Mali GPU Architecture
Mali GPU Architecture
Sam Martin
Graphics Architect, ARM
Vulkan
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Mali GPU Taxonomy In a Nutshell
Mali 4xx series OpenGL ES 2.0
1-8 shaders cores, separate fragment and vertex processors
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Command stream Command phase
from CPU
Input assembly
Geometry phase
Vertex shader
Rasterizer
Output merger
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Tile-based GPUs
Command stream
Input assembly
from CPU
Fragments >> Geometry
Vertex shader
Rasterizer
Pixel shader
Phased structure
1. Buffer all operations into “render passes” Outer merger
2. Transform + bin all geometry into screen space tiles
3. Fully shade each tile into local memory, then write back
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Mali Architecture
Hardware tiling
Bandwidth efficiencies
ARM Framebuffer Compression
Transaction elimination
ASTC
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Mobile Power Limits
Lifetime constrained by battery Phones 1-3 Watts
High-end performance constrained by heat
Tablets 3-5 Watts
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3 mm² 5 mm² 10 mm² 30 mm²
561 mm²
561 mm²
Low-end
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3 mm² 5 mm² 10 mm² 30 mm²
561 mm²
Mid-range
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3 mm² 5 mm² 10 mm² 30 mm²
561 mm²
High-end
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3 mm² 5 mm² 10 mm² 30 mm²
561 mm²
1-10x range, just within mobile phones
Servicing such a wide range demands scalable GPU designs
GPU feature set cannot indicate performance capability
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Thermal Throttling
CPU - big
CPU - LITTLE
GPU
GL Benchmark 2.7 (T-Rex HD) [3 Runs]
Gloves-off API
Needs care – look out for future info post-release
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Thanks! Questions?
[email protected] @palgorithm
Coming up:
Increase texturing efficiency and quality
Daniele Di Donato, “Get the most out of ASTC” – up next!
Advanced use of tiled framebuffers
Marius Bjørge, “Fast Approximate Indirect Lighting on Mobile”, 11am
Compute shaders & tessellation
Hans-Kristian Arntzen, “Real-time GPU-driven Ocean Rendering on Mobile”, 11.30am
19 © ARM 2015
For more information visit the Mali
Developer Centre:
http://malideveloper.arm.com
20 © ARM 2015
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Copyright © 2015 ARM Limited