Shader read/write/atomic into UAV global memory (need manual sync)

http://www.opengl.org/registry/specs/EXT/shader_image_load_store.txt

Render to Texture

http://www.opengl.org/registry/specs/ARB/wgl_render_texture.txt

Depth Texture for "Shadow Casting", "Image-based render" or "Displacement Mapping"

http://www.opengl.org/registry/specs/SGIX/depth_texture.txt

 This extension defines a new depth texture format.  An important
application of depth texture images is shadow casting, but separating
this from the shadow extension allows for the potential use of depth
textures in other applications such as image-based rendering or
displacement mapping. This extension does not define new depth-texture
environment functions, such as filtering or applying the depth values
computed from a texture, but leaves this to other extensions, such as
the shadow extension.

http://www.opengl.org/registry/specs/ARB/fragment_shader.txt

Float format to Color buffer and Depth buffer

http://www.opengl.org/registry/specs/ARB/color_buffer_float.txt

http://www.opengl.org/registry/specs/ARB/depth_buffer_float.txt

Texture swizzle:

http://www.opengl.org/registry/specs/ARB/texture_swizzle.txt

Classic OpenGL texture formats conflate texture storage and
interpretation, and assume that textures represent color. In
modern applications, a significant quantity of textures don't
represent color, but rather data like shadow maps, normal maps,
page tables, occlusion data, etc.. For the latter class of data,
calling the data "RGBA" is just a convenient mapping of what the
data is onto the current model, but isn't an accurate reflection
of the reality of the data. The existing texture formats provide an almost orthogonal set of
data types, sizes, and number of components, but the mappings of
this storage into what the shader or fixed-function pipeline
fetches is very much non-orthogonal. Previous extensions have
added some of the most demanded missing formats, but the problem
has not been solved once and for all. This extension provides a mechanism to swizzle the components
of a texture before they are applied according to the texture
environment in fixed-function or as they are returned to the
shader.

http://www.opengl.org/registry/specs/ARB/blend_func_extended.txt

   Traditional OpenGL includes fixed-function blending that combines source
colors with the existing content of a render buffer in a variety of ways.
A number of extensions have enhanced this functionality by adding further
sources of blending weights and methods to combine them. However, the inputs
to the fixed-function blending units are constrained to a source color (as
output from fragment shading), destination color (as the current content
of the frame buffer) or constants that may be used in their place. This extension adds new blending functions whereby a fragment shader may
output two colors, one of which is treated as the source color, and the
other used as a blending factor for either source or destination colors.
Furthermore, this extension increases orthogonality by allowing the
SRC_ALPHA_SATURATE function to be used as the destination weight. http://www.opengl.org/registry/specs/ARB/sync.txt
Overview

    This extension introduces the concept of "sync objects". Sync
objects are a synchronization primitive - a representation of events
whose completion status can be tested or waited upon. One specific
type of sync object, the "fence sync object", is supported in this
extension, and additional types can easily be added in the future. Fence sync objects have corresponding fences, which are inserted
into the OpenGL command stream at the time the sync object is
created. A sync object can be queried for a given condition. The
only condition supported for fence sync objects is completion of the
corresponding fence command. Fence completion allows applications to
request a partial Finish, wherein all commands prior to the fence
will be forced to complete before control is returned to the calling
process. These new mechanisms allow for synchronization between the host CPU
and the GPU, which may be accessing the same resources (typically
memory), as well as between multiple GL contexts bound to multiple
threads in the host CPU.

http://www.opengl.org/registry/specs/ARB/sparse_texture.txt
Overview

    Recent advances in application complexity and a desire for higher
resolutions have pushed texture sizes up considerably. Often, the amount
of physical memory available to a graphics processor is a limiting factor
in the performance of texture-heavy applications. Once the available
physical memory is exhausted, paging may occur bringing performance down
considerably - or worse, the application may fail. Nevertheless, the amount
of address space available to the graphics processor has increased to the
point where many gigabytes - or even terabytes of address space may be
usable even though that amount of physical memory is not present. This extension allows the separation of the graphics processor's address
space (reservation) from the requirement that all textures must be
physically backed (commitment). This exposes a limited form of
virtualization for textures. Use cases include sparse (or partially
resident) textures, texture paging, on-demand and delayed loading of
texture assets and application controlled level of detail. http://www.opengl.org/registry/specs/ARB/texture_multisample.txt
Overview

    This extension provides support for two new types of "multisample
textures" - two-dimensional and two-dimensional array - as well as
mechanisms to fetch a specific sample from such a texture in a shader,
and to attach such textures to FBOs for rendering. This extension also includes the following functionality, first described
in NV_explicit_multisample: * A query in the API to query the location of samples within the pixel * An explicit control for the multisample sample mask to augment the
control provided by SampleCoverage

OpenGL extension specification (from openGL.org)的更多相关文章

  1. 【OpenGL】 第一篇 OpenGL概览

    ---------------------------------------------------------------------------------------------------- ...

  2. 深入理解OpenGL拾取模式(OpenGL Picking)

    深入理解OpenGL拾取模式(OpenGL Picking) 本文转自:http://blog.csdn.net/zhangci226/article/details/4749526 在用OpenGL ...

  3. OpenGL模板 Mac Cmake OpenGL(Glut) Template

    自己经常使用的一些功能做一个模板,有灯光效果,你可以用鼠标放大,围绕所述旋转坐标系的原点 watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvcHlhbmcxOT ...

  4. [转]用多线程方法实现在MFC/WIN32中调用OpenGL函数并创建OpenGL窗口

    原文链接: 1.用多线程方法实现在MFC/WIN32中调用OpenGL函数并创建OpenGL窗口 2.Windows MFC 两个OpenGL窗口显示与线程RC问题

  5. Linux下安装QT和OpenGL后QT无法使用OpenGL的解决方法

    我的系统为Ubuntu14.04,用apt-get安装了实现了OpenGl的mesa,QT则是用官网下载的run文件来安装的. 好了,现在两个都分别有了,所以要在qt下尝试写OpenGl代码. 之前试 ...

  6. OpenGL学习 Our First OpenGL Program

    This shows you how to create the main window with the book’s application framework and how to render ...

  7. OpenGl之旅-—初识opengl

    昨天学习了如何使用codeblocks来编译运行一个opengl的项目.在创建一个新的opengl项目时他默认已经写了一个示例,今天我们就上面的例子进行下代码的剖析,以此来敲开opengl的神秘大门. ...

  8. Linux OpenGL 实践篇-3 绘制三角形

    本次实践是绘制两个三角形,重点理解顶点数组对象和OpenGL缓存的使用. 顶点数组对象 顶点数组对象负责管理一组顶点属性,顶点属性包括位置.法线.纹理坐标等. OpenGL缓存 OpenGL缓存实质上 ...

  9. Arch系统软件列表

    1. 安装统计 2. 安装列表 3. 安装说明 4. 作为依赖项的安装列表 5. 更正 mangaro使用减的方式安装系统.开箱即用的豪华版本,大部分人需要的都有了,同样包括个别用户不需要的,配置方面 ...

随机推荐

  1. java call sap

    1.下载需要的jar,windows用dll,linux用so win下载地址     linux下载地址 win下载地址new 2.环境: windows -> sapjco3.dll放到wi ...

  2. svn Error: post-commit hook failed (exit code 127) with output

    Command: Commit Modified: C:\Users\xsdff\Desktop\project\index.html Sending content: C:\Users\xsdff\ ...

  3. Eclipse中项目面板字体的修改

    修改eclipse安装目录中的如下文件,添加黄色标记部分,并设定自己需要的字体大小(这里是10px)即可: \eclipse\plugins\org.eclipse.ui.themes_1.1.1.v ...

  4. Wcf for wp8 使用iis Express 承载Wcf服务部署发布网站(三)

    我们接下来要做的是 本地电脑当作服务器(模拟外网服务器)来承载Wcf服务程序,通过引用本地电脑ip地址访问wcf服务程序接口 http://192.168.1.123/Service1.svc 一.先 ...

  5. 对学长所谓“改变世界的游戏”《shield star》的运行感想-毛宇部分(完整版本请参考团队博客)

    对于学长项目<shield star>的思考和看法: Ryan Mao ((毛宇)  110616-11061171 试用了一下学长黄杨等人开发的<shield star>游戏 ...

  6. Effective C++笔记:资源管理

    资源:动态分配的内存.文件描述器.互斥锁.图形界面中的字型与笔刷.数据库连接以及网络sockets等,无论哪一种资源,重要的是,当你不再使用它时,必须将它还给系统. 条款13:以对象管理资源 当我们向 ...

  7. 电赛总结(四)——波形发生芯片总结之AD9851

    一.特性参数 1.180 MHz时钟速率参考时钟具有6倍倍乘器.芯片具有高性能10位DAC和高速滞后比较器 2.+2.7 V至+5.25 V单电源工作 3.正常输出工作频率范围为 0-72MHz ; ...

  8. visible,invisible,gone区别

    在Android开发中,大部分控件都有visibility这个属性,其属性有3个分别为“visible ”.“invisible”.“gone”.主要用来设置控制控件的显示和隐藏.有些人可能会疑惑In ...

  9. android MVC

    Android 的官方建议应用程序的开发采用MVC 模式.何谓MVC? MVC 是Model,View,Controller 的缩写,从上图可以看出MVC 包含三个部分: 模型(Model)对象:是应 ...

  10. bug记录

    1>-[DYMessageNewsTableView _contentOffsetForScrollingToRowAtIndexPath:atScrollPosition:]: row (37 ...