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=Features=
=Features=
#512-core
*512-core
#End-to-end lossless compression.
*End-to-end lossless compression.
#Tile Caching.
*Tile Caching.
#OpenGL 4.6, OpenGL ES 3.2, and Vulkan 1.0.
*OpenGL 4.6, OpenGL ES 3.2, and Vulkan 1.0.
#Adaptive Scalable Texture Compression (ATSC) LDR profile supported.
*Adaptive Scalable Texture Compression (ATSC) LDR profile supported.
#DirectX 12 compliant.
*DirectX 12 compliant.
#CUDA support.
*CUDA support.
#Iterated blend, ROP OpenGL-ES blend modes.
*Iterated blend, ROP OpenGL-ES blend modes.
#2D BLIT from 3D class avoids channel switch.
*2D BLIT from 3D class avoids channel switch.
#2D color compression.
*2D color compression.
#Constant color render SM bypass.
*Constant color render SM bypass.
#2x, 4x, 8x MSAA with color and Z compression.
*2x, 4x, 8x MSAA with color and Z compression.
#Non-power-of-2 and 3D textures, FP16 texture filtering.
*Non-power-of-2 and 3D textures, FP16 texture filtering.
#FP16 shader support.
*FP16 shader support.
#Geometry and Vertex attribute Instancing.
*Geometry and Vertex attribute Instancing.
#Parallel pixel processing.
*Parallel pixel processing.
#Early-z reject: Fast rejection of occluded pixels acts as multiplier on pixel shader and texture performance while saving power and bandwidth.
*Early-z reject: Fast rejection of occluded pixels acts as multiplier on pixel shader and texture performance while saving power and bandwidth.
#Video protection region.
*Video protection region.
#Power saving: Multiple levels of clock gating for linear scaling of power.
*Power saving: Multiple levels of clock gating for linear scaling of power.


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{{Xavier/Foot|Processors/GPU|Processors/GPU/CUDA}}
{{Xavier/Foot|Processors/GPU|Processors/GPU/CUDA}}
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