NVIDIA is proud to announce the immediate availability of OpenGL 4 drivers for Linux as well as OpenGL 4 WHQL-certified drivers for Windows. Additionally, support for eight new extensions is provided:
ARB_texture_compression_bptc – provides new texture compression formats for both fixed-point and high dynamic range floating-point texels.
EXT_shader_image_load_store - allows GLSL- and assembly-based shaders to load from, store to, and perform atomic read-modify-write operations to texture images.
EXT_vertex_attrib_64bit - 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.
NV_vertex_attrib_integer_64bit - provides support for specifying vertex attributes with 64-bit integer components, analogous to the 64-bit floating point support added in EXT_vertex_attrib_64bit.
NV_gpu_program5 - provides assembly programmability support for new hardware features provided by NVIDIA’s OpenGL 4.0-capable hardware in vertex, fragment, and geometry programs.
NV_tesssellation_program5 - provides assembly programmability support for tessellation control and evaluation programs.
NV_gpu_shader5 - provides a superset of the features provided in ARB_gpu_shader5 and GLSL 4.00. This includes support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector integer data types, and more. Additionally, it allows patches (as used in tessellation) to be passed on to the geometry shader, used as input to transform feedback, and rasterized as a set of control points.
NV_shader_buffer_store – extends the bindless graphics capabilities of the NV_shader_buffer_load extension. This extension provides the ability to store to buffer object memory, and to perform atomic read-modify-write operations, using either GLSL- or assembly-based shaders.
I’m surprised to see this fine granularity of int support but we don’t have half support. Are half supposed to be directly supported in the hardware? Or maybe if was just on old chips that didn’t have a full support of single-float?
We might have some clues here on wasn’t coming for OpenGL 3.4 and 4.1!
197.44 don’t expose GL_ARB_gpu_shader_fp64 on a gtx 275…
Is Nvidia going in future to expose double precision extension GL_ARB_gpu_shader_fp64 on gtx 280 cards supporting doubles on CUDA?
Also forcing it I get:
0(5) : warning C7547: extension GL_ARB_gpu_shader_fp64 not supported in profile
You can’t expect the extension to be updated for every extension that comes out. Even though it has been updated to some since its initial release, but even that caused versioning problems with extension loaders.
There shouldn’t be any difference in BindSampler behavior on NVIDIA GPUs between hardware versions, GeForce/Quadro, or OpenGL context versions. The first 3.3 driver did erroneously accept TEXTURE0 as described in the thread linked by Alphonse.
My guess is that your FX5800 was actually running with the older OpenGL 3.3-only driver (197.15?). Maybe something like the following happened?
plug in GeForce GTX 480
everything works as expected
replace with Quadro FX 5800
after reboot, Windows plug-n-play ends up using the 197.15 driver, which accepts only TEXTURE0
I have seen something like this happen to me in the past, though I’m not sure how such a situation arises.