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Episode 3.5

In this video we’ll demonstrate how to run Mali Offline Compiler on a fragment or vertex shader program, and discover the expected performance of that shader on an Arm GPU.

More videos in this series

 Module 1  Module 2  Module 3
 1.1 Introduction to mobile systems  2.1 The Mali GPU family  3.1 Introducing Arm Performance Studio 
 1.2 The rendering pipeline  2.2 Best practice principles for mobile game development  3.2 Performance Advisor
 1.3 GPU architecture  2.3 Frame construction  3.3 Streamline
 1.4 Hardware shader cores  2.4 Engine and API best practices  3.4 Graphics Analyzer
   2.5 Content best practices  3.5 Mali Offline Compiler
   2.6 Shaders best practices  3.6 Frame Advisor