If any implementation is implicitly exposing fp32 rendering on OpenGL ES 3-class hardware then we have already broken the apps. Similarly if any implementation is exposing fp rendering on both > GL 4.2 and < GL 4.2 we have already broken the apps. Not sure where D3D sits with regards to the clamping.
It would help to sort this mess out if we knew on what hardware classes implementations are implicitly exposing fp rendering and if some or all of that hardware is subject to the clear and blend color clamping problem and to not supporting blending for fp32 or fp16. The latter should only be a problem on D3D9. Both GL_EXT_color_buffer_half_float and GL_EXT_color_buffer_float support fp16 blending.
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