


Each cube map layer is a unique cube map image set ( GL_ARB_texture_cube_map_array). Cube map array textures, 2-dimensional array textures that may contain many cube map layers.Support for three-component buffer texture formats RGB32F, RGB32I, and RGB32UI ( GL_ARB_texture_buffer_object_rgb32).New tessellation stages and two new corresponding shader types, tessellation control and tessellation evaluation shaders, operating on patches (fixed-sized collections of vertices) ( GL_ARB_tessellation_shader).Support for “indirect subroutine calls”, where a single shader can include many subroutines and dynamically select through the API which subroutine is called from each call site ( GL_ARB_shader_subroutine).Ability to explicitly request that an implementation use a minimum number of unique set of fragment computation inputs when multisampling a pixel ( GL_ARB_sample_shading).Support for double-precision floating-point uniforms, including vectors and matrices, as well as double-precision floating-point data types in shaders ( GL_ARB_gpu_shader_fp64).Many new features in OpenGL Shading Language 4.00 and related APIs to support capabilities of current generation GPUs ( GL_ARB_gpu_shader5 – see that extension specification for a detailed summary of the features).Mechanism for supplying the arguments to a DrawArraysInstanced or DrawElementsInstancedBaseVertex drawing command from buffer object memory ( GL_ARB_draw_indirect).Ability to set individual blend equations and blend functions for each color output ( GL_ARB_draw_buffers_blend).Were performed (GL_ARB_texture_query_lod – this extension only affects Level-of-detail computations that would be performed if a texture lookup

Shader texture functions (textureLOD) that return the results of automatic

