2.2 Acceleration Features
• Support for DirectX® 12 (Feature Level 12_0) features, including the full-speed
32-bit floating point per component operation:
• Shader Model 5.0 geometry and pixel support in a unified shader
architecture:
∘ Vertex, pixel, geometry, compute, domain, and hull shaders.
∘ 32- and 64-bit floating-point processing per component.
∘ New advanced shader instructions, including flexible flow control
with CPU-level flexibility on branching.
∘ A nearly unlimited shader-instruction store, using an advanced
caching system.
∘ An advanced shader design, with an ultra-threading sequencer for
high-efficiency operations.
∘ Graphics Core Next supporting native scalar instructions.
∘ Advanced, high-performance branching support, including static
and dynamic branching.
∘ High dynamic-range rendering with floating-point blending, texture
filtering, and anti-aliasing support.
∘ 16- and 32-bit floating-point components for high dynamic-range
computations.
∘ Full anti-aliasing on renderable surfaces up to and including 128-bit
floating-point formats.
∘ A new read/write caching system, replacing texture cache with a
unified read-write two-level cache.
• Support for OpenGL 4.5.
• Support for OpenCL™ 2.0.
• Support for Mantle
• Support for AMD LiquidVR™
• Anti-aliasing filtering:
• 2×/4×/8× MSAA (multi-sample anti-aliasing) modes are supported.
• A multi-sample algorithm with gamma correction, programmable sample
patterns, and centroid sampling.
• Custom filter anti-aliasing with up to 12-samples per pixel.
• An adaptive anti-aliasing mode.
• Lossless color compression (up to 16:1).
Functional Overview 5
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