• 如何查找 Cortex M7 的指令执行周期?

    tyskin
    tyskin

    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…

    • Answered
    • over 2 years ago
    • 中文社区
    • 中文社区论区
  • Achieving the best performance and code size using Link Time Optimization in Arm Compiler 6

    Paul Black
    Paul Black

    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…

    • over 2 years ago
    • Software Tools
    • Tools, Software and IDEs blog
  • Developer Guide: Arm Mali GPU Best Practices

    Gemma Paris
    Gemma Paris

    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…

    • over 3 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Vulkan Integration in Unity

    Roberto Lopez Mendez
    Roberto Lopez Mendez

    Introduction

    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…

    • over 3 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Building an Unreal Engine application with Mali Graphics Debugger support (UE 4.15 onwards)

    Thomas Poulet
    Thomas Poulet

    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…

    • over 3 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Can keil compiler translate C code into SIMD instructions(ARMv7-m)

    Zhang Zhiyang
    Zhang Zhiyang


    When we write such code as following, can keil compiler automaticly translate it into SIMD STM.

      do{

              *p++ = 1;

               *p++ = 1;

               …

    • Answered
    • over 6 years ago
    • Software Tools
    • Arm Development Studio forum
  • 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 to him for giving me the kick needed to pick…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • [翻译]使用Streamline指导缓存优化

    章政
    章政

    原文在这里

    简介

    缓存利用率低下对于性能负面影响很大,提高缓存利用率势在必行。不幸的是很难发现哪里缓存利用率低下,而且需要大量的开发时间。在本指南里,我将演示用Streamline指引缓存优化,发现利用率低下的地方。本文基于Juno,但是我使用的这些counter应该在所有Cortex-A系列处理器上都有,所以这也很容易复现。即使你没有这样的平台去测试,我在文中使用的方法也可以启示你用Streamline去指导缓存优化。这份指南默认你掌握了基本的Streamline知识,介绍信息和上手指南可以在网上…

    • over 4 years ago
    • 中文社区
    • 中文社区博客
  • 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 which are guaranteed not to be visible so they are…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Cadence's New Digital Implementation System: An Inside Look

    Brian Fuller
    Brian Fuller

    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…

    • over 5 years ago
    • System
    • SoC Design blog
  • Mali Performance 5: An Application's Performance Responsibilities

    Peter Harris
    Peter Harris

    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…

    • 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
  • 基于区域的flush

    Frank Li
    Frank Li

    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。

    原理

    GPU为了满足一些API的需要会flush当前的framebuffer。当eglSwapbuffers调用的时候…

    • over 5 years ago
    • 中文社区
    • 中文社区博客
  • 简化 ARM 平台上的开发:针对多核 SoC 构建自定义调试与跟踪解决方案

    Song Bin 宋斌
    Song Bin 宋斌

    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…

    • over 5 years ago
    • 中文社区
    • 中文社区博客
  • Easing development on ARM: Building customized debug and trace solutions for multi-core SoCs

    Mayank Sharma
    Mayank Sharma

    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…

    • over 5 years ago
    • Processors
    • Processors blog
  • Getting the Most Out of the ARM CoreLink NIC-400

    Bill Neifert
    Bill Neifert

    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…

    • over 6 years ago
    • System
    • SoC Design 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
  • Optimizing Unity Games for Mobile Platforms

    Angelo Theodorou
    Angelo Theodorou

    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…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
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