john.kessenich 'at' )
Bill Licea-Kane, AMD
Chris Dodd, Nvidia
Jeff Bolz, Nvidia
Pat Brown, Nvidia
Piers Daniell, Nvidia
Ian Romanick, Intel
Daniel Koch, Transgaming
Frank ??, Qualcomm
Jeremy Sandmel, Apple
Jeff Daniels
Greg Roth, Nvidia
Copyright (c) 2010-2013 The Khronos Group Inc. Copyright terms at
Specification Update Policy
Khronos-approved extension specifications are updated in response to
issues and bugs prioritized by the Khronos OpenGL Working Group. For
extensions which have been promoted to a core Specification, fixes will
first appear in the latest version of that core Specification, and will
eventually be backported to the extension document. This policy is
described in more detail at
Complete. Approved by the ARB on June 9, 2010.
Approved by the Khronos Board of Promoters on July 23, 2010.
Last Modified Date: 2010-04-29
Author Revision: 6.0
$Date$ $Revision$
ARB Extension #98
This extension is written against OpenGL 4.0.
OpenGL 4.0 is required.
This extension more clearly restricts the precision requirements of
implementations of the GLSL specification. These include precision of
arithmetic operations (operators '+', '/', ...), transcendentals (log, exp,
pow, reciprocal sqrt, ...), when NaNs (not a number) and INFs (infinities) will
be supported and generated, and denorm flushing behavior. Trigonometric
built-ins and some other categories of built-ins are not addressed.
IP Status
No known IP claims.
New Procedures and Functions
New Types
New Tokens
None, unless we add switches.
Additions to the OpenGL Shading Language 4.00 Specification
Including the following line in a shader can be used to control the
language features described in the extension:
#extension GL_ARB_shader_precision : <behavior>
where <behavior> is as specified in section 3.3.
A new preprocessor #define is added to the OpenGL Shading Language:
#define GL_ARB_shader_precision 1
Changes to Section 4.1.4 Floats
Keep the first two sentences of the second paragraph:
As an input value to one of the processing units, a single-precision or double-
precision floating-point variable is expected to match the corresponding IEEE
754 floating-point definition for precision and dynamic range. Floating-point
variables within a shader are also encoded according to the IEEE 754
specification for single-precision floating-point values....
Remove the remainder of the paragraph:
...However, it is not
required that the precision of internal processing match the IEEE 754 floating-
point specification for floating-point operations, but the guidelines for
precision established by the OpenGL Graphics System Specification must be met.
Similarly, treatment of conditions such as divide by 0 may lead to an
unspecified result, but in no case should such a condition lead to the
interruption or termination of processing. Generally, there are no signaling
NaNs, and operating on NaNs (Not a Number) or infs (positive or negative
infinities) gives undefined results.
replacing it with the following:
...See section 4.5.1 Range and Precision for more details on precision and
usage of NaNs (Not a Number) and Infs (positive or negative infinities).
Add to Section 4.5.1 Range and Precision
The precision of stored single and double precision floating-point variables is
defined by the IEEE 754 standard for 32-bit and 64-bit floating-point numbers.
This includes support for NaNs (Not a Number) and Infs (positive or negative
The following rules apply to both single and double precision operations:
Dividing by 0 results in the appropriately signed IEEE Inf. Any denormalized
value input into a shader or potentially generated by an operation in a shader
can be flushed to 0. In general, correct signedness of 0 is not required. The
rounding mode cannot be set and is undefined. Support for signaling NaNs is
not required and exceptions are never raised. Operations and built-in functions
that operate on a NaN are not required to return a NaN as the result.
Precisions are expressed in terms of maximum relative error in units of ULP
(units in the last place).
For single precision operations
Operation Precision
a+b, a-b, a*b correctly rounded
<, =<, ==, >, >= correct result
a/b, 1.0/b <= 2.5 ULP
a*b+c correctly rounded single operation or
sequence of two correctly rounded operations
fma() same as a*b+c
pow <= 16 ULP
exp, exp2 <= 3 ULP
log, log2 <= 3 ULP
sqrt <= 3 ULP
inversesqrt <= 2 ULP
conversions correctly rounded
Built-in functions defined in the specification with an equation built from the
above operations inherit the above errors. These include, for example, the
geometric functions, the common functions, and many of the matrix functions.
Built-in functions not listed above and not defined as equations of the above
have undefined precision. These include, for example, the trigonometric
functions and determinant.
Double precision operations:
Changes to Section 8.3 Common Functions
In the table for intBitsToFloat, uintBitsToFloat, and packDouble2x32, change
If an inf or NaN is passed in, it will not signal, and the resulting floating
point value is unspecified.
If an inf or NaN is passed in, it will not signal, and the resulting floating
point value will be a NaN.
1. Operations like fma(), pow(), etc. might not be as precise as specified. To
keep backward compatibility, this implies vendors finding out what precisions they do
have. Possibly also either new built-ins or modes are needed to access
hardware's ability to deliver the more precise versions of what is found.
2. The specification is currently lacking in edge case behavior. How much of this
should refer to existing IEEE and language specifications versus be reproduced
Revision History
Revision 1, johnk, 2010-04-29
- Working Draft
Revision 2, johnk, 2010-05-06
- Don't require operations on NaNs to return NaNs.
- Change from EXT to ARB.