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NVIDIA 280.28 驱动发布,支持 OpenGL 4.2

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1#
发表于 2011-8-9 01:10 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
For OpenGL 2 capable hardware, these new extensions are provided:

    ARB_compressed_texture_pixel_storage (also in core OpenGL 4.2)
    ARB_conservative_depth (also in core OpenGL 4.2)
    ARB_internalformat_query (also in core OpenGL 4.2)
    ARB_map_buffer_alignment (also in core OpenGL 4.2)
    ARB_shading_language_420pack (also in core OpenGL 4.2)
    ARB_texture_storage (also in core OpenGL 4.2)

For OpenGL 3 capable hardware, these new extensions are provided:

    ARB_base_instance (also in core OpenGL 4.2)
    ARB_shading_language_packing (also in core OpenGL 4.2)
    ARB_transform_feedback_instanced (also in core OpenGL 4.2)

For OpenGL 4 capable hardware, these new extensions are provided:

    ARB_shader_atomic_counters (also in core OpenGL 4.2)
    ARB_shader_image_load_store (also in core OpenGL 4.2)
    ARB_texture_compression_bptc (also in core OpenGL 4.2)

The OpenGL 4.2 and GLSL 4.20 specifications, and all ARB extension specifications, can be downloaded here: http://www.opengl.org/registry/

For any bugs or issues, please file a bug through the developer website: https://nvdeveloper.nvidia.com/
OpenGL 4.2 on NVIDIA Hardware FAQ
1) How do I start using OpenGL 4.2 in my code base?

The default OpenGL context provides OpenGL 4.2 on supported hardware. In addition, the application can use a specific version of OpenGL by calling CreateContextAttribsARB (for WGL and GLX defined in the WGL/GLX_ARB_create_context extensions). For OpenGL 3.2, and later versions including OpenGL 4.2, you can additionally specify what profile you want the OpenGL context to support. Either the "Core" or the "Compatibility" profile.
2) I hear about deprecation and removing functionality from OpenGL. What is going on?

Together with OpenGL 3.0, the OpenGL ARB introduced a deprecation mechanism. Deprecation means that a feature is marked for removal from a future version of the OpenGL spec. It is not actually removed yet from OpenGL 3.0, but this means that future versions of OpenGL will remove features. Several features are marked as deprecated in the OpenGL 3.0 specification (but none are removed).

The OpenGL 3.1 specification removed those features that were marked as deprecated in OpenGL 3.0.  However, the OpenGL ARB has recognized that there is a need to provide both new functionality in future versions of OpenGL, and still support the removed functionality. To support that market need, the ARB_compatibility extension has been created. This single extension encapsulates all the removed functionality, and re-introduces that back into core OpenGL 3.1. The entry points and tokens in this extension have not changed. No "ARB" suffix has been attached, for example. Implementation of the ARB_compatibility extension is optional. Some OpenGL vendors might chose not to implement it. NVIDIA does support this extension across all its OpenGL 3 capable offerings. This means that if the ARB_compatibility extension name is present in the OpenGL extension string, that the OpenGL implementation supports a fully backwards compatible OpenGL 3.1.

Starting with OpenGL 3.2, the OpenGL ARB has introduced two profiles. The "Core" profile and the "Compatibility" profile. A profile is a well defined subset of the OpenGL specification. The "Core" profile builds on top of OpenGL 3.1 (without ARB_compatibility). The Core profile does not support any deprecated features. The Compatibility profile builds on top of OpenGL 3.1 including ARB_compatibility. The Compatibility profile has full support for all features, including the deprecated ones. Both profiles are available in our OpenGL 4.2 drivers.

NVIDIA recommends that developers always create a Compatibility profile context, to ensure full backwards compatibility of existing OpenGL code.

The OpenGL ARB provides two OpenGL 4.2 specifications, one each for the Core and Compatibility profiles. For the OpenGL Shading Language version 4.20, the OpenGL ARB provides only one document, with the Compatibility profile functionality integrated and clearly marked. These three specification documents can be downloaded from http://www.opengl.org/registry.
3) What about the "old" context creation API, WGL/GLXCreateContext. Can I still use it?

Yes. However, if you are writing new code we strongly recommend you use the new CreateContextAttribsARB API described in the WGL/GLX_ARB_create_context extension. The "old" CreateContext API will still function, and it will create an OpenGL 4.2 Compatibility profile.


4) Is NVIDIA going to remove functionality from OpenGL in the future?

NVIDIA has no interest in removing any feature from OpenGL that our ISVs rely on. NVIDIA believes in providing maximum functionality with minimal churn to developers. Hence, NVIDIA fully supports the ARB_compatibility extension and Compatibility profile, and is shipping OpenGL drivers without any functionality removed, including any functionality that is marked deprecated.
5) Will existing applications still work on current and future shipping hardware?

NVIDIA has no plans for dropping support for any version of OpenGL on our existing and future shipping hardware. As a result, all currently shipping applications will continue to work on NVIDIA's existing and future hardware.
6) What NVIDIA hardware will support OpenGL 3?

The new features in OpenGL 3 require G80, or newer hardware. Thus OpenGL 3.0/3.1/3.2/3.3 is not supported on NV3x, NV4x nor G7x hardware. This means you need one of the following NVIDIA graphics accelerators to use OpenGL 3:

Desktop

    Quadro FX 370, 570, 1700, 3700, 4600, 4700x2, 4800, 5600, 5800, Quadro VX200, Quadro CX
    GeForce 8000 series or higher; Geforce G100, GT120, 130, 220, GTS 150, GTS 250, GT310, 320, 330, 340, GeForce GTX 260 and higher, any ION based products.

Notebook

    Quadro FX 360M, 370M, 570M, 770M, 1600M, 1700M, 2700M, 2800M, 3600M, 3700M, 3800M
    GeForce 8000 series or higher

7) What NVIDIA hardware will support OpenGL 4?

The new features in OpenGL 4 require a Fermi GPU. Thus OpenGL 4 is not supported on NV3x, NV4x, G7x, G8x nor GT2xx hardware. This means you need one of the following NVIDIA graphics accelerators to use OpenGL 4:

    Quadro Plex 7000, Quadro 6000, Quadro 5000, Quadro 4000, Quadro 2000, Quadro 600
    GeForce 500 series (GTX 590, GTX 580, GTX 570, GTX 560 Ti, GTX 560, GTX 550 Ti, GT 545, GT 530, GT 520)
    GeForce 400 series (GTX 480, GTX 470, GTX 465, GTX 460 SE v2, GTX 460 SE, GTX 460, GTS 450, GT 440, GT 430, GT 420, 405)

8) Will functionality marked as deprecated be slow on NVIDIA hardware?

No. NVIDIA understands that features on the deprecated list are critical to the business of a large part of our customer base. NVIDIA will provide full performance, and will support, tune, and fix any issues, for any feature on the deprecated list. This means that all the functionality in the ARB_compatibility extension and Compatibility profile will continue to operate at maximum performance.

Driver Downloads

                        Windows desktop                                                        Linux               
2#
发表于 2011-8-9 08:46 | 只看该作者
和游戏貌似没啥关系,可升可不升....
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3#
发表于 2011-8-9 09:38 | 只看该作者
本帖最后由 erhang 于 2011-8-9 09:40 编辑

是正式版了吗?
解决GAMMA问题了吗?
英文官方好像还没发布。
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4#
发表于 2011-8-9 09:39 | 只看该作者
同问是正式版吗?
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5#
发表于 2011-8-9 09:56 | 只看该作者
没看见官网更新,是正式版?
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6#
发表于 2011-8-9 10:18 | 只看该作者
E大向你请教个问题。。。。我560TI  原来U是x220开核超到3.58  测3D11 GT4这项分数在14.多,,现在换了1055T  超到同样频率测3D11 GT4这项分数怎么反降到12.68???  设置一模一样。。并且其余几项都有点下降。。只有CPU单项提高,,,,这是怎么回事。。一直没搞明白,请赐教!!!万分感谢{handshake:]
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7#
发表于 2011-8-9 10:32 | 只看该作者
等正式版,这个正式版等太久了
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8#
发表于 2011-8-9 10:34 | 只看该作者
同志们帮我看看什么问题啊!!!!!!!!!
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9#
 楼主| 发表于 2011-8-9 10:46 | 只看该作者
超频失败了吧。

这个是驱动主题帖,不想干的讨论请到相应的讨论区发表。
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10#
发表于 2011-8-9 13:01 | 只看该作者
Edison 发表于 2011-8-9 10:46
超频失败了吧。

这个是驱动主题帖,不想干的讨论请到相应的讨论区发表。

这个是正式版吗?官方怎么没发布?
解决GAMMA的问题了吗?
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11#
发表于 2011-8-9 13:32 | 只看该作者
erhang 发表于 2011-8-9 13:01
这个是正式版吗?官方怎么没发布?
解决GAMMA的问题了吗?

GAMMA是啥问题
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12#
发表于 2011-8-9 13:38 | 只看该作者
NV面板里面调GAMMA(中文版叫灰度)校准颜色,重启后,调整好的颜色就失效了。
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13#
发表于 2011-8-9 13:39 | 只看该作者
WHQL了吗??
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nicklu 该用户已被删除
14#
发表于 2011-8-9 21:58 | 只看该作者
提示: 作者被禁止或删除 内容自动屏蔽
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15#
发表于 2011-8-9 22:56 | 只看该作者
我只找到官方的WHQL的280.26正式版了。
但遗憾的是GAMMA问题还是没能解决,看来NV显卡是无法解决了,官方太不重视这个问题了。
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16#
 楼主| 发表于 2011-8-9 23:01 | 只看该作者
我不了解官方的态度,但是这个问题用 windows 7 内建的校准显示器进行校准比用驱动面板更好用。
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17#
发表于 2011-8-9 23:24 | 只看该作者
Edison 发表于 2011-8-9 23:01
我不了解官方的态度,但是这个问题用 windows 7 内建的校准显示器进行校准比用驱动面板更好用。

内置的没数值,我记住数值,每次重装系统,驱动,无需再认真校准,之间按上次数值调就行了,
只要NV能像ATI一样重启颜色生效就行了,当然比WIN 7内置的好用了。

只是NV太不重视这个问题了。明明知道就是不修改,就跟前几年的ATI一样,现在ATI的驱动反而倒是不错了,没什么明显的大缺陷。
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18#
发表于 2011-8-10 02:15 | 只看该作者
    我用的GTX480,在win7 64 bit下,英雄连勇气传说一直没有办法开DX10 1920X1080全屏,DX9模式没有问题,一开 DX10 1920X1080显示器就黑屏超出范围没有信号,但是Vsita 32bit下完全正常,驱动从26X一直到27X都一样。

    真的非常希望NVIDIA修正一下这个bug,一直遗留很久了。

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19#
 楼主| 发表于 2011-8-10 02:19 | 只看该作者
erhang 发表于 2011-8-9 23:24
内置的没数值,我记住数值,每次重装系统,驱动,无需再认真校准,之间按上次数值调就行了,
只要NV能像 ...

数值对于显示器的校准没有什么意义,因为显示器存在老化、环境光照等问题,僵化地记住某个数值根本不能适应这些情况。
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20#
发表于 2011-8-10 12:27 | 只看该作者
Edison 发表于 2011-8-10 02:19
数值对于显示器的校准没有什么意义,因为显示器存在老化、环境光照等问题,僵化地记住某个数值根本不能适 ...

对于我没这些顾虑,显示器又不是每天都老化的那么明显,我没必要天天去校准。
按照数值调是最方便快捷的。
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