•
Anisotropic filtering:
•
Continuous anisotropic with 1× through 16× taps.
•
Up to 128-tap texture filtering.
•
Anisotropic biasing to allow trading quality for performance.
•
Improved anisotropic filtering with unified non-power of two-tap
distribution and higher precision filter computations.
•
Advanced texture compression (3Dc+™).
•
High quality 4:1 compression for normal and luminance maps.
•
Angle-invariant algorithm for improved quality.
•
Single- or two-channel data format compatibility.
•
3D resources virtualized to a 40-bit virtual addressing space, for support of
large numbers of render targets and textures.
•
Up to 16k × 16k textures, including 128-bit/pixel texture are supported.
•
Programmable arbitration logic maximizes memory efficiency and is software
upgradeable.
•
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
support of multiple render targets and textures simultaneously.
2.3 Display System
The display system supports accelerated display modes on up to six independent
display controllers.
The full features of the display system are outlined in the following sections.
6
Functional Overview
"Vega 10" Databook
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2017
Advanced Micro Devices, Inc.
AMD Confidential - Do not duplicate.