对于Cortex M0 M3 M4 的我知道可以在其《Technical Reference Manual 》> Programmers Model > Instruction set summary 里面查看
http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.ddi0432c/CHDCICDF.html
但是到了M7, 他告诉我去ARM-V7-M的手册中找
“The processor implements the…
对于Cortex M0 M3 M4 的我知道可以在其《Technical Reference Manual 》> Programmers Model > Instruction set summary 里面查看
http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.ddi0432c/CHDCICDF.html
但是到了M7, 他告诉我去ARM-V7-M的手册中找
“The processor implements the…
As Product Manager for the Arm Compilers, I’m often asked “Paul - this LTO stuff – what’s it all about?!” And I reply “Ah – I’m glad you asked me that! Please, grab yourself a cup of coffee and pull up a…
The Arm Mali application developer best practices guide targets an expert developer audience, familiar with Vulkan and OpenGL ES API programming.
The guide represents the graphics system as a pipeline of stages, and performance problems can arise in each…
Last year at GDC 2016, Khronos launched the Vulkan 1.0 specification and the Khronos members released first Vulkan drivers and SDKs. Just a year later, at GDC 2017 Unity announced the Unity 5.6 release with the built-in Vulkan renderer. With…
With Unreal Engine 4.15, Epic introduced the ability to directly enable profiling on mobile devices from the editor. In a previous blog article, we discussed how to enable this feature on pre 4.15 engine versions, the following content applies to 4.15…
When we write such code as following, can keil compiler automaticly translate it into SIMD STM.
do{
*p++ = 1;
*p++ = 1;
…
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 to him for giving me the kick needed to pick…
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 which are guaranteed not to be visible so they are…
SANTA CLARA, Calif.—The launch of Cadence's new Innovus Implementation System heralds “a new era” in physical implementation technology, breaking longstanding electronic system-design bottlenecks, according to Rahul Deokar, product management…
Previous blog in the series: Mali Performance 4: Principles of High Performance Rendering
Welcome to the next instalment of my blog series looking at graphics rendering performance on Mali GPUs using OpenGL ES. This time around I'll be looking at some…
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…
基于区域的flush在mobile GPU中已经变得越来越重要了,这种技术能极大地缩短GPU运行当前这个flush的时间,从而带来性能上的巨大改善。然而很多用户对这个技术,或者换个词说,这种优化,仍然不是非常了解,有时候会和一些OpenGL ES的概念viewport或者scissor搞混淆掉。写这篇blog的目的就是阐述这种技术,以及OpenGL ES有哪些API可以应用这种技术。
GPU为了满足一些API的需要会flush当前的framebuffer。当eglSwapbuffers调用的时候…
原帖地址:Easing development on ARM: Building customized debug and trace solutions for multi-core SoCs
原作者:mayanksharma
剑桥大学近期的一项研究表明,全球每年软件调试的总花费已经达到 3120 亿美元之巨,开发人员平均将一半的编程时间用于查找和修复错误(完整报道请见此处)。将这一巨大数字除以地球上 71 亿总人口,可以算出每人平均花费 44 美元。也就是说,这足够让全世界每个人都买一台 Raspberry…
Chinese Version 中文版: 简化ARM平台上的开发:针对多核SoC构建自定义调试和跟踪解决方案
A study recently carried out by Cambridge University found that the global cost of software debugging has risen to the princely sum of $312 billion every year, and that developers spend an average…
At this year's ARM® TechCon™, Carbon Design Systems did a joint presentation with ARM entitled "Getting the Most out of the ARM CoreLink™ NIC-400." In this blog, I'll give a high level overview of what we presented and also give an opportunity to download…
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…
During the last days of August 2013 I was in the wonderful city of Vancouver, Canada, to attend Unite 2013, one of the biggest events dedicated to Unity, the market-leading platform for creating high-quality video games and other interactive 3D content…