An awesome post from Christophe Riccio about his speculation for next OpenGL releases:
http://www.g-truc.net/post-tech-lastest-full.html#post0330

Here is the summary:

  • 1. Direct state access
  • 2. Multithreaded rendering using command lists
  • 3.1. Image and buffer load and store
  • 3.2. UAV buffer / Linked list
  • 3.3. Custom structure (POD) fetches
  • 3.4. On GPU image copy (GL_NV_copy_image)
  • 3.5. Improved transform feedback storage types
  • 4.1. Shared uniform buffer across uniform block array for per-instance data
  • 4.2. Layered rendering on mipmap chain or layers of different sizes
  • 4.3. Removed sampler array limitation
  • 4.4. Input vertex shader and output fragment shader blocks
  • 4.5. Program pipeline object for DSA
  • 5.1. Compiler options and preprocessor definisions
  • 5.2. Typedef in GLSL for qualifiers and more
  • 5.3. A 'common' shader target
  • 5.4. Generalized "by resource" communication model (over "by name")
  • 5.5. Objects checks
  • 5.6. Drivers queries
  • 5.7. GL_ARB_gpu_association
  • 6.1. Decouple the Vertex Array Object into a Vertex layout object and Draw object
  • 6.2. Environment program object
  • 6.3. Imutable Objects 

PS: As a bonus track, Christophe put some analysis results he did with my Froggy FragSniffer :-)