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Welcome to AMD Developer News June 2015 | Previous Issues
Benchmarking clBLAS SGEMM on the AMD FirePro™ Professional Graphics Card!
4.2 Teraflops of Performance? As part of an ongoing effort to raise the performance of open source math libraries, AMD added offline kernel compilation to clBLAS. Find out what the results were in this new blog.

OpenCL™ Random Number Library (clRNG) Beta Released
clRNG 1.0 is an OpenCL library that generates uniform random numbers. This library is now available as open-source. Since it’s in beta, we’re looking for feedback. Check it out, use it, and let us know your feedback.

Merkle Tree Hashing Using OpenCL™ 2.0
You can use OpenCL™ 2.0’s features and GPU compute to get real performance improvements in your code. Curious whether those performance gains are worth the effort? See what we did with hashing algorithms.


Questions about HSA development? See what other developers have asked, and get answers in the HSA forum on DevGurus.


GDC Europe 2015
Cologne, Germany
Aug 3-4, 2015

Los Angeles, CA
Aug 9-13, 2015



OpenCL™ 2.0 training in Amsterdam from StreamComputing, Sept 2, 2015

OpenCL™ Training for Altera FPGAs in Baltimore, MD, with Acceleware, Sept 22, 2015

Edinburg Napier University OpenCL™ courses

On-Demand Webinars & Tutorials – From AMD Developer Central

Visit AMD's Training Partners for more training options or to schedule a customized training session

Software Engineer
Beijing, China

Software Engineer
Bangalore, India

DX12 & Vulkan at GDC Europe – The Dawn of a New Generation of Graphics APIs
Developing for DX12 or Vulkan can offer significant performance boosts but sometimes requires a new approach to graphics programming. Come see us at GDC Europe August 3-4 for a presentation that will show you how to work with the new APIs.

A Brand New OpenCL Book
Heterogeneous Computing with OpenCL 2.0 teaches OpenCL and parallel programming for complex systems that may include a variety of device architectures: multi-core CPUs, GPUs, and fully-integrated Accelerated Processing Units (APUs). This fully-revised edition includes the latest enhancements in OpenCL 2.0 and much more. Best of all, it’s out of pre-order status and available now!

Concurrency in Modern 3D Graphics APIs
Over the past year or two AMD’s Mantle introduced the efficiency of low-level APIs to the PC gaming developer community. That sparked a trend leading to significant developments in graphics APIs like Vulkan™ and DirectX® 12. Why is concurrency the greatest feature of those new graphics APIs? Find out in this new blog post.

Supercharging with DirectX® 12 & Async Shaders
Microsoft® DirectX® 12 is designed to substantially increase a PC’s ability to run visually complex games at playable framerates. This blog post looks at the major rendering features of DirectX® 12, early performance profiles of AMD products, and collaborating with developers to ensure peak performance and top-notch image quality in upcoming games.

Power Profiling, Shader Analysis & More with AMD CodeXL 1.7
Watch Video »
Debug your way through OpenGL, GLES, DX11 & DX12 using GPU PerfStudio
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AMD Asynchronous Shaders Demo
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