• Pixel Local Storage on ARM Mali GPUs

    Jan-Harald Fredriksen
    Jan-Harald Fredriksen

    ARM has recently published a set of OpenGL ES extensions. Here we explain some of the background that led us to develop these and show how they can be used to implement some common graphics algorithms more efficiently.

    Locality of reference

    Many algorithms…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • GPU Compute: Dealing with the Elephant in the Room

    Tim Hartley
    Tim Hartley

    In this first blog of a series about GPU Compute we look at the one of the biggest challenges facing the future development and evolution of smart devices.


    Isn’t technology wonderful?  It’s incredible to think that the processing power in mobile devices…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • ARM’s experiences with the drawElements Quality Program

    Jörg
    Jörg

    Here at ARM we continuously work to increase the quality of our driver software. Thorough testing is a significant proportion of our driver production process and its efficiency enables us to deliver drivers that meet and exceed our partners’ quality…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • The Mali GPU: An Abstract Machine, Part 3 - The Midgard Shader Core

    Peter Harris
    Peter Harris

    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…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Engineering software for accelerated systems

    Anton Lokhmotov
    Anton Lokhmotov

    Welcome to my series of blogs on engineering software for accelerated systems!  Special-purpose hardware designed to execute certain computations (prominently, GPUs designed to execute graphics computations) is expected to provide better performance than…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mucho GPU Compute, amigo!

    Roberto Mijat
    Roberto Mijat

    I have just returned from my third Mobile World Congress (MWC) in Barcelona and I have no doubt this year’s has been for me the best one so far! We are continuing to see a strong trend in independent third party companies using ARM® Mali™ GPU Compute…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • The Mali GPU: An Abstract Machine, Part 2 - Tile-based Rendering

    Peter Harris
    Peter Harris

    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 the Mali GPU and driver software. The purpose of this…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Another Milestone for ASTC Texture Compression

    Tom Olson
    Tom Olson


    Time sure flies when you’re having fun! It’s been more than two years since SIGGRAPH Asia 2011 in Hong Kong, where I had the pleasure of unveiling our Adaptive Scalable Texture Compression (ASTC) technology. A lot has happened on the ASTC…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Do Androids have nightmares of botched system integrations?

    Dave Brown
    Dave Brown

    Chinese Version中文版

    Today ARM launched the ARM® Mali™-DP500 Display Processor, the first high specification Display Processor that ARM has developed. Alongside the Display Processor itself, ARM will also be delivering an optimized software driver…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Is the future as good as it used to be?

    Chris Porthouse
    Chris Porthouse

    Today the ARM® Mali™-DP500 Display Processor was launched alongside the ARM Cortex®-A17.

    We are all aware that the resolution of screens is increasing: from Full HD smartphones and Quad HD tablets to Ultra HD TVs. However, simply increasing…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • The Mali GPU: An Abstract Machine, Part 1 - Frame Pipelining

    Peter Harris
    Peter Harris

    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 based rendering back-end. One of my colleagues, Michael…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • ARM Mali GPU technology at CES - what's new in 2014

    Ellie Stone
    Ellie Stone

    ARM shone at CES this year and there have already been some fantastic pieces of coverage on our community about it - check out Latest ARM powered tech at CES 2014 with Samsung Galaxy Note Pro 12.2 and Galaxy Tab Pro 12.2, the Snakebyte Vyper gaming experience…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Ittiam and ARM are the first to efficiently bring Google’s VP9 to mobile devices

    Ellie Stone
    Ellie Stone

    This blog post was written in conjunction with Ittiam Systems, a technology company singularly focused on embedded media centric systems. For more information concerning the technology below, please contact Mukund Srinivasan, Ittiam System's General Manager…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • [VIDEO] Learn how to create 2D and 3D games using the Unity platform

    Ellie Stone
    Ellie Stone

    At ARM® TechCon™ Developer Summit the ARM Mali™ team were joined on the Wednesday (Gaming Day) by Carl Callewart of Unity3D. Carl gave a great demonstration of how easy it is to build a simple 2D game on the Unity platform:

    Unity and…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Intex to launch smartphone with Mediatek's octa-core MT6592

    Ellie Stone
    Ellie Stone

    This week MediaTek launched the MT6592, a heterogeneous computing SoC which combines an advanced eight-core ARM® Cortex®-A7 processor configuration with industry-leading multimedia capabilities and mobile connectivity.

    Building on the advanced…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Mali OpenCL Flag Demo

    Jonathan Kirkham
    Jonathan Kirkham

    This is a demo created internally at ARM by Anthony Barbier.

    Mali OpenCL Flag Demo

    The demo shows the performance improvements you can achieve when using OpenCL™ on a Mali powered device.


    The application is simulating a cloth flag with a ~6000 vertex…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Optimizing GPU Compute Kernels.

    Johan Gronqvist
    Johan Gronqvist

    If you have some previous experience with GPU compute, or if you have watched the GPU Compute for Mobile Devices at ARM Techcon Developer Summit presentation, and you have a Compute application that you want to optimize, it may be hard to know where to…

    • Optimizing Compute Kernels for Mobile GPUs.pdf
    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • GPU Compute for Mobile Devices at ARM Techcon Developer Summit

    Jonathan Kirkham
    Jonathan Kirkham

    timhar01 and I have just finished presenting a workshop about GPU Compute on mobile devices at the ARM Techcon Developer Summit in Santa Clara, California.

    The workshop was 3 hours long and was a rapid tour of the current GPU Compute landscape with a focus…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Introducing the ARM Mali-T700 GPU series: Innovated to (efficiently) power the next generation of devices

    Plout Galatsopoulos
    Plout Galatsopoulos

    Better performance or longer battery life? Or both?

    Many mobile phone users have experienced the disappointment of having their favourite device run out of juice when they are far away from a power socket. Some of them may also have experienced the warm…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Saving System Power with ARM Multimedia IP

    Sean Ellis
    Sean Ellis

    ARM’s Multimedia IP portfolio is designed to work together to reduce overall system power while delivering the performance that is central to the mobile device experience.

    What is the Multimedia Experience?

    Most of the interactions that users have…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Benchmarking floating point precision in mobile GPUs - Part III

    Tom Olson
    Tom Olson

    Chinese version 中文版:基准测试移动 GPU 中的浮点精度 - 第 3 部分

    This blog was originally published on 29th August 2013 on blogs.arm.com

    Welcome to Part III of my blog series on GPU floating-point quality! This series was inspired bysome interesting work by Stuart Russe…

    • over 7 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Profiling and Debugging Games on Mobile Platforms with DS-5 Streamline and Mali Graphics Debugger

    Lorenzo Dal Col
    Lorenzo Dal Col

    It’s been a terrific year for the Mali™ Developer Resources team this year, with the Mali Graphics Debugger being released along with support for the ARM® Mali-T604 in ARM DS-5™ Streamline™.

    The Mali Graphics Debugger was announced…

    • over 7 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Killing Pixels - A New Optimization for Shading on ARM Mali GPUs

    Sean Ellis
    Sean Ellis

    Invisible pixels are expensive                                                            …

    • over 7 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • More ASTC in ARM Mali GPUs - High Dynamic Range and 3D

    Sean Ellis
    Sean Ellis

    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…

    • over 7 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Flipping the FLOPS - how ARM measures GPU compute performance

    Jem Davies
    Jem Davies

    It's time we dealt with the measurement of compute performance in GPUs. In another in a series of ARM blogs intended to enlighten and reduce the amount of confusion in the graphics industry, I'd like to cover the issue of Floating-point Operations…

    • over 7 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
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