OpenGL 4.0

The Khronos™ Group announced the release of the OpenGL® 4.0 specification at GDC 2010.

  • two new shader stages that enable the GPU to offload geometry tessellation from the CPU;
  • per-sample fragment shaders and programmable fragment shader input positions for increased rendering quality and anti-aliasing flexibility;
  • drawing of data generated by OpenGL, or external APIs such as OpenCL, without CPU intervention;
  • shader subroutines for significantly increased programming flexibility;
  • separation of texture state and texture data through the addition of a new object type called sampler objects;
  • 64-bit double precision floating point shader operations and inputs/outputs for increased rendering accuracy and quality;
  • performance improvements, including instanced geometry shaders, instanced arrays, and a new timer query.

Reference from Here: