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  • Compressed but not mipmapped data (Streamline capture)

    Hi guys,

    I'm trying to narrow down the texture usage of a frame. Essentially, at the tail end of the frame I'm seeing a fair bit of compressed but NOT mipmapped texture data. Is it possible this is framebuffer compressed data used by post-processing…

  • Mali texture workload/usage rate issue in Streamliner

    Hi,

    I'm struggling to understand the connection between a spike I'm seeing in the Mali Texture Workload Property Rate and (a) overlapping texture unit utilization and (b) subsequent L2/external reads. There seems to be very little activity texture…

  • samplerExternalOES performance on Mali-400

    Hi,

    I've just noticed that texture lookups using samplerExternalOES (as specified in the OES_EGL_image_external extension) seem to come with a performance impact on Mali-400, at least if the instruction counts reported by Mali Offline Compiler are correct…

  • Problem getting DMABUF EGL image to work as a texture

    Hi,

    I'm trying to get a video feed to use as a texture on my EGL + GL ES program running on a Mali 400 on Linux.

    The problem I'm having is that the content of the texture does not update. It picks up whatever frame the camera was displaying when the…

  • GL_OES_EGL_image_external

     

    We are using an Mali 400 and mali 450 on a device and we are trying to get the Android texture GL_OES_EGL_image_external to work with Mali based  GPU

     

    Is there is any sample app that you can me to where mali gpu can work wirth android…

  • OpenGL Pitfalls : Distorted textures when packing texels colours components as GL_UNSIGNED_SHORT

    I lost a few days wondering why some textures were completely distorted when loaded in OpenGL.

    The thing is, they were only distorted when the colours components were packed as GL_UNSIGNED_SHORT_5_5_5_1 or GL_UNSIGNED_SHORT_4_4_4_4. When packing colour…

  • [Quick tips] Use ffmpeg to convert pictures to raw RGB565

    Here's a quick tip to convert pictures to raw format with FFMPEG, in order to use them as a texture in OpenGL, with no extra conversion :

    BMP files

    ffmpeg -vcodec bmp -i /path/to/texture-file.bmp -vcodec rawvideo -f rawvideo -pix_fmt rgb565 texture…

  • The Power of Local Cubemaps at Unite APAC and the Taoyuan Effect

    Introduction

    Have you ever heard about the Taoyuan effect in reflections? Probably not, so I invite you to read this blog to learn about this effect and the application of local cubemaps in graphics.

    Several blogs published in this community cover different…

  • Refraction Based on Local Cubemaps

    Introduction

    Game developers are regularly looking for efficient methods for implementing stunning effects in their games. This is especially important when targeting mobile platforms as resources should be carefully balanced to achieve maximum performance…

  • New Mali Graphics Debugger v1.2 Features Improve Fragment Performance

    Analysing Performance

    When we talk about optimizing performance, we could mean a number of different things. The first thought that comes to most people’s minds in the context of a gaming application is frame rate (FPS). FPS is very important, after all…

  • New samples in Mali SDK

    I often receive questions such as “How can I render shadows with OpenGL® ES 2.0 without an available depth texture extension?”; “How can I render a simple text with OpenGL ES 2.0?”; or “Simple text rendering does not produce a high quality result, how…

  • ASTC does it

    In 2011 I attended the ARM Global Engineering Conference, where I saw a presentation about a new algorithm used in texture compression. I expected it to be about colour space conversions and perceptual filters, but the entire talk was about number encoding…

  • ARM Mali GPU 中更多 关于ASTC的特性 – 高动态范围和 3D

    原文: More ASTC in ARM Mali GPUs - High Dynamic Range and 3D


    ARM Mali GPU 中更多 关于ASTC的特性高动态范围和 3D

    作者 seanellis / 2013 7 8 日上午 10:06 /

    ARM ASTC 已作为全新的行业标准纹理压缩方案被 Khronos 采用。正如我上一篇博文中所述,ASTC 同时支持高动态范围和 3D 纹理压缩。我想我该花点时间来演示这些功能如何运作,以及它们能够实现的精彩效果…

  • More ASTC in ARM Mali GPUs - High Dynamic Range and 3D

    ARM's ASTC has been adopted by Khronos as the new industry-standard texture compression scheme. As I mentioned in a previous blog, ASTC supports both High Dynamic Range and three-dimensional texture compression, and I thought I would take some time…

  • ARM Unveils Details of ASTC Texture Compression at HPG Conference - Part 2

     In part one of this two-part post, I wrote about the first part of Tom Olson's paper from High Performance Graphics 2012. We saw how Bounded Integer Sequence Encoding allows ASTC  to have a finely graded tradeoff between the roles of bits in a block…

  • ARM Unveils Details of ASTC Texture Compression at HPG Conference - Part 1

     The internal details of ARM's Adaptive Scalable Texture Compression (ASTC) technology were launched this week at the High Performance Graphics conference in Paris, France.

    Tom Olson presented his paper entitled "Adaptive Scalable Texture Compression…

  • Shadow Mapping - realtime shadow rendering with OpenGL ES 2.0

    This document describes an approach for rendering shadows in realtime for mobile devices using OpenGL® ES 2.0 which does not support depth texture unless the OES_depth_texture extension is available.