There's nothing special about GPU hardware that magically handles vectorization for you. A fragment shader, for instance, is a small program that runs in parallel across all the pixels in a fragment. That turns out to be a great interface for doing graphics, but the hardware doesn't really care about it. It's simply up to the driver to compute where the fragment boundaries are and to program set up the corresponding inputs to the shader cores.
This actually gives you less control over the hardware, in exchange for an easier programming model. The problem is that it's a domain-specific solution; if you're not rasterizing polygons then it doesn't do you much good; you'll have to break the problem up into parallelizable domains yourself, or find a library that does it for you. (That's all a graphics driver is, in the end. It's just a library that helps you access a complicated piece of hardware without having to know too many details about it.