OpenGL 4.3 Compatibility Profile Specification.Separation of vertex format from buffer objectĪRB_robust_buffer_access_behavior, ARB_robustness_isolation, WGL_ARB_robustness_isolation, GLX_ARB_robustness_isolation The ability to create a new texture, with a new internal format, that references an existing texture’s storage Immutable storage for multisample textures GLSL can detect the available mipmap pyramid of a sampler#Texture_mipmap_retrieval) or image Improved API for getting info about program object interfacesīuffer object read-write access from shader, via a uniform-block style mechanismĪccessing the stencil values from a depth/stencil textureīuffer Textures can now be bound to a range of a buffer object rather than the whole thing Issuing multiple indirect rendering commands from a single drawing command. Texture, buffer object, and framebuffer invalidation.
Generalized queries for information about Image Formats Rendering to a Framebuffer Object that has no attachments Layer and viewport indices available from the fragment shader
OpenGL Contexts can be created that do not report errors of any kind.Īvoiding divergent shader invocations, where they are unnecessary. Statistics and transform feedback overflow queries.ĪRB_pipeline_statistics_query, ARB_transform_feedback_overflow_query Multi-draw indirect rendering commands that can fetch the number of draws from a buffer. Vertex shaders can get the draw ID and base vertex/instance values from rendering commands. The SPIR-V language can be used to define shaders.