This Video Shows Vulkan API’s Higher Power Efficiency Compared to OpenGL ES API on ARM SoCs

Vulkan was introduced as the successor of OpenGL ES in March 2015, promising to take less CPU resources, and support multiple command buffers that can be created in parallel and distributed over several cores, at the cost of slightly more complex application programming since less software work in done inside the GPU drivers themselves with app developers needing to handle memory allocation and thread management. This was just a standard at the time, so it still needed some time to implement Vulkan, and work is still in program but ARM showcased the power efficiency of Vulkan over OpenGL ES in the video embedded at the end of this post. The demo has the same graphics details and performance using both OpenGL ES and Vulkan, but since the load on the CPU in that demo can be distributed over several CPU cores with Vulkan against a single core for OpenGL ES, […]

PowerVR GT7200 Plus and GT7400 Plus GPUs Support OpenCL 2.0, Better Computer Vision Features

Imagination Technologies introduced PowerVR Series7XT GPU family with up to 512 cores at the end of 2014, and at CES 2016, they’ve announced Series7XT Plus family with GT7200 Plus and GT7400 Plus GPUs, with many of the same features of Series7XT family, plus the addition of OpenCL 2.0 API support, and improvements for computer vision with a new Image Processing Data Master, and support for 8-bit and 16-bit integer data paths, instead of just 32-bit in the previous generation, for example leading to up to 4 times more performance for applications, e.g. deep learning, leveraging OpenVX computer vision API. GT7200 Plus GPU features 64 ALU cores in two clusters, and GT7400 Plus 128 ALU cores in a quad-cluster configuration. Beside OpenCL2.0, and improvements for computer vision, they still support OpenGL ES 3.2, Vulkan, hardware virtualization, advanced security, and more. The company has also made some microarchitectural enhancements to improve performance […]

ARM TechCon 2015 Schedule – IoT, Servers, 64-bit ARM, Power Usage Optimization, and More

The ARM Technology Conference (ARM TechCon) will take place on November 10 – 12, 2015, in Santa Clara Convention Center, and just like every year, there will be a free exposition for companies to showcase their latest innovation and/or products, as well as a technical conference with sessions and workshops sorted into various tracks: Automotive/Embedded Vision Embedded IoT Mobile/Connectivity Networking Infrastructure/Servers Tools & Implementation Wearables/Sensors ARM Training Day Sponsored Vendor Training Special Event General Event Software Developers Workshop You can find the complete schedule on ARM TechCon website. Although I won’t attend, I’ve created my own virtual schedule with some of the sessions I found interesting. Tuesday – November 10 8:30 – 9:20 – ARM Vision for Thermal Management and Energy Aware Scheduling on Linux by Ian Rickards (ARM), Charles Garcia-Tobin (ARM), Bobby Batacharia (ARM) This talk will cover the history and where are we going, for ARM’s Power Software (IPA, […]

Google Plans Vulkan API Support for Android, Imagination Shows a Demo

Vulkan graphics API is the successors to OpenGL and OpenGL ES API, which will support multi-threaded rendering, move some of the complexity to the applications, and simplify graphics drivers, which may not be a bad things since these tend to be closed source, and bugs may be hard to get fixed. Google, which is now a subsidiary of a new company called Alphabet,  has recently announced that Vulkan will be implemented in future versions of Android, although OpenGL ES will still be supported, so developers can select their preferred graphics API for their apps, as Vulkan will be more complex for application programmers than OpenGL ES. Separately, Imagination technologies showcased their Vulkan driver for PowerVR Rogue GPU on the Nexus Player powered by an Intel SoC including a PowerVR G6430 GPU, and compare the Vulkan demo to the same demo using OpenGL ES 3.0 drivers. The difference between Vulkan and OpenGL […]

Meet Vulkan, The Successor of OpenGL and OpenGL ES 3D Graphics APIs

So far embedded systems are typically using SoCs with GPU supporting OpenGL ES, a subset of the full fledge OpenGL API used in desktop computers and workstations. These royalty-free standards are defined by Khronos Group non-profit organization, and as features in the embedded space and traditional computers merge, the group has now revealed the next-generation OpenGL specs will be called Vulkan. The new API will run on GPUs supporting OpenGL ES 3.1 or greater, take less CPU resources than its predecessors, and support multiple command buffers that can be created in parallel. More work will be required at the application level, but direct GPU control by the drivers will apparently result in less memory copies improving performance, or at least off-loading the CPU. It might be transparent to developers using game engines. GPU drivers will also be less complex. Vulkan will also use the new SPIR-V language shared with OpenCL […]