• The Mali GPU: An Abstract Machine, Part 3 - The Midgard Shader Core
    EDIT: Updated March 2015 to include more information on the GPU memory system to help developers optimizing compute shaders. In the first two blogs of this series I introduced the frame-level pipelining...
  • The Mali GPU: An Abstract Machine, Part 3 - The Midgard Shader Core
    EDIT: Updated March 2015 to include more information on the GPU memory system to help developers optimizing compute shaders. In the first two blogs of this series I introduced the frame-level pipelining...
  • The Mali GPU: An Abstract Machine, Part 1 - Frame Pipelining
    Chinese version of this blog Optimization of graphics workloads is often essential to many modern mobile applications, as almost all rendering is now handled directly or indirectly by an OpenGL ES...
  • The Mali GPU: An Abstract Machine, Part 1 - Frame Pipelining
    Chinese version of this blog Optimization of graphics workloads is often essential to many modern mobile applications, as almost all rendering is now handled directly or indirectly by an OpenGL ES...
  • The Mali GPU: An Abstract Machine, Part 2 - Tile-based Rendering
    Chinese version of this blog - thanks to vincent for the translation! In my previous blog I started defining an abstract machine which can be used to describe the application-visible behaviors of...