AMD has released a new set of graphics drivers for Radeon based graphics cards (Radeon HD 2400 and up). Catalyst 9.9 is a bugfix release and does not have new feature (from the release notes). But actually there is a new feature: one new OpenGL extension (see further).
You can download Cat 9.9 here:
- Catalyst 9.9 XP 32-bit
- Catalyst 9.9 XP 64-bit
- Catalyst 9.9 Vista 32-bit
- Catalyst 9.9 Vista 64-bit
- Catalyst 9.9 Seven 32-bit
- Catalyst 9.9 Seven 64-bit
Now let’s see the new things in the OpenGL side. Catalyst 9.9 is an OpenGL 3.1 driver (the latest NVIDIA R190.89 supports OpenGL 3.2).
Here is more information extracted from GPU Caps Viewer
– Drivers Version: 8.650.0.0 – Catalyst 09.9 (8-13-2009)
– ATI Catalyst Version String: 09.9
– ATI Catalyst Release Version String: 8.65-090813a-087735C-ATI
– OpenGL Version: 2.1.8918 or 3.1.8918
– GLSL (OpenGL Shading Language) Version: 1.40
OpenGL extensions: 158 or 159
- GL_ARB_draw_buffers_blend: this is THE NEW extension of Catalyst 9.9. This extension allows to enable color blending with MRT (multiple render target).
- GL_ARB_provoking_vertex: this is the ARB version of GL_EXT_provoking_vertex (already exposed in Catalyst 9.8).
Note: the extension GL_ARB_compatibility is only exposed with an OpenGL 3.x context. So depending on the OpenGL context, there are 158 (OpenGL 2.x) or 159 (OpenGL 3.x) extensions.
- GL_AMDX_vertex_shader_tessellator
- GL_AMD_draw_buffers_blend
- GL_AMD_performance_monitor
- GL_AMD_texture_texture4
- GL_AMD_vertex_shader_tessellator
- GL_ARB_color_buffer_float
- GL_ARB_copy_buffer
- GL_ARB_depth_buffer_float
- GL_ARB_depth_texture
- GL_ARB_draw_buffers
- GL_ARB_draw_buffers_blend
- GL_ARB_draw_instanced
- GL_ARB_fragment_program
- GL_ARB_fragment_program_shadow
- GL_ARB_fragment_shader
- GL_ARB_framebuffer_object
- GL_ARB_framebuffer_sRGB
- GL_ARB_geometry_shader4
- GL_ARB_half_float_pixel
- GL_ARB_half_float_vertex
- GL_ARB_instanced_arrays
- GL_ARB_map_buffer_range
- GL_ARB_multisample
- GL_ARB_multitexture
- GL_ARB_occlusion_query
- GL_ARB_pixel_buffer_object
- GL_ARB_point_parameters
- GL_ARB_point_sprite
- GL_ARB_provoking_vertex
- GL_ARB_shader_objects
- GL_ARB_shader_texture_lod
- GL_ARB_shading_language_100
- GL_ARB_shadow
- GL_ARB_shadow_ambient
- GL_ARB_texture_border_clamp
- GL_ARB_texture_buffer_object
- GL_ARB_texture_compression
- GL_ARB_texture_compression_rgtc
- GL_ARB_texture_cube_map
- GL_ARB_texture_env_add
- GL_ARB_texture_env_combine
- GL_ARB_texture_env_crossbar
- GL_ARB_texture_env_dot3
- GL_ARB_texture_float
- GL_ARB_texture_mirrored_repeat
- GL_ARB_texture_non_power_of_two
- GL_ARB_texture_rectangle
- GL_ARB_texture_rg
- GL_ARB_texture_snorm
- GL_ARB_transpose_matrix
- GL_ARB_uniform_buffer_object
- GL_ARB_vertex_array_object
- GL_ARB_vertex_buffer_object
- GL_ARB_vertex_program
- GL_ARB_vertex_shader
- GL_ARB_window_pos
- GL_ATI_draw_buffers
- GL_ATI_envmap_bumpmap
- GL_ATI_fragment_shader
- GL_ATI_meminfo
- GL_ATI_separate_stencil
- GL_ATI_texture_compression_3dc
- GL_ATI_texture_env_combine3
- GL_ATI_texture_float
- GL_ATI_texture_mirror_once
- GL_EXT_abgr
- GL_EXT_bgra
- GL_EXT_bindable_uniform
- GL_EXT_blend_color
- GL_EXT_blend_equation_separate
- GL_EXT_blend_func_separate
- GL_EXT_blend_minmax
- GL_EXT_blend_subtract
- GL_EXT_compiled_vertex_array
- GL_EXT_copy_buffer
- GL_EXT_copy_texture
- GL_EXT_draw_buffers2
- GL_EXT_draw_instanced
- GL_EXT_draw_range_elements
- GL_EXT_fog_coord
- GL_EXT_framebuffer_blit
- GL_EXT_framebuffer_multisample
- GL_EXT_framebuffer_object
- GL_EXT_framebuffer_sRGB
- GL_EXT_geometry_shader4
- GL_EXT_gpu_program_parameters
- GL_EXT_gpu_shader4
- GL_EXT_multi_draw_arrays
- GL_EXT_packed_depth_stencil
- GL_EXT_packed_float
- GL_EXT_packed_pixels
- GL_EXT_pixel_buffer_object
- GL_EXT_point_parameters
- GL_EXT_provoking_vertex
- GL_EXT_rescale_normal
- GL_EXT_secondary_color
- GL_EXT_separate_specular_color
- GL_EXT_shadow_funcs
- GL_EXT_stencil_wrap
- GL_EXT_subtexture
- GL_EXT_texgen_reflection
- GL_EXT_texture3D
- GL_EXT_texture_array
- GL_EXT_texture_buffer_object
- GL_EXT_texture_compression_latc
- GL_EXT_texture_compression_rgtc
- GL_EXT_texture_compression_s3tc
- GL_EXT_texture_cube_map
- GL_EXT_texture_edge_clamp
- GL_EXT_texture_env_add
- GL_EXT_texture_env_combine
- GL_EXT_texture_env_dot3
- GL_EXT_texture_filter_anisotropic
- GL_EXT_texture_integer
- GL_EXT_texture_lod
- GL_EXT_texture_lod_bias
- GL_EXT_texture_mirror_clamp
- GL_EXT_texture_object
- GL_EXT_texture_rectangle
- GL_EXT_texture_sRGB
- GL_EXT_texture_shared_exponent
- GL_EXT_texture_snorm
- GL_EXT_texture_swizzle
- GL_EXT_transform_feedback
- GL_EXT_vertex_array
- GL_EXT_vertex_array_bgra
- GL_IBM_texture_mirrored_repeat
- GL_KTX_buffer_region
- GL_NV_blend_square
- GL_NV_conditional_render
- GL_NV_copy_depth_to_color
- GL_NV_explicit_multisample
- GL_NV_primitive_restart
- GL_NV_texgen_reflection
- GL_SGIS_generate_mipmap
- GL_SGIS_texture_edge_clamp
- GL_SGIS_texture_lod
- GL_SUN_multi_draw_arrays
- GL_WIN_swap_hint
- WGL_ARB_extensions_string
- WGL_ARB_pixel_format
- WGL_ATI_pixel_format_float
- WGL_ARB_pixel_format_float
- WGL_ARB_multisample
- WGL_EXT_swap_control
- WGL_ARB_pbuffer
- WGL_ARB_render_texture
- WGL_ARB_make_current_read
- WGL_EXT_extensions_string
- WGL_ARB_buffer_region
- WGL_EXT_framebuffer_sRGB
- WGL_ATI_render_texture_rectangle
- WGL_EXT_pixel_format_packed_float
- WGL_I3D_genlock
- WGL_NV_swap_group
- WGL_ARB_create_context
- WGL_AMD_gpu_association
- WGL_AMDX_gpu_association
A more detailed description of each extension can be found at the following address:
The extensions exposed by the old Catalyst drivers are HERE.
You can use GPU Caps Viewer to retrieve the list of extensions of your graphics card.
Related links
Who cares about Opengl 3.0 or 10.0 every developers engaging in Directx to make games. Please dont update ur opengl drivers try to concentrate on DirectX more so at least we have one API that wil latleast be error and bug free and give more performance ,dont waste time on things that not going to be use widely.
maybe ur right! I have a bit serious OpenGL apps (well there is only Photoshop CS4) and no games…
Sigh, Flame bait…
Fact is DX will be dead also as soon as Larrabee is up and running and software rendering is in full swing. Read Tim Sweeny’s next engine will not be DX or GL but software and dumped to a framebuffer from what I understand.
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