Summary of main missing features:
AEP
- - GL_KHR_blend_equation_advanced
- - GL_OES_sample_variables
- - GL_OES_shader_image_atomic
- - GL_OES_shader_multisample_interpolation
- - GL_OES_texture_storage_multisample_2d_array
+ + GL_KHR_blend_equation_advanced
+ + GL_OES_sample_variables
+ + GL_OES_shader_image_atomic
+ + GL_OES_shader_multisample_interpolation
+ + GL_OES_texture_storage_multisample_2d_array
+ GL_EXT_geometry_shader
+ GL_EXT_geometry_point_size
+ GL_EXT_gpu_shader5
- - GL_EXT_primitive_bounding_box
+ + GL_EXT_primitive_bounding_box
+ GL_EXT_shader_io_blocks
+ GL_EXT_tessellation_shader
+ GL_EXT_tessellation_point_size
- - GL_EXT_texture_buffer
- - GL_EXT_texture_cube_map_array
+ + GL_EXT_texture_buffer
+ + GL_EXT_texture_cube_map_array
Missing features in ES 3.1
- [johnkslang] Arrays of arrays
- - .length() on run-time array
+ + Arrays of arrays
+ + .length() on run-time array
Missing desktop features that are in EAP
- - per-sample shading
+ + per-sample shading
- "precise"
Missing desktop features, non AEP
- built-in functions for type 'double'
- second-generation function-overloading disambiguation algorithm (version 400)
- Preprocessor token pasting (##), ## does macro expansion after pasting not before
- - textureQueryLevels and textureQueryLod
+ + textureQueryLevels and textureQueryLod
Bugs
- implicitly-sized gl_ClipDistance[] (at least in tessellation shaders) with sizes greater than one are not getting sizes greater than one
+ bitfieldExtract() and bitfieldInsert()
+ bitfieldReverse()
+ bitCount(), findLSB(), andfindMSB()
- - New built-in to query LOD, textureQueryLod().
+ + New built-in to query LOD, textureQueryLod().
- New overloaded function matching algorithm, handling selection from many valid multiple choices.
+ Texture gather functions that return four texels with a single call.
+ textureGather()
- For layout qualifiers,
+ make negative output locations a compile-time error, once integer expressions are allowed in layouts
- make indexes outside the range [0,1] a compile-time error.
- - Add textureQueryLevels() built-ins to query the number of mipmap levels, as per the
+ + Add textureQueryLevels() built-ins to query the number of mipmap levels, as per the
GL_ARB_texture_query_levels extension.
+ Make gl_Layer and gl_ViewportIndex also be inputs to the fragment shader, as per the
GL_ARB_fragment_layer_viewport extension.