Each core revision is specified as a set of extensions.OpenGL 4.5: Direct state access, robustness, ES3.1 Major revision of OpenGL every year since 2008 DirectX 11 features for porting and emulation OpenGL 4.4: Persistently mapped buffers, multi bind OpenGL 4.3: Compute shaders, SSBO, ES3 compatibility OpenGL 4.2: GLSL upgrades and shader image load store OpenGL 4.1: Shader mix-and-match, ES2 compatibility
#OPENGL 4.4 UPDATE FULL#
Maintained full backwards compatibility Major revision of OpenGL every year since OpenGL 3.0, 2008
#OPENGL 4.4 UPDATE SOFTWARE#
Senior Graphics Software Engineer, NVIDIA Principal System Software Engineer, NVIDIA
What if you don’t know the drawCount – doing culling in the GPU for example?.Finally one last feature we released recently.EGL, Framebuffer capture, quad-buffered stereo, G-Sync monitors and Linux for Tegra K1. Linux improvements over the last year.Inspect pixels – where did the come from, what shaders were involved. Hard to tie debug output with the app.You don’t need a debug context to do this.– What’s wrong with this code? Uses compatibility is not the right answer! Like buffer placement and eviction, performance warnings. Got a question yesterday that can be answered by KHR_debug. How do you debug GL in a platform agnostic way? KHR_debug Shipped for a couple of years now, but some folks haven’t heard of this.Writes to uncommitted pages are discarded and reads return undefined data. Sparse buffer, similar to sparse texture.Now you can finally read a sub image of a texture without having to read the whole thing. Not sure how this escaped GL for so long.We expose the _coherent extension for this. Maxwell and TK1 allow intersecting draws without having to use glBlendBarrier since it’s implemented native. Subset of NV_blend_equation_advanced which can be supported by more vendors. Keep drawing objects until you hit an overlap. Texture can be bound to both FBO and for texturing.Compute invocations includes both dispatch and indirect dispatching.In shader query of the number of samples in a texture or image.Using coarse may take less cycles than fine on some implementations.But good for some of the new query targets like GL_TRANSFORM_FEEDBACK_OVERFLOW. Doesn’t make much sense for SAMPLES_PASSED.So there is no potential for numerical loss.
Can provide direct mapping of you near/far planes. The depth scale when transforming device normalized coordinates to window coordinates is modified from to. Most useful when rendering to a texture when you want to keep the texcoords DX like. If you can’t modify the transform matrices in the shader simply flip the y-origin with glClipControl.
#OPENGL 4.4 UPDATE UPDATE#
All covered texture creation, compressed textures, texture update and readback, state sets and gets, texbo and mipmap generation.