What's New in OpenGL 4.3
The OpenGL 4.3 and OpenGL Shading Language 4.30 Specifications were released on August 6, 2012.
New features of OpenGL 4.3 include:
- 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.
API & GLSL specifications
- OpenGL 4.3 Core Profile Specification
- OpenGL 4.3 Compatibility Profile Specification
- OpenGL Shading Language 4.30 Specification
Additional Links
Specifications and documentation for the OpenGL API and OpenGL Shading Language, as well as related APIs such as GLX, are available from OpenGL.org:
- OpenGL Registry
- OpenGL SDK
- OpenGL Reference Pages
- OpenGL 4.3 Reference Card
- OpenGL 4.2 – Core profile only
