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