The Arm® Mali™-G51 High Area Efficiency GPU is the first GPU to take the Bifrost graphics architecture to mainstream devices. Focused on efficiency, the Mali-G51 provides best ever energy efficiency, and improves area efficiency and performance density over the previous generation of devices. Mali-G51 is also the smallest Vulkan enabled GPU and brings complex content such as Virtual Spaces and 360 video to the mainstream market.
In addition to numerous microarchitectural optimizations, this GPU incorporates Arm’s popular bandwidth reduction technologies such as Arm Frame Buffer Compression, Smart Composition, Adaptive Scalable Texture Compression and Transaction Elimination.
Smallest GPU to date for 1080p to 4K displays.
Flexible single/dual pixel shader core provides a graphics solution for a range of markets.
- Delivers a rich graphics and user interface experience through a balanced design.
- Reduce production cost by reducing silicon area.
- Delivers higher performance at lower cost for the mainstream mobile market.
- Enables rich, responsive user experiences for gaming and modern user interfaces.
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|Throughput||279 Mtri/s, 3.9 Gpix/s
||with no triangles culled|
|Technology||in 28nm HPM
|4x Multi-Sampling Anti-Aliasing (MSAA) with minimal performance drop.
OpenGL® ES 1.1, 2.0, 3.1, 3.2
OpenCL™ 1.1, 1.2, 2.0 Full Profile,
DirectX® 11 FL9_3,
|Full support for next-generation and legacy 2D/3D graphics applications.|
|Compatible with a wide range of bus interconnect and peripheral IP.|
|L2 Cache||Configurable 32kB-512kB
32KB-64KB for MP1.
64KB-128KB for MP2.
128KB-256KB for MP3 & MP4.
256KB-512KB for MP6 configurations.
|Memory System||Virtual Memory||Built-in Memory Management Unit (MMU) to support virtual memory.|
1 uni-pixel core to3 dual-pixel cores
|Optimized for high area and energy efficiency to address mainstream device requirements.|
|Adaptive Scalable Texture Compression
|Low dynamic range (LDR) and high dynamic range (HDR). Supports both 2D and 3D images
||ASTC offers a number of advantages over existing texture compression schemes by improving image quality, reducing memory bandwidth and thus energy use.|
|Arm Frame Buffer Compression (AFBC)||
Version 1.24x4 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.|
|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.|
Development Tools for Graphics and Compute Applications
A range of development tools to assist in the deployment of graphics applications and content on Mali GPU based systems.Graphics Development Tools
Mali Developer Center
An online portal for a growing community of developers, technology partners, software vendors and content companies to create a thriving community around Mali embedded graphics IP.Mali Development Center