Coinciding with the SIGGRAPH conference, the 2D and 3D graphics API introduces several new features about 20 years after the initial release of OpenGL.
Besides the GLSL 4.30 update to the OpenGL Shading Language the specification covers compute shaders that support GPU parallelization, texture parameter queries, ETC2 / EAC texture compression, texture views without duplicating the texture data itself, indirect multi-draw, improved memory security, as well as a multi-application robustness extension. Khronos said that the 4.3 specification was largely based on developer feedback.
Also released was OpenGL ES 3.0, which pulls features from OpenGL 3.3 and 4.2 to bolster 3D functionality on mobile devices. Specifically, OpenGL ES 3.0 includes a better rendering pipeline to accelerate certain visual effects, ETC2 / EAC texture compression, an update to the GLSL ES shading language with full support for integer and 32-bit floating point operations, as well as set of explicitly sized texture and render-buffer formats.