I sent this to the Quartz-dev list, but I'm going to try here too--
apologies if you're getting this a second time. I got a response that
the clipping doesn't happen on the GPU, so operations within the
kernel are safe-- but no luck finding a way around this limitation.
This is starting to drive me crazy and I would love to find a way
around it short of going to full blown GLSL.
It looks like Core Image actively clips pixel values to be in the
[0,1] range. At what stage does that happen?
The CI API provides a lot of functionality that permits results
outside the [0,1] range-- for example in calculating gradients or
transcendentals. Is the limited range a function of the GPU, or can
these computations be chained within a kernel routine without risk of
clipping? Is there any way of coercing the kernel routine to return
values outside the [0,1] range, or do all returned values need to be
re-encoded into this range?
Thanks--
Greg
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