MacOS X OpenGL driver status (10.8.3)
Apples latest software patch for MacOS X 10.8 (Mountain Lion, 10.8.3) fixed some issues related to OpenGL.
To recap, my currently known bugs and issues are these:
- Wrong values from uniform structs (bug id #10518401) – Fixed
- Wrong names for uniforms in uniform blocks (bug id #11335828) – Still exists (this bug was reported in april 2012)
- Rendering to an FBO without fragment data location 0 is not possible (bug id #11826727) – Still exists (this bug was reported in july 2012)
- Uniform block layout qualifier ‘packed’ results in GLSL compile errors (bug id #11884110) – Fixed
- Default layouts of Uniform Blocks can’t be changed at global scope (bug id #11884641) – Fixed
- GLSL noperspective varying interpolation doesn’t work on Intel HD4000 (bug id #12728578) – Fixed
- If a scissor test is active with a larger region than the glViewport and the later is smaller than the framebuffer, the rasterization is not clipped at the viewport. (at least on HD4000). Bugs #12949605 & #13287825 – Still exists
- After a conditional rendering which was not performed (due to no passed samples) subsequent glClear calls will not get executed until the next draw call was issued. (at least on HD4000). Bug #12949224 – Still exists
- Highest OpenGL version available is 3.2 (not a bug, but filed as bugs as (at least) bug id #8225498 and #8233475). – no changes here
In addition to that, MacOS X 10.8.3 adds a few new extensions, for example explicit attribute locations, a feature that was even earlier exposed with a hack.
So, there is still much to do for Apples driver staff…
FPS vs msec/frame A look at the Bayer Pattern