• Mali Performance 7: Accelerating 2D rendering using OpenGL ES

    Peter Harris
    Peter Harris
    It's been a while since my last performance blog, but one of those lunchtime coffee discussions about a blog I'd like to write was turned into a working tech demo by wasimabbas overnight, so thanks…
    • November 19, 2015
  • Mali Performance 6: Efficiently Updating Dynamic Resources

    Peter Harris
    Peter Harris
    My last blog looked at some of the critical areas which an application has to implement efficiently to get best performance out of 3D content, such as broad-brush culling of large sections of a scene…
    • May 20, 2015
  • Mali Performance 5: An Application's Performance Responsibilities

    Peter Harris
    Peter Harris
    Previous blog in the series: Mali Performance 4: Principles of High Performance RenderingWelcome to the next instalment of my blog series looking at graphics rendering performance on Mali GPUs using OpenGL…
    • March 9, 2015
  • Mali Performance 4: Principles of High Performance Rendering

    Peter Harris
    Peter Harris
    Previous blog in the series: Mali Performance 3: Is EGL_BUFFER_PRESERVED a good thing?In my previous blogs in this series I have looked at the bare essentials for using a tile-based rendering architecture…
    • November 18, 2014
  • Mali Performance 3: Is EGL_BUFFER_PRESERVED a good thing?

    Peter Harris
    Peter Harris
    Previous blog in the series: Mali Performance 2: How to Correctly Handle Framebuffers This week I'm finishing off my slight diversion into the land of application framebuffer management with an analysis…
    • May 16, 2014
  • Mali Performance 2: How to Correctly Handle Framebuffers

    Peter Harris
    Peter Harris
    This week I look at how, and more importantly when, the Mali driver stack turns OpenGL ES API activity into the hardware workloads needed for rendering.
    • April 28, 2014
  • Mali Performance 1: Checking the Pipeline

    Peter Harris
    Peter Harris
    Mali performance: In this blog we will look at debugging issues around macro-scale pipelining, the means by which we keep the GPU busy and some of the common reasons for that frame level pipeline to stall…
    • April 2, 2014
  • The Mali GPU: An Abstract Machine, Part 3 - The Midgard Shader Core

    Peter Harris
    Peter Harris
    In this blog I will finish the construction of this abstract machine, forming the final component: a stereotypical Mali Midgard GPU programmable core.
    • March 12, 2014
  • The Mali GPU: An Abstract Machine, Part 2 - Tile-based Rendering

    Peter Harris
    Peter Harris
    This blog continues the development of this abstract machine, looking at the tile-based rendering model of the Arm Mali GPU family. I’ll assume you've read the blog on pipelining; if you haven’t I suggest…
    • February 20, 2014
  • The Mali GPU: An Abstract Machine, Part 1 - Frame Pipelining

    Peter Harris
    Peter Harris
    We will explore the fundamental macro-scale architectural structures and behaviors developers have to worry about, how this translates into possible problems which can be triggered by content.
    • February 3, 2014
  • How do I do <x> in assembler?

    Peter Harris
    Peter Harris
    One of the most common classes of question in the ARM community which I answer is "How do I do <x> in ARM assembler?". While I am always happy to answer these questions, I thought it would be useful to…
    • December 19, 2013
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