ADLINK CM3-GF User Manual

Page 30

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TME-104P-CMx-GF-1V7

Rev 1.7

22 (81)

Shader instruction store, using an advance caching system

Advanced shader design, with ultra-threading sequencer for high-efficiency
operations

Advanced, high-performance branching support, including static and dynamic
branching

16-bit and 32-bit floating point components for high dynamic range computations

Full anti-aliasing on render surfaces up to and including 128-bit floating point
formats

Support for OpenCL™ 1.1

Support for OpenGL 3.2 and 2.1

Anti-Aliasing Filtering:*

o

* Support for anti-aliasing filtering is dependent on application

o

2x/4x/8x modes

o

Sparse multi-sample algorithm with gamma correction, programmable sample patterns, and
centroid sampling

o

Temporal anti-aliasing

o

Custom filter anti-aliasing with up to 12 samples per pixel

o

Adaptive anti-aliasing mode

o

Lossless color compression (up to 8:1) at all resolutions, up to and including widescreen
HDTV

Anisotropic Filtering:*

o

* Support for anisotropic filtering is dependent on application

o

2x/4x/8x/16x modes

o

Up to 128-tap texture filtering

o

Anisotropic biasing to allow trading quality for performance

o

Improved quality mode due to improved sub-pixel precision, and higher precision LOD
computations

o

Advanced texture compression (3Dc+)

o

High quality 4:1 compression for normal maps and luminance maps

o

Angle-invariant algorithm for improved quality

o

Works with single-channel or two-channel data format

HW support to overcome "Small batch" issues in CPU limited applications

3D resources virtualized to a 32-bit addressing space, for support of large numbers of render targets
and textures

Support for up to 16k x 16k textures, including 128-bit/pixel textures

Software-upgradeable, programmable arbitration logic maximizing memory efficiency

Fully associative texture, color, and Z cache design

Hierarchical Z and stencil buffers with early Z Test

Lossless Z-buffer compression for both Z and stencil

Fast Z-buffer clear

Fast color-buffer clear

Z cache optimized for real-time shadow rendering

Z and color compression resources virtualized to a 32-bit addressing space, for simultaneous support
of multiple render targets and textures

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