So what extensions do you realistically expect to move into the core with OpenGL 3.2?
Personally I don’t see the bindless graphics extension moving into the core. It would be great if they did I guess, but it is a too drastic move which I don’t see happening soon. I think they might move the geometry shader into the core, which could be a logical step. On the other hand isn’t the geometry shader being replaced by newer DirectX 11 class hardware? Or does it have right of existence together with DirectX 11 capabilities?
What about creating binary blobs for glsl shaders so they can be precomputed? I think this will enter OpenGL/GLSL at some point, but could this be happening with OpenGL 3.2? Another thing I can think of is release the restriction of tight coupling between vertex shaders and fragment shaders. Separate vertex programs and fragment programs would allow more flexibility when using the programs together (and not having to link all possible permutations of combined programs).
One last thing I’d like to see (but which I’m not expecting tbh) are texture samplers that aren’t bound to a texture. This way you would not need multiple textures which are essentially the same, but only use different samplers.
At this point, these are all the major changes I can think of for OpenGL 3.2. But (except the bindless graphics) we haven’t seen any of these things in extensions yet, correct? And the beta driver of nvidia doesn’t show any new extensions that could cover these points either I believe. It could be that there won’t be any extensions for a new OpenGL spec and that all changes are just made to the core. Could also be that there are just some changes to GLSL plus some minor OpenGL changes such as certain texture formats moved into core.
Unfortunately I don’t have nvidia hardware that is capable of OpenGL 3.*, so I can’t play with the new beta driver.