In addition to a new logo for glCapsViewer, I also worked on the database itself. Aside from fixing a problem with extension counts on the statistics page, making visual and practical changes to e.g. the report pages, I also added some features to the PHP-backed database :
Supporting percentage for extensions on the statistics page
A new column showing the percentage of reports supporting the given extension was added. So you can now quickly look up how common an extension is amongst the reports in the database. This could e.g. become handy if you want to implement a certain extension and need to estimate how common it is.
Sorting options for the statistics page
A pretty popular request, so here it is : You can now sort the list of extensions on the statistics page. Either by their name, or by their support percentage.
Linkage of extension search
I’ve also added the possibility to directly link to the result page of reports that support a given extension. So if you want to post a link to a list with reports that support a given extension on e.g. a forum, you can now easily put up a link and all those reports that support the given extension will be listed. A sample is this link for all reports supporting GL_AMD_PERFORMANCE_MONITOR. If you hover over the link you can see that you just pass the extension’s name to the listreports.php parameter called “listreportsbyextension”. I can imagine that this could become pretty handy in the future.
OpenGL version statistics
There is now an additional statistics page that shows the support for the different OpenGL versions. If you need to check how widely a certain OpenGL version is available, just take a look at this page.
I also decided to add the possibility to show all values for a given GL hardware capability among all reports. So if you e.g. need to know what 3D texture sizes are supported amongst the reports, you can easily do that now, e.g. via such a link, or by simply selecting that capability from either the list or a report itself. This should come in handy to see where hardware limitations are.