The first hotfix of Catalyst 11.1 shows some modifications in the OpenGL support. Three new extensions have been added and one has been removed.
New OpenGL extensions:
- GL_AMD_blend_minmax_factor: this extension essentially adds a couple of new blend modes that include the source or destination blend factors.
- GL_AMD_shader_trace: no doc available
- GL_ARB_vertex_attrib_64bit: This extension provides OpenGL shading language support for vertex shader inputs with 64-bit floating-point components and OpenGL API support for specifying the value of those inputs using vertex array or immediate mode entry points. This builds on the support for general-purpose support for 64-bit floating-point values in the ARB_gpu_shader_fp64 extension.
Catalyst 11.1 hotfix removes the following extension (exposed in Catalyst 10.12):
- GL_ARB_shader_atomic_counters: no description available in OpenGL registry.
Here are some details from GPU Caps Viewer:
- Drivers Version: 8.820.2.0 – Catalyst 10.11 (1-12-2011) – atig6pxx.dll
- ATI Catalyst Release Version String: 8.82.2-110112a-111972E-ATI
- OpenGL Version: 4.1.10516 Compatibility Profile/Debug Context
- GLSL (OpenGL Shading Language) Version: 4.10
And here is the complete list of the 216 OpenGL extensions (GL=196 and WGL=20) exposed by Catalyst 11.1 hotfix for a Radeon HD 6950 under Win7 64-bit
- GL_AMDX_debug_output
- GL_AMDX_vertex_shader_tessellator
- GL_AMD_blend_minmax_factor
- GL_AMD_conservative_depth
- GL_AMD_debug_output
- GL_AMD_depth_clamp_separate
- GL_AMD_draw_buffers_blend
- GL_AMD_name_gen_delete
- GL_AMD_performance_monitor
- GL_AMD_sample_positions
- GL_AMD_seamless_cubemap_per_texture
- GL_AMD_shader_stencil_export
- GL_AMD_shader_trace
- GL_AMD_texture_cube_map_array
- GL_AMD_texture_texture4
- GL_AMD_transform_feedback3_lines_triangles
- GL_AMD_vertex_shader_tessellator
- GL_ARB_ES2_compatibility
- GL_ARB_blend_func_extended
- GL_ARB_color_buffer_float
- GL_ARB_copy_buffer
- GL_ARB_depth_buffer_float
- GL_ARB_depth_clamp
- GL_ARB_depth_texture
- GL_ARB_draw_buffers
- GL_ARB_draw_buffers_blend
- GL_ARB_draw_elements_base_vertex
- GL_ARB_draw_indirect
- GL_ARB_draw_instanced
- GL_ARB_explicit_attrib_location
- GL_ARB_fragment_coord_conventions
- 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_get_program_binary
- GL_ARB_gpu_shader5
- GL_ARB_gpu_shader_fp64
- GL_ARB_half_float_pixel
- GL_ARB_half_float_vertex
- GL_ARB_imaging
- GL_ARB_instanced_arrays
- GL_ARB_map_buffer_range
- GL_ARB_multisample
- GL_ARB_multitexture
- GL_ARB_occlusion_query
- GL_ARB_occlusion_query2
- GL_ARB_pixel_buffer_object
- GL_ARB_point_parameters
- GL_ARB_point_sprite
- GL_ARB_provoking_vertex
- GL_ARB_sample_shading
- GL_ARB_sampler_objects
- GL_ARB_seamless_cube_map
- GL_ARB_separate_shader_objects
- GL_ARB_shader_bit_encoding
- GL_ARB_shader_objects
- GL_ARB_shader_precision
- GL_ARB_shader_stencil_export
- GL_ARB_shader_subroutine
- GL_ARB_shader_texture_lod
- GL_ARB_shading_language_100
- GL_ARB_shadow
- GL_ARB_shadow_ambient
- GL_ARB_sync
- GL_ARB_tessellation_shader
- GL_ARB_texture_border_clamp
- GL_ARB_texture_buffer_object
- GL_ARB_texture_buffer_object_rgb32
- GL_ARB_texture_compression
- GL_ARB_texture_compression_bptc
- GL_ARB_texture_compression_rgtc
- GL_ARB_texture_cube_map
- GL_ARB_texture_cube_map_array
- 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_gather
- GL_ARB_texture_mirrored_repeat
- GL_ARB_texture_multisample
- GL_ARB_texture_non_power_of_two
- GL_ARB_texture_query_lod
- GL_ARB_texture_rectangle
- GL_ARB_texture_rg
- GL_ARB_texture_rgb10_a2ui
- GL_ARB_texture_snorm
- GL_ARB_timer_query
- GL_ARB_transform_feedback2
- GL_ARB_transform_feedback3
- GL_ARB_transpose_matrix
- GL_ARB_uniform_buffer_object
- GL_ARB_vertex_array_bgra
- GL_ARB_vertex_array_object
- GL_ARB_vertex_attrib_64bit
- GL_ARB_vertex_buffer_object
- GL_ARB_vertex_program
- GL_ARB_vertex_shader
- GL_ARB_vertex_type_2_10_10_10_rev
- GL_ARB_viewport_array
- 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_direct_state_access
- 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_histogram
- 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_shader_image_load_store
- 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_bptc
- 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_timer_query
- GL_EXT_transform_feedback
- GL_EXT_vertex_array
- GL_EXT_vertex_array_bgra
- GL_EXT_vertex_attrib_64bit
- 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_float_buffer
- GL_NV_half_float
- GL_NV_primitive_restart
- GL_NV_texgen_reflection
- GL_NV_texture_barrier
- GL_SGIS_generate_mipmap
- GL_SGIS_texture_edge_clamp
- GL_SGIS_texture_lod
- GL_SUN_multi_draw_arrays
- GL_WIN_swap_hint
- WGL_EXT_swap_control
- WGL_ARB_extensions_string
- WGL_ARB_pixel_format
- WGL_ATI_pixel_format_float
- WGL_ARB_pixel_format_float
- WGL_ARB_multisample
- 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
- WGL_ARB_create_context_profile
GL_MAX_VARYING_FLOATS doubled from 64 to 128 with my Cedar.
What’s the purpose/advantage?
Stefan
double floatpoints via soft ??
AMD Sucks