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. jquery require.js AMD

    一.为什么要用require.js? 最早的时候,所有Javascript代码都写在一个文件里面,只要加载这一个文件就够了.后来,代码越来越多,一个文件不够了,必须分成多个文件,依次加载.下面的网页代 ...

  2. Java Hour 57 Java Architecture

    Java 的架构中有4个重要的组成部分: 1 Java programming langrage 2 Java class file format 3 Java API 4 Java virtual ...

  3. 如何正确读取war包中配置文件的路径

    转自:http://free-chenwei.iteye.com/blog/1507480 下面展示一段代码String path = getClass().getResource("/&q ...

  4. android操作XML的几种方式(转)

    XML作为一种业界公认的数据交换格式,在各个平台与语言之上,都有广泛使用和实现.其标准型,可靠性,安全性......毋庸置疑.在android平台上,我们要想实现数据存储和数据交换,经常会使用到xml ...

  5. Android ImageView图片自适应 (转)

    网络上下载下来的图片自适应:android:adjustViewBounds="true"(其详细解释在下面)<ImageView     android:id=" ...

  6. android wheelview 滚轮控件

    项目地址:http://android-wheel.googlecode.com/svn

  7. 单元测试框架-TestNG的安装

    一.在eclipse中安装TestNG插件 1)打开eclipse,选择help--> Install New Software

  8. JVM的GC实现详解

    新生代中的98%对象都是“朝生夕死”的,所以并不需要按照1:1的比例来划分内存空间,而是将内存分为一块比较大的Eden空间和两块较小的Survivor空间,每次使用Eden和其中一块Survivor. ...

  9. Kali Linux 2016.2发布提供虚拟机以及系统镜像下载

    Kali Linux 2016.2发布提供虚拟机以及系统镜像下载   Kali Linux 2016.2发布提供虚拟机以及系统镜像下载,本次Kali Linux 2016.2提供了五种桌面模式,分别为 ...

  10. 找规律/数位DP HDOJ 4722 Good Numbers

    题目传送门 /* 找规律/数位DP:我做的时候差一点做出来了,只是不知道最后的 is_one () http://www.cnblogs.com/crazyapple/p/3315436.html 数 ...