The Arm Mali-G310 GPU is an ultra-efficient GPU and the first to be based on the Valhall architecture. Bringing all the benefits of premium Mali GPUs to different performance and area points. It brings premium features such as the Command Stream Frontend on top of HDR support and foveated rendering in AR/VR applications. Mali-G310 enables a 6x improvement in texturing performance and 4.5x improvement in Vulkan performance on the previous generation Mali-G31.

Arm is focused on a Total Compute solution focused approach for the ecosystem, enabling Mali GPUs to work seamlessly with custom Cortex-X CPUs, Cortex-A CPUs, Ethos NPUs, CoreLink and CoreSight System IP. Mali-G310 provides the end user with an affordable but powerful experience. 

Mali-G310 GPU Diagram

Arm Mali-G310 GPU

Features Value Description
Anti-aliasing 4x MSAA
16x MSAA
4x Multi-Sampling Anti-Aliasing (MSAA) with minimal performance drop.
API support

OpenGL® ES 1.1, 2.0, 3.1, 3.2
Vulkan 1.1, 1.2
OpenCL™ 1.1, 1.2, 2.0 Full profile

Full support for next-generation and legacy 2D/3D graphics applications.
Bus interface AMBA®4 ACE, ACE-LITE, and AXI Compatible with a wide range of bus interconnect and peripheral IP.
L2 cache Configurable 256KB – 1024KB
2x128KB for 2 cores
2x256KB for 3-4 cores
4x256KB for 5-6 cores
Scalability 10 configurations achieved with 2 to 6 quad-pixel cores
Optimized for high area and energy efficiency to address mainstream device requirements.
Adaptive Scalable Texture Compression (ASTC) Low Dynamic Range (LDR) and High Dynamic Range (HDR).
Supports both 2D and 3D images.
ASTC offers several advantages over existing texture compression schemes by improving image quality, reducing memory bandwidth and thus energy use.
Arm Frame Buffer Compression (AFBC) Version 1.3.2
4x4 pixel block size
AFBC is a lossless image compression format that provides random access to pixel data to a 4x4 pixel block granularity. It is employed to reduce memory bandwidth both internally within the GPU and externally throughout the SoC.
Arm Fixed Rate Compression (AFRC) Version 1.0
4x4 pixel block size
AFRC is a lossy image compression format. AFRC can be used for compressing external texture inputs and framebuffer outputs from the GPU. Configurable compression ratio provides guaranteed bandwidth reduction for such surfaces and memory footprint saving.
Transaction Elimination 16x16 pixel block size Transaction Elimination spots the identical pixel blocks between two consecutive render targets and performs a partial update to the frame buffer with the changed pixel blocks only, which reduces memory bandwidth and thus energy.
Smart Composition  16x16 pixel block size Smart Composition extends the concept of Transaction Elimination to every stage of UI composition. Identical pixel blocks of input surfaces are not read, not processed for composition and not written to final frame buffer.
Foveated Rendering    3 levels of quality possible   Foveated Rendering allows VR application to specify the shading rate to be used in each part of the screen. This helps the developer to reduce the workload of VR applications by selectively define the part of the screen that require less work from the GPU due to distortion introduced by the VR headset lenses.