Name

    ARB_vertex_attrib_64bit

Name Strings

    GL_ARB_vertex_attrib_64bit

Contact

    Graham Sellers, AMD (graham.sellers 'at' amd.com)
    Pat Brown, NVIDIA (pbrown 'at' nvidia.com)
    Piers Daniell, NVIDIA (pdaniell 'at' nvidia.com)

Contributors

    Barthold Lichtenbelt, NVIDIA
    Bill Licea-Kane, AMD
    Eric Werness, NVIDIA
    Graham Sellers, AMD
    Greg Roth, NVIDIA
    Jeff Bolz, NVIDIA
    Nick Haemel, AMD
    Pierre Boudier, AMD
    Piers Daniell, NVIDIA

Notice

    Copyright (c) 2010-2013 The Khronos Group Inc. Copyright terms at
        http://www.khronos.org/registry/speccopyright.html

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
        https://www.khronos.org/registry/OpenGL/docs/update_policy.php

Status

    Complete. Approved by the ARB on June 9, 2010.
    Approved by the Khronos Board of Promoters on July 23, 2010.

Version

    Last Modified Date:         June 10, 2014
    Revision:                   10

Number

    ARB Extension #99

Dependencies

    This extension is written against the OpenGL 3.2 specification
    (Compatibility Profile).

    This extension is written against version 1.50 (revision 09) of the OpenGL
    Shading Language Specification.

    OpenGL 3.0 and GLSL 1.30 are required.

    ARB_gpu_shader_fp64 (or equivalent functionality) is required.

    This extension interacts with OpenGL 3.1 implementations not supporting
    ARB_compatibility and with the core profile of OpenGL 3.2.

    This extension interacts with EXT_direct_state_access.

    This extension interacts with NV_gpu_shader5.

    This extension interacts with NV_vertex_attrib_integer_64bit.

    This extension interacts with ARB_explicit_attrib_location,
    ARB_separate_shader_objects, OpenGL 3.3, and OpenGL 4.1.

Overview

    This extension provides OpenGL shading language support for vertex shader
    inputs with 64-bit floating-point components and OpenGL API support for
    specifying the value of those inputs using vertex array or immediate mode
    entry points.  This builds on the support for general-purpose support for
    64-bit floating-point values in the ARB_gpu_shader_fp64 extension.

    This extension provides a new class of vertex attribute functions,
    beginning with "VertexAttribL" ("L" for "long"), that can be used to
    specify attributes with 64-bit floating-point components.  This extension
    provides no automatic type conversion between attribute and shader
    variables; single-precision attributes are not automatically converted to
    double-precision or vice versa.  For shader variables with 64-bit
    component types, the "VertexAttribL" functions must be used to specify
    attribute values.  For other shader variables, the "VertexAttribL"
    functions must not be used.  If a vertex attribute is specified using the
    wrong attribute function, the values of the corresponding shader input are
    undefined.  This approach requiring matching types is identical to that
    used for the "VertexAttribI" functions provided by OpenGL 3.0 and the
    EXT_gpu_shader4 extension.

    Additionally, some vertex shader inputs using the wider 64-bit components
    may count double against the implementation-dependent limit on the number
    of vertex shader attribute vectors.  A 64-bit scalar or a two-component
    vector consumes only a single generic vertex attribute; three- and
    four-component "long" may count as two.  This approach is similar to the
    one used in the current GL where matrix attributes consume multiple
    attributes.

    Note that 64-bit generic vertex attributes were nominally supported
    beginning with the introduction of vertex shaders in OpenGL 2.0.  However,
    the OpenGL Shading Language at the time had no support for 64-bit data
    types, so any such values were automatically converted to 32-bit.

    Support for 64-bit floating-point vertex attributes in this extension can
    be combined with other extensions.  In particular, this extension provides
    an entry point that can be used with EXT_direct_state_access to directly
    set state for any vertex array object.  Also, the related
    NV_vertex_attrib_integer_64bit extension provides an entry point to
    specify bindless vertex attribute arrays with 64-bit components, integer
    or floating-point.

IP Status

    No known IP claims.

New Procedures and Functions

    void VertexAttribL1d(uint index, double x);
    void VertexAttribL2d(uint index, double x, double y);
    void VertexAttribL3d(uint index, double x, double y, double z);
    void VertexAttribL4d(uint index, double x, double y, double z, double w);
    void VertexAttribL1dv(uint index, const double *v);
    void VertexAttribL2dv(uint index, const double *v);
    void VertexAttribL3dv(uint index, const double *v);
    void VertexAttribL4dv(uint index, const double *v);

    void VertexAttribLPointer(uint index, int size, enum type, sizei stride,
                              const void *pointer);

    void GetVertexAttribLdv(uint index, enum pname, double *params);

    void VertexArrayVertexAttribLOffsetEXT(uint vaobj, uint buffer,
                                           uint index, int size,
                                           enum type, sizei stride,
                                           intptr offset);

    (note:  VertexArrayVertexAttribLOffsetEXT is provided only if
    EXT_direct_state_access is supported.)

New Tokens

    Returned in the <type> parameter of GetActiveAttrib:

        DOUBLE
        DOUBLE_VEC2                                     0x8FFC
        DOUBLE_VEC3                                     0x8FFD
        DOUBLE_VEC4                                     0x8FFE
        DOUBLE_MAT2                                     0x8F46
        DOUBLE_MAT3                                     0x8F47
        DOUBLE_MAT4                                     0x8F48
        DOUBLE_MAT2x3                                   0x8F49
        DOUBLE_MAT2x4                                   0x8F4A
        DOUBLE_MAT3x2                                   0x8F4B
        DOUBLE_MAT3x4                                   0x8F4C
        DOUBLE_MAT4x2                                   0x8F4D
        DOUBLE_MAT4x3                                   0x8F4E

    Note: These enums are defined in ARB_gpu_shader_fp64, which is required
    by this extension. They are included here only for completeness.

Additions to Chapter 2 of the OpenGL 3.2 (Compatibility Profile) Specification
(OpenGL Operation)

    Modify Section 2.7, Vertex Specification (p. 24)

    (delete third paragraph, p. 33, beginning with "The resulting attribute
    values are undefined")

    (rework the description of the VertexAttribI* commands, and add support
    for new VertexAttribL* commands, p. 33)

    To load values into a generic shader attribute declared as a signed or
    unsigned integer or integer vector, use the commands

      void VertexAttribI{1,2,3,4}{i,ui}( uint index, T values );
      void VertexAttribI{1,2,3,4}{i,ui}v( uint index, T values );
      void VertexAttribI4{b,s,ub,us}v( uint index, T values );

    These commands specify values that are extended to full signed or unsigned
    integers, then loaded into the generic attribute at slot index in the same
    fashion as described above.

    To load values into a generic shader attribute declared as a double, or
    into vectors or matrices thereof, use the commands

      void VertexAttribL{1,2,3,4}d(uint index, T values);
      void VertexAttribL{1,2,3,4}dv(uint index, T values);

    These commands specify one, two, three or four values.  Note that attribute
    variables declared with "double" types must be loaded with
    VertexAttribL*d{v}; loading attributes with VertexAttrib*d{v} will
    produce undefined results.

    For all VertexAttrib* commands, the error INVALID_VALUE is generated if
    <index> is greater than or equal to MAX_VERTEX_ATTRIBS.

    The full set of VertexAttrib* commands specify generic attributes whose
    components are one of the data types:

      * floating-point values (VertexAttrib*),
      * signed or unsigned integers (VertexAttribI*), and
      * double-precision floating-point values (VertexAttribL*d*)

    The values loaded into a shader attribute variable bound to generic
    attribute <index> are undefined if the data type of the attribute
    components specified by the most recent VertexAttrib* command do not match
    the data type of the variable.


    Modify Section 2.8, Vertex Arrays, p. 34

    (insert new paragraph after first paragraph, p. 37)  

    The command

      void VertexAttribLPointer(uint index, int size, enum type,
                                sizei stride, const void *pointer);

    specifies state for a generic vertex attribute array associated with a
    shader attribute variable declared with 64-bit double precision components.
    <type> must be DOUBLE.  <index>, <size>, and <stride> behave as defined in
    all other vertex commands; <size> may be one, two, three or four.

    Each component of an array specified by VertexAttribLPointer will be
    encoded into one or more generic attribute components as specified for the
    VertexAttribL* commands in Section 2.7.  The error INVALID_VALUE is
    generated if <index> is greater than or equal to MAX_VERTEX_ATTRIBS.


    (modify pseudo-code, p. 38, to handle VertexAttribLPointer)

      ...
      for (j = 1; j < genericAttributes; j++) {
        if (generic vertex attribute j array enabled) {
          if (generic attribute j array set by VertexAttribLPointer) {
            VertexAttribL[size][type]v(j, generic vertex attribute j
                                          array element i);
          } else if (generic attribute j array set by VertexAttribIPointer) {
            VertexAttribI[size][type]v(j, generic vertex attribute j
                                          array element i);
          } else if (generic vertex attribute j array normalization flag 
                     is set, and type is not FLOAT or DOUBLE) {
            VertexAttrib[size]N[type]v(j, generic vertex attribute j
                                          array element i);
          } else {
            VertexAttrib[size][type]v(j, generic vertex attribute j 
                                         array element i);
          }
        }
      }

        if (generic attribute 0 array enabled) {
          if (generic attribute 0 array set by VertexAttribLPointers) {
            VertexAttribL[size][type]v(0, generic vertex attribute 0
                                          array element i);
          } else if (generic attribute 0 array set by VertexAttribIPointer) {
            VertexAttribI[size][type]v(0, generic vertex attribute 0
                                          array element i);
          } else if (generic vertex attribute 0 array normalization flag 
                     is set, and type is not FLOAT or DOUBLE) {
            VertexAttrib[size]N[type]v(0, generic vertex attribute 0
                                          array element i);
          } else {
            VertexAttrib[size][type]v(0, generic vertex attribute 0
                                         array element i);
          }
        } else if (vertex array enabled) {
          ...


    Modify the "Add to the end of Section 2.10 (Vertex Array Objects)" section
    of EXT_direct_state_access

    (add a new function prototype to the initial list of commands)

      void VertexArrayVertexAttribLOffsetEXT(uint vaobj, uint buffer,
                                             uint index, int size,
                                             enum type, sizei stride,
                                             intptr offset);

    (No edits are made to the language added in this section.  The same
    general rules described in EXT_direct_state_access apply here -- <vaobj>
    identifies a vertex array object used instead of the currently bound one,
    <buffer> is used in place of the buffer object bound to ARRAY_BUFFER, and
    the command otherwise behaves like VertexAttribLPointer with <pointer>
    set to <offset>.)


    Modify Section 2.14.3, Vertex Attributes, p. 86

    (replace last paragraph, p. 86)

    When an attribute variable declared using one of the scalar or vector data
    types enumerated in Table X.1 and is bound to a generic attribute index
    <i>, its value(s) are taken from the components of generic attribute <i>.
    Scalars are extracted from the x component; two-, three-, and
    four-component vectors are extracted from the, (x, y), (x, y, z), or (x,
    y, z, w) components, respectively.

      Data type                         Command
      -------------------------------   ----------------------------------
      int    int8_t  int16_t  int32_t   VertexAttribI1i
      ivec2  i8vec2  i16vec2  i32vec2   VertexAttribI2i
      ivec3  i8vec3  i16vec3  i32vec3   VertexAttribI3i
      ivec4  i8vec4  i16vec4  i32vec4   VertexAttribI4i

      uint   uint8_t uint16_t uint32_t  VertexAttribI1ui
      uvec2  u8vec2  u16vec2  u32vec2   VertexAttribI2ui
      uvec3  u8vec3  u16vec3  u32vec3   VertexAttribI3ui
      uvec4  u8vec4  u16vec4  u32vec4   VertexAttribI4ui

      float  float16_t float32_t        VertexAttrib1{f,b,s,i,ub,us,ui,d}
      vec2   f16vec2   f32vec2          VertexAttrib2{f,b,s,i,ub,us,ui,d}
      vec3   f16vec3   f32vec3          VertexAttrib3{f,b,s,i,ub,us,ui,d}
      vec4   f16vec4   f32vec4          VertexAttrib4{f,b,s,i,ub,us,ui,d}

      double    float64_t               VertexAttribL1d
      dvec2     f64vec2                 VertexAttribL2d
      dvec3     f64vec3                 VertexAttribL3d
      dvec4     f64vec4                 VertexAttribL4d


      Table X.1:  Scalar and vector vertex attribute types and VertexAttrib*
      commands used to set the values of the corresponding generic attribute.

    When an attribute variable is declared as a mat2, mat3x2, mat4x2, its
    matrix columns are taken from the (x, y) components of generic attributes
    <i> and <i>+1 (mat2, dmat2), from attributes <i> through <i>+2 (mat3x2),
    or from attributes <i> through <i>+3 (mat4x2). When an attribute variable
    is declared as a mat2x3, mat3 or mat4x3, its matrix columns are taken from
    the (x, y, z) components of generic attributes i and <i>+1 (mat2x3), from
    attributes <i> through <i>+2 (mat3), or from attributes i through <i>+3
    (mat4x3). When an attribute variable is declared as a mat2x4, mat3x4 or
    mat4, its matrix columns are taken from the (x, y, z, w) components of
    generic attributes <i> and <i>+1 (mat2x4), from attributes <i> through
    <i>+2 (mat3x4), or from attributes <i> through <i>+3 (mat4).  When an
    attribute variable is declared as a double-precision matrix (dmat2, dmat3,
    dmat4, dmat2x3, dmat2x4, dmat3x2, dmat3x4, dmat4x2, dmat4x3), its matrix
    columns are taken from the same generic attributes as the equivalent
    single-precision matrix type, with values specified using the
    VertexAttribL* or VertexAttribLPointer commands.

    For the 64-bit double precision types listed in Table X.1, no default
    attribute values are provided if the values of the vertex attribute variable
    are specified with fewer components than required for the attribute
    variable.  For example, the fourth component of a variable of type dvec4
    will be undefined if specified using VertexAttribL3dv or using a vertex
    array specified with VertexAttribLPointer and a size of three.


    (modify the second paragraph, p. 87) ... exceeds MAX_VERTEX_ATTRIBS.  For
    the purposes of this comparison, attribute variables of the type dvec3,
    dvec4, dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3, and dmat4 may count as
    consuming twice as many attributes as equivalent single-precision types.
    While these types use the same number of generic attributes as their
    single-precision equivalents, implementations are permitted to consume two
    single-precision vectors of internal storage for each three- or
    four-component double-precision vector.

    (extend the list of types in the first paragraph, p. 88)
    ... UNSIGNED_INT_VEC3, UNSIGNED_INT_VEC4, DOUBLE, DOUBLE_VEC2,
    DOUBLE_VEC3, DOUBLE_VEC4, DOUBLE_MAT2, DOUBLE_MAT3, DOUBLE_MAT4,
    DOUBLE_MAT2x3, DOUBLE_MAT2x4, DOUBLE_MAT3x2, DOUBLE_MAT3x4, DOUBLE_MAT4x2,
    or DOUBLE_MAT4x3.

    (add the following entries to table 2.13: OpenGL Shading Language type
     tokens returned by GetActiveUniform and GetActiveUniformsiv, and
     corresponding shading language keywords declaring each such type., p. 96)

                    Type Name Token    |    Keyword
                    ---------------------------------
                    DOUBLE             |    double
                    DOUBLE_VEC2        |    dvec2
                    DOUBLE_VEC3        |    dvec3
                    DOUBLE_VEC4        |    dvec4
                    DOUBLE_MAT2        |    dmat2
                    DOUBLE_MAT3        |    dmat3
                    DOUBLE_MAT4        |    dmat4
                    DOUBLE_MAT2x3      |    dmat2x3
                    DOUBLE_MAT2x4      |    dmat2x4
                    DOUBLE_MAT3x2      |    dmat3x2
                    DOUBLE_MAT3x4      |    dmat3x4
                    DOUBLE_MAT4x2      |    dmat4x2
                    DOUBLE_MAT4x3      |    dmat4x3

Additions to Chapter 3 of the OpenGL 3.2 (Compatibility Profile) Specification
(Rasterization)

    None.

Additions to Chapter 4 of the OpenGL 3.2 (Compatibility Profile) Specification
(Per-Fragment Operations and the Frame Buffer)

    None.

Additions to Chapter 5 of the OpenGL 3.2 (Compatibility Profile) Specification
(Special Functions)

    Modify Section 5.4.1, Commands Not Usable in Display Lists, p. 358

    (add to "Vertex arrays" list) VertexAttribLPointer, and
    VertexArrayVertexAttribLOffsetEXT.

    (note:  GetVertexAttribL* commands are also not allowed in display lists,
    but is already covered by blanket language in "Other queries")


Additions to Chapter 6 of the OpenGL 3.2 (Compatibility Profile) Specification
(State and State Requests)

    Modify Section 6.1.15, Shader and Program Queries, p. 384

    (add to the last list of commands, p. 387)

      void GetVertexAttribLdv(uint index, enum pname, double *params);

    (modify the third paragraph, p. 388) The query CURRENT_VERTEX_ATTRIB
    returns the current value for the generic attribute
    <index>. GetVertexAttribdv and GetVertexAttribfv read and return the
    current attribute values as four single-precision floating-point values;
    GetVertexAttribiv reads them as floating-point values and converts them to
    four integer values; GetVertexAttribIiv reads and returns them as signed
    integers; GetVertexAttribIuiv reads and returns them as four unsigned
    integers; GetVertexAttribLdv reads and returns them as four double-precision
    floating-point values.  The results of the query are undefined if the
    current attribute values are read using one data type but were specified
    using a different one.  The error INVALID_OPERATION is generated if index
    is zero, as there is no current value for generic attribute zero.


Additions to Appendix A of the OpenGL 3.2 (Compatibility Profile)
Specification (Invariance)

    None.

Additions to the AGL/GLX/WGL Specifications

    None.

Modifications to The OpenGL Shading Language Specification, Version 1.50
(Revision 09)

    Including the following line in a shader can be used to control the
    language features described in this extension:

      #extension GL_ARB_vertex_attrib_64bit : <behavior>

    where <behavior> is as specified in section 3.3.

    New preprocessor #defines are added to the OpenGL Shading Language:

      #define GL_ARB_vertex_attrib_64bit    1


    Modify Section 4.3.4, Inputs, p. 31

    (modify third paragraph of the section, p. 31, allowing double-precision
    vertex shader inputs) ... Vertex shader inputs can only be single- or
    double-precision floating-point scalars, vectors, or matrices, or signed
    and unsigned integers and integer vectors.  Vertex shader inputs can also
    form arrays of these types, but not structures.


GLX Protocol

    !!! TBD !!!

Dependencies on OpenGL 3.1 and OpenGL 3.2

    When using an OpenGL 3.1 context without support for the ARB_compatibility
    extension or the core profile of OpenGL 3.2, remove the pseudocode
    describing the operation of ArrayElement.  The core profile specifies
    commands like DrawArrays and DrawElements more concisely.  Additionally,
    remove edits relevant to (deleted) display list functionality.

Dependencies on EXT_direct_state_access

    If EXT_direct_state_access is not supported, references to the function
    VertexArrayVertexAttribLOffsetEXT should be removed.

Dependencies on NV_gpu_shader5

    If NV_gpu_shader5 is not supported, references to the sized data types
    provided by these extensions (e.g., int8_t, float16_t, u16vec4, f64vec2)
    in Table X.1 should be removed.  The full set of types in the table is
    provided for completeness.

Dependencies on NV_vertex_attrib_integer_64bit

    The extension NV_vertex_attrib_integer_64bit provides similar
    VertexAttribL* support for 64-bit signed and unsigned integer vertex
    shader inputs.  That extension also uses the VertexAttribLPointer
    function to specify 64-bit integer vertex attribute arrays.

    Even if an application only uses 64-bit floating-point values in their
    vertex shader, NV_vertex_attrib_integer_64bit may still be useful.  That
    extension also provides the VertexAttribLFormatNV function, which allows
    the "bindless" vertex attribute array support provided by the
    NV_vertex_buffer_unified_memory extension to be used with 64-bit
    components, integer or floating-point.

Dependencies on ARB_explicit_attrib_location, ARB_separate_shader_objects,
OpenGL 3.3, and OpenGL 4.1

    If ARB_explicit_attrib_location (or OpenGL 3.3) is supported, vertex
    shader input variables (including ones with double-precision components)
    can select associated generic attributes with an explicit location layout
    qualifier in lieu of calling BindAttribLocation.  If
    ARB_separate_shader_objects (or OpenGL 4.1) is supported, the layout
    location qualifier introduced by this extension is extended to apply to
    inputs for non-vertex shaders and outputs for non-fragment shaders.  As
    this extension requires ARB_gpu_shader_fp64 (or OpenGL 4.0), such inputs
    and outputs can have double-precision component types.

    When these extensions are supported, there are special rules for the
    number of locations consumed by "dvec3" and "dvec4" types, which require
    more storage than is available in a four-component single-precision
    vector.  The rules are:

      * dvec3/dvec4 vertex inputs consume one location (generic vertex
        attribute), but can count as two vectors for the purposes of
        determining if the vertex shader consumes too many inputs

      * dvec3/dvec4 inputs and outputs for other stages consume two locations

    The relevant spec edits (modifying language introduced by
    ARB_explicit_attrib_location) can be found in the
    ARB_separate_shader_objects extension.

Errors

    For all VertexAttrib* commands, the error INVALID_VALUE is generated if
    <index> is greater than or equal to MAX_VERTEX_ATTRIBS.

    For VertexAttribLPointer, VertexAttribLFormat, and
    VertexArrayVertexAttribLOffsetEXT, the error INVALID_VALUE is generated if
    <index> is greater than or equal to MAX_VERTEX_ATTRIBS.

New State

    None.

New Implementation Dependent State

    None.

Issues

    (1) Should we allow 64-bit double-precision vertex attributes in the OpenGL
        API?  If so, how should we handle 64-bit double-precision values?

      RESOLVED:  Yes, we will allow vertex shader inputs to have any scalar
      or vector type, including sized types.  Doubles appear to the API as any
      other type.  The new 'L' versions of the entry points are added to
      distinguish 64-bit attributes from existing DOUBLE support, where doubles
      are down-converted to floats.

    (2) How does the handling of 64-bit vertex attribute components in this
        extension interact with the existing vertex attribute functions that
        support doubles?

      RESOLVED:  While it is possible for fixed-function pipeline
      implementations to operate directly on doubles, most (if not all) such
      implementations simply convert doubles to floats.  The OpenGL Shading
      Language has not supported double-precision types to date, so all
      previous shading language inputs needed to be converted to float by
      necessity.

      While it would be possible to support the existing double-precision
      vertex APIs (e.g., VertexAttrib4dv) to feed shading language variables
      with double-precision types, any such approach involves the prohibitive
      dynamic typing overhead discussed above.  As a result, we chose to
      create a parallel VertexAttribL* API.  

      A similar approach was chosen for the integer attributes in OpenGL 3.0,
      where there was a pre-existing set of vertex APIs that accepted integers
      that were converted to floating-point values via straight value
      conversion or normalization.  Re-using existing integer APIs to feed the
      (new) integer variable types would have required similarly expensive
      dynamic typing.

    (3) How should we handle vertex attributes for three- and four-component
        vectors with double-precision components?  How do we support these
        with vertex arrays?

      RESOLVED:  Double-precision attributes may consume twice as much
      internal storage as their single-precision counterparts.  For the
      purposes of determining if a vertex shader uses "too many" attribute
      vectors in LinkProgram, implementations are permitted (but not required)
      to count "dvec3" and "dvec4" vertex shader inputs as consuming twice as
      many input vectors as corresponding single-precision types.
      Implementations are required to count inputs of type "double" and
      "dvec2" as a single vector, since these types require no more storage
      than a "vec4".

      Note however, that for the purposes of mapping inputs to generic vertex
      attributes, "dvec3" and "dvec4" inputs are counted as consuming one
      attribute/location.  For example, if a vertex shader specifies:

        layout(location=4) in dvec4 attribs[4];

      the values for the four elements of "attribs" will be taken from vertex
      attributes 4-7, though "attribs" may be counted as consuming eight
      vectors worth of attributes.

    (4) Are default values supported for vertex attributes with 64-bit
        components?

      RESOLVED:  No.  With existing APIs, calling VertexAttrib3f() defines a
      FOUR-component vector where the fourth component assumes the value 1.0.
      No such defaults are provided for 64-bit components; if you load the
      values of an attribute of type "dvec4" with VertexAttribL3dv(), the
      value of the fourth component of the attribute variable will be
      undefined.

      The APIs for loading 64-bit vertex attributes were designed to limit the
      amount of data type conversion required of the implementation; providing
      new type-dependent default values runs contrary to that design.  

      Note that the original defaults were present in part to accommodate
      fixed-function vertex and fragment processing, where certain operations
      were defined in the most general form but reasonable defaults allowed
      targeted optimizations.  For example, vertex transformations were
      defined to operate on four-component object coordinates, even though
      four-component input positions are relatively rare.  Specifying a
      default W value of 1.0 allows for a fully-general implementation that
      doesn't need to do special cases based on the input position, but can
      still choose to do so as an optimization.  Programmable shaders, on the
      other hand, can easily be written to ignore irrelevant components and
      substitute constants themselves.

    (5) Should this have a separate extension string entry or be simply
        implied by extensions such as ARB_gpu_shader5 or ARB_gpu_shader_fp64?

      RESOLVED:  Treat as a separate extension, since there may be several
      such extensions with varying capabilities.

      Additionally, we provide a separate GLSL "#extension" identifier for
      this extension because ARB_gpu_shader_fp64 was adopted without support
      for vertex inputs with 64-bit components.

    (6) How does this extension provide 64-bit vertex attribute components for
        assembly programs supported by NV_gpu_program5?

      RESOLVED:  NV_gpu_program5 allows programs to declare input variables
      with 64-bit components using the "LONG ATTRIB" declaration syntax.
      These inputs will be matched up against corresponding vertex attributes
      in the same manner as with GLSL.  Also, as with GLSL, the values of each
      vertex program input must be specified with the correct API function
      (VertexAttrib* vs. VertexAttribL*).


Revision History

    Rev.    Date    Author    Changes
    ----  --------  --------  -----------------------------------------------
    10    06/10/14  Jon Leech Fix typo in name of EXT_direct_state_access
                              (Bug 7704).

     9    08/01/11  pbrown    Clarify that "dvec3" and "dvec4" vertex shader
                              inputs consume only a single "location" for the
                              purpose of matching inputs to generic vertex
                              attributes, but may consume two vectors for the
                              purposes of determining if too many attribute
                              vectors are used (bug 7809).  Also, add missing
                              language describing the set of attributes
                              consumed by matrix vertex attributes (copied
                              from OpenGL 4.1), with fixes to explicitly
                              address "dmat*" types.  Fix issue (3) to match.

     8    01/18/11  Jon Leech Make description of component data types
                              match the commands specifying them
                              (Bug 7235).

     7    07/06/10  pbrown    Fix cut-and-paste errors in table mapping
                              GLSL types to API entry points.

     6    04/09/10  pdaniell  ARBify the spec for inclusion in OpenGL 4.1.
    
     5    03/21/10  pbrown    Minor wording updates to the spec overview, 
                              dependencies, issues, and body.

     4    01/29/10  pbrown    Update extension to accomodate the removal of
                              fp64 vertex inputs from ARB_gpu_shader_fp64 (bug
                              5953).  The API support for enumerating fp64
                              inputs and the GLSL support allowing fp64 vertex
                              inputs now belongs to this extension.  For the
                              GLSL support, we add a "#extension" token to
                              specify that fp64 vertex inputs should be
                              allowed.  Also, update several issues.

     3              gsellers  Updates based on discussion

     2              gsellers  EXT'ify.

     1              pbrown    Internal revisions.