![]() Texture, vertex and renderbuffer format related featuresįloating point color and depth formats for textures and render buffers (various extensions)Ĭube map textures with depth component internal format ( EXT_gpu_shader4) Support to query the completeness of rendering commands ( ARB_sync) Support to query a server side high resolution timestamp ( ARB_timer_query) Support to query the number of primitives generated during transform feedback (stream-output) ( EXT_transform_feedback) Support to query the number of primitives written during transform feedback (stream-output) ( EXT_transform_feedback) ![]() Support to query the number of times a fragment/pixel shader was invoked Support to query the number of primitives that were passing clipping and were actually rendered Support to query the number of primitives that were sent to the rasterizer ( EXT_transform_feedback) Support to query the number of primitives output by the geometry shader ( EXT_transform_feedback) Support to query the number of geometry shader invocations in case a geometry shader is active Support to query the number vertices processed and the number of vertex shader invocations Support for occlusion query for getting only a boolean value about visibility ( ARB_occlusion_query2) Support for occlusion query for getting number of samples passed ( ARB_occlusion_query) Support for outputting multiple primitive streams using transform feedback (stream-output) ( ARB_transform_feedback3)Īsynchronous queries and related features Instanced auto-draw support (transform feedback buffer drawing with instancing support) ( ARB_transform_feedback_instanced) Support for pausing and resuming transform feedback (stream-output) ( ARB_transform_feedback2)Īuto-draw support (feed back the contents of the transform feedback buffer) ( ARB_transform_feedback2) Transform feedback support without a geometry shader being active ( EXT_transform_feedback) Transform feedback (stream-output) related featuresīasic transform feedback (stream-output) support ( EXT_transform_feedback) Tessellation control and evaluation (hull and domain) shader support ( ARB_tessellation_shader) ![]() Instanced geometry shader support with fixed number of invocations ( ARB_gpu_shader5) Geometry shader support and adjacency primitive support ( ARB_geometry_shader4) Indirect draw commands that source their parameters from server side buffers ( ARB_draw_indirect) Primitive restart (cut index) feature for batching multiple strips together ( NV_primitive_restart)ĭraw commands allowing modification of the base vertex index ( ARB_draw_elements_base_vertex) Geometry instancing with the ability to specify instanced vertex attributes ( ARB_instanced_arrays) HARDWARE FEATURES EXPOSEDĬonditional/predicated rendering based on the result of occlusion queries ( NV_conditional_render)īasic geometry instancing support and instanced draw commands ( ARB_draw_instanced) If anybody can point me to the answer, I would be happy, but I did not find a specification of the HLSL versions. Also there are features for which I did not find whether an equivalent exists in D3D and are marked with a question mark. The list may be far from complete and I’m happy to get feedback about what is missing from the table so that I can extend it. Please note that the list focuses on hardware features and does not discuss API feature differences between the two APIs. Instead of a long explanation, I decided to simply create a table of the features introduced by the APIs. Besides that, as we will see, the war is really far from over… This article aims to list the most important features introduced by OpenGL 3.x, OpenGL 4.x, Direct3D 10, Direct3D 11 and we will also talk about the promised features of the upcoming Direct3D 11.1 to be fair with DirectX :)Īfter I wrote my article about the latest features introduced in OpenGL someone asked me whether I can write an article about the comparison of the hardware features exposed by OpenGL and Direct3D. First, because it compared OpenGL 3 which targeted Shader Model 4.0 hardware and DirectX 11 which targeted Shader Model 5.0 hardware. To be honest, I didn’t really like the article at all. I’ve chosen the title based on the popular article that tries to prove that OpenGL lost the war against Direct3D. This article remains public for those who may find it useful despite its flaws. Additionally, it likely contains technical inaccuracies, opinions that the author may no longer align with, and most certainly poor use of English. DISCLAIMER: This article was migrated from the legacy personal technical blog originally hosted here, and thus may contain formatting and content differences compared to the original post.
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