• Mali OpenCL SDK not found

    Santy
    Santy

    Hi,

        I'm trying to get the 64 bit OpenCL 1.2 libraries onto my Android development board. My goal is to finally use ARM Compute Library with OpenCL on Android. 

       I see that since Android 4.x onwards OpenCL support was stopped by Google (probably to…

    • over 3 years ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Streamline on Samsung Galaxy S6

    gnoowik
    gnoowik

    Hello,

    I am trying to build kernel for Samsung Galaxy S6 to use DS-5 streamline. In menuconfig, "Mali Midgard series support" and "Mali t6xx r4p0 support" have dependency (They should be configured togehter). It causes compile error that r4p0 has not…

    • Answered
    • over 2 years ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • MALI T760MP4 L2 cache hit ratio low (64%)

    hiwu
    hiwu

    Hi all:

    I used gator and streamline to check the MALI T760MP4 L2 cache hit ratio. But the performance is bad. The read hit ratio is about 64%.  Is Mali L2 cache a tile-based cache ? If so, how to optimize the data format for mali L2 cache ?

    Thank you

    …
    • Answered
    • over 2 years ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Mali GPU Shader core Group decision(OpenCL)

    Son
    Son

    Hello, I am jang-hyun Son, from seoul korea

    I am now studying OpenCL using Mali GPU Midgard, and I have a question.
    In Mali GPU OpenCL Development guide, I found a concept, Shader core group.
    I know that Shader core is equal to OpenCL Compute unit, and There…

    • Answered
    • over 2 years ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • r12p0 wayland driver (odroid-xu3) frees objects too early leading to segm fault

    marianmi
    marianmi

    totem (gnome-videos) crashes on exit with the following backtrace:

    Core was generated by `totem bbb_720p.mov'.
    Program terminated with signal SIGSEGV, Segmentation fault.
    #0  get_next_argument (signature=0x2c <error: Cannot access memory at address…

    • Answered
    • over 3 years ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • The Mali GPU: An Abstract Machine, Part 4 - The Bifrost Shader Core

    Peter Harris
    Peter Harris

    We have recently announced the first GPU in the Mali Bifrost architecture family, the Mali-G71. While the overall rendering model it implements is similar to previous Mali GPUs – the Bifrost family is still a deeply pipelined tile-based renderer…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • midgard r20p0 kernel drivers errors

    marianmi
    marianmi

    Hi,

    I am using r20p0 midgard drivers with kernel 4.14 (rc4) on an odroid xu4 board.

    I have enabled DEVFREQ, and have simple_ondemand and performance governors available (default set to performance).

    I get this kernel error when mali device is probed:

    …
    • over 3 years ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • Bitesize Bifrost 2: System coherency

    Freddi Jeffries
    Freddi Jeffries

    In the first Bitesize Bifrost blog we introduced you to our new GPU architecture, Bifrost, and looked specifically at the extensive optimization and power saving benefits provided by clause shaders.  This time around we’re looking at system coherency…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Smile to the camera, it’s OpenCL!

    Roberto Mijat
    Roberto Mijat

    At a recent press event in China, Huawei announced their latest flagship smartphone, the Honor 7. This device is special. It marks a major milestone in the use of innovative heterogeneous computing technologies.

    A special device…

    Initial sales figures…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Using DS-5 Streamline to Optimize Complex OpenCL™ Applications on Mali GPUs

    Tim Hartley
    Tim Hartley

    Chinese Version中文版:在 Mali GPU 上利用 DS-5 Streamline 优化复杂的 OpenCL™ 应用程序

    Heterogeneous applications – those running code on multiple processors like a CPU and a GPU at the same time – are inherently difficult to optimize.  Not only do you need to consider…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
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