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OpenGL 4.0 was released alongside version 3.3. It was designed for hardware able to support Direct3D 11. As in OpenGL 3.0, this version of OpenGL contains a high number of fairly inconsequential extensions, designed to thoroughly expose the abilities of Direct3D 11-class hardware. Only the most influential extensions are listed below.
Originally introduced as an extension to OpenGL 1.4, GLSL was formally included into the OpenGL 2.0 core in 2004 by the OpenGL ARB. It was the first major revision to OpenGL since the creation of OpenGL 1.0 in 1992. Some benefits of using GLSL are: Cross-platform compatibility on multiple operating systems, including Linux, macOS and Windows.
It is backwards compatible with OpenGL ES 2.0, and partially compatible with WebGL 2.0, [15] as WebGL 2.0 was designed to have a high degree of interoperability with OpenGL ES 3.0. [16] The current version of the OpenGL ES 3.0 standard is 3.0.6, released in November 2019. [17] New functionality in the OpenGL ES 3.0 specification includes:
OpenGL OpenCL MPEG-2 VC-1 AVC; i740 1998 Desktop stand-alone Auburn 7800 220 1 3.0 (SW) / No 5.0 1.1 No 0.8 2–8 Optional external MPEG-2 decoder via Video Module Interface No No i752 1999 Portola 1240 250 6.0 (full) 8.0 (some features, no hardware shaders) 0.8–1.067 1.067(AGP 4× for AIMM) 8–16 MC: 3D graphics with Direct AGP 810: Whitney
For example, in July 2016, Mesa supported OpenGL ES 3.1 but also all OpenGL ES 3.2 extensions except for five, as well as a number of extensions not part of any OpenGL or OpenGL ES version. [20] 3rd Version 17.2 is available since September 2017 with some new OpenGL 4.6 features and velocity improvements in 3D for Intel and AMD.
Supported API version TDP (watts) [d] Release Price (USD) Core Shader Memory Size Bandwidth DRAM type Bus width Pixel (GP/s) Texture (GT/s) Single precision Double precision Vulkan Direct3D OpenGL OpenCL 8 CUDA; GeForce 510 September 29, 2011 GF119 TSMC 40 nm: 292 79 PCIe 2.0 x16 523 1046 1800 1 48:8:4 1 2 14.4 DDR3 64 2.1 4.5