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…
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…
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.
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…
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…
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.
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…