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A more efficient approach is possible on the ARM Mali GPUs. As mentioned above, ARM Mali GPUs have a tile-based architecture. As described in a previous blog post by Peter Harris (The Mali GPU: An Abstract Machine, Part 2 - Tile-based Rendering), this means that we perform fragment shading on 16x16 tiles at a time. All memory required to store.


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Some framerates: - GeForce RTX 2070 on Windows 10: 720 FPS. - Apple M1 Mac mini (arm64 native code): 245 FPS. - Apple M1 Mac mini (x86_64 via rosetta): 220 FPS. - GeForce GTX 750 on Windows 10: 176 FPS. Let's look at the theoretical FP32 performance of these GPUs: - GeForce RTX 2070: 7.4 TFLOPS. - Apple M1: 2.6 TFLOPS.


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Nevertheless we may have some stability issues at the current voltage/frequence; Indeed gl-mark2-es-fb crashes around the refract test on my board. Link to comment Share on other sites


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I see that Arm mali supports 4K textures & i have verified this using below calls. GLint maxGPUTextureSize; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxGPUTextureSize); My question is : In my GL application ,I have an textures which are of size more than 4K & it does get uploaded without any warnings or errors from driver.


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Can you share the image and instructions to build Mali, so more people can follow you guidance to build their own image. Hi @Gouwa, sure that I can share but I have to find the time to clean up the patches and to write the instructions for that, I am working to evaluate some boards for a commercial product and to find an hardware partner for this project so I am a little tight with the timing.


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The 3D texture presenting a magnetic resonance of a human head. The application demonstrates behaviour of blending in GL_MIN and GL_MAX mode. It renders a 3D texture which consists of a series of greyscaled images obtained from magnetic resonance of a human head. The images are placed one after another in Z axis, so when blending is enabled.


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The proper way to set the active texture unit is with the value GL_TEXTURE0 + i, where i is the texture unit index. All of the macros 1 to 31 are monotonically increasing in value, so GL_TEXTURE0 + 5 is the same value as GL_TEXTURE5. So to set the active texture unit, use glActiveTexture(GL_TEXTURE0 + i);.


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About the model:. The model is actually not a perfectly valid onnx file. Here we can see that the Transpose highlighted with "1)" output a rank 4 tensor.


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Hi, I'm using Yocto with meta-petalinux and meta-xilinx [2017.3]. I'm really surprised at the poor GPU performance. Here are the results of glmark2-es2: glmark2-es2 ===== glmark2 2014.03 ===== OpenGL Information GL_VENDOR: ARM GL_RENDERER: Mali-400 MP GL_VERSION: OpenGL ES 2.0 ===== [build] use-vbo=false: FPS: 2 FrameTime: 500.000 ms [build.


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Hi, Could you please make sure you are using GLES 3.0 context and the latest ARM OpenGL ES 3.0 Emulator v1.4?. GL_MAX_DRAW_BUFFERS and GL_MAX_COLOR_ATTACHMENTS are supported in GLES 3.0 context only.


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1 Answer. For 1D and 2D textures (and any texture types that use similar dimensionality, like cubemaps) the max size of either dimension is GL_MAX_TEXTURE_SIZE. The same applies for MAX_RENDERBUFFER_SIZE except that it pertains to renderbuffers created via createRenderbuffer or implicitly by the canvas as a backbuffer.


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With an extension to OpenGL ES 3.1, GL_OES_shader_image_atomic, atomic operations are supported on shader images as well. Synchronizing memory transactions. OpenGL ES from an API standpoint is an in-order model. The API appears to execute GL commands as-if every command is completed immediately before moving on to the next GL command. Of course.


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