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GL_ARB_texture_query_levels: query number of mipmap levels accessible through a sampler uniform.GL_ARB_texture_buffer_range: create texture buffer object corresponding to a subrange of a buffer’s data store.GL_ARB_stencil_texturing: read stencil bits of a packed depth-stencil texture.GL_ARB_shader_storage_buffer_object: enables all shader stages to read and write arbitrarily to very large buffers, great way for compute shaders to communicate to graphics pipeline.GL_ARB_shader_image_size: query size of an image in a shader.GL_ARB_robust_buffer_access_behavior: shader read/write to an object only allowed to data owned by the application, applies to out of bounds accesses.GL_ARB_program_interface_query: generic API to enumerate active variables and interface blocks for each stage, enumerate active variables in interfaces between separable program objects.GL_ARB_multi_draw_indirect: draw many GPU generated objects with one call.GL_ARB_invalidate_subdata: invalidate all or some of the contents of textures and buffers.GL_ARB_internalformat_query2: find out actual supported limits for most texture parameters.GL_ARB_fragment_layer_viewport: gl_Layer and gl_ViewportIndex now available to fragment shader.GL_ARB_explicit_uniform_location: set location of a default-block uniform in the shader.GL_ARB_copy_image: direct copy of pixels between textures and render buffers.GL_ARB_compute_shader: introduces new shader stage and enables advanced processing algorithms that harness the parallelism of GPUs.GL_ARB_clear_buffer_object: clear a buffer object with a constant value.GL_ARB_ES3_compatibility: brings EAC and ETC2 texture compression formats.GL_ARB_arrays_of_arrays: allows multi-dimensional arrays in GLSL.Here are the new that should be exposed by an OpenGL 4.3 driver: OpenGL Shading Language 4.30.6 Specification (updated August 3, 2012).OpenGL 4.3 Core Profile Specification (updated August 6, 2012).
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You can find the complete specification HERE or you can use these New functionality in the OpenGL 4.3 specification includes: – compute shaders that harness GPU parallelism for advanced computation such as image, volume, and geometry processing within the context of the graphics pipeline – shader storage buffer objects that enable vertex, tessellation, geometry, fragment and compute shaders to read and write large amounts of data and pass significant data between shader stages – texture parameter queries to discover actual supported texture parameter limits on the current platform – high quality ETC2 / EAC texture compression as a standard feature, eliminating the need for a different set of textures for each platform – debug capability to receive debugging messages during application development – texture views for interpreting textures in many different ways without duplicating the texture data itself – indirect multi-draw that enables the GPU to compute and store parameters for multiple draw commands in a buffer object and re-use those parameters with one draw command, particularly efficient for rendering many objects with low triangle counts – increased memory security that guarantees that an application cannot read or write outside its own buffers into another application’s data – a multi-application robustness extension that ensures that an application that causes a GPU reset will not affect any other running applications. The new features of OpenGL 4.3 are summarized here:
#OPENGL 4.3 VS RADEON R6 GRAPHICS FULL#
And full backwards compatibility is maintained with old fixed functions. Among the new features, OpenGL 4.3 brings the support of a new kind of shader, the compute shader via the GL_ARB_compute_shader extension. The Khronos Group has released today, at the SIGGRAPH 2012, the OpenGL 4.3 specification.