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AMD Adds OpenGL 3.0 Support To Graphics Drivers

arcticstoat writes "Just a few months after The Khronos Group unveiled the Open GL 3.0 spec last year, AMD has included full support for the new API in its first WHQL driver of 2009 — Catalyst 9.1. OpenGL 3.0 requires DirectX 10-level hardware, such as AMD's Radeon HD series of GPUs. However, unlike Direct3D 10, OpenGL 3.0's features can be enabled on both Windows XP and Vista, as well as Linux and Mac OS, which could be a bonus for game developers looking for a broad base of customers. The Khronos Group claims that OpenGL 3.0 has a 'rough feature parity' with Direct3D 10, and it provides Shader Model 4.0 support, including features such as the Geometry Shader. The Khronos Group also says that the new API will interoperate with the GPGPU API OpenCL, which could allow OpenGL 3.0 to compete with the Compute Shader promised in Microsoft's DirectX 11 API."

3 of 102 comments (clear)

  1. hmm by robthebloke · · Score: 5, Interesting

    The Khronos Group claims that OpenGL 3.0 has a 'rough feature parity' with Direct3D 10

    If by that you mean, kinda has the same functionality but it's hidden under piles of legacy crap, then yes ok... But let's just call a spade a spade - It's OpenGL 2.2, not OpenGL3.0. If you spend an hour or two with D3D 10 it becomes apparent pretty that there's a pretty big gulf between the two API's.

    My biggest gripe with OpenGL at the moment is that any monkey can write code using it normally following the red books as a guide. The amount of code I've got to strip out of our codebase that's all been done with fixed function immediate mode is just not very funny. I bet you any money that the GL3.0 red book will still devote large chapters to the stuff you shouldn't be using.

    Sadly, if you want to write high performance openGL code, then your only real option is to refer the DX10 documentation. Find the required methods in those docs, then hunt through the GL extension registry until you find something similar. Having done that, write your lovely NV specific code. Then write an ATI specific codepath. Then write the Intel code path. It's time consuming, error prone and a real pita.

    If only Khronos had done what they'd been promising for the last 2 years and turned OpenGL3.0 into the API that we've all been asking for.... I'll get excited again when the GL3.1 spec + drivers come out, and am sure to be disappointed once more, but I live in hope....

    Sorry for the rant. Anyhow, thanks ATI for finally getting GL3.0 support into your drivers. Much appreciated. It's only been 6 months since the spec was released....

  2. Re:Lock In by robthebloke · · Score: 5, Informative

    Assume for sake of discussion that game companies using DirectX is a bad thing.

    It's OK. No console developers are writing code using DirectX (barring those targetting windows) - We have XDX for the xbox, but's thats not the same thing at all.

    Also I'm not sure where this myth about openGL being used on consoles has come from, because the truth is very different. We are actually writing rendering code in SDK's specific to Wii and PS3. There is no OpenGL support. (There are some really crappy openGL wrappers that are too in-efficient to be useful if that's what you mean?)

  3. Awesome... by MostAwesomeDude · · Score: 5, Informative

    Not really all that surprising. I predict there will be many posts saying, "Ha, so when do the open-source drivers get this support?" so let me say it here, first.

    OpenGL 3.0 support will be added to Gallium3D as it becomes supported, and Radeons will gain that support when they are added to Gallium3D. There is no timetable for this support.

    --
    ~ C.