I do believe that some sort of “blending-like thing” will show up in the future for float buffers. I just don’t think that it will necessarily work the same way as glBlendFunc.
At the bare minimum, I’d predict that you would not get the ONE_MINUS modifiers the way you do so cheaply with glBlendFunc.
Let me make a suggestion. If what your app wants to do (which is a fairly common sort of thing) is to composite N light sources on top of one another with high dynamic range, then there’s a good way to do this. (The obvious case where you need this is shadow volumes, where you only really get to do one light source at a time.)
Create a double-buffered float (probably 64-bit, since you probably don’t need full IEEE for lighting computations) pbuffer, with a depth buffer. First, render your whole scene into depth, with color disabled. Then, do all subsequent passes with depth writes off.
On the first pass, render into your “front buffer” (scare quotes to indicate that it’s not visible, because it’s a pbuffer) for the first light. Use your normal shader.
On the second pass, bind the front buffer as a texture using RTT, and use WPOS or the like as your texture coordinate, and render into the back buffer. Use a slightly modified shader; you will texture out of the front buffer and add your lighting computation into that result.
From there on, just alternate between the two buffers. When you’re done, do some sort of fancy HDR processing into your real window.
This is almost as good as real additive blending. It costs some extra memory, but it avoids some of the ugly synchronization problems that could show up if you were to texture out the same surface you were rendering to, i.e., effectively “blend”. (Hint: there’s a data hazard when you have a deep graphics pipeline.) Although, in this case, I think you might actually get lucky because you did the Z pass first, and so you would only hit each pixel once.
Note that the cleverness here has to do with the fact that front and back of a given pbuffer share the same depth buffer.