ARM Mali-G51 MP4參數(shù)
Technical SpecificationsResourcesTools and SoftwareSupport and TrainingWorks Well With
Key Resources
How does a Mali-Titan GPU use IDVS or DVS?
How do I check the external memory traffic reduced by Transaction Elimination?
Mali-G51 Performance Counters Reference Guide
How do I dump shader code on Linux?
What rules determine EGL configuration on Android platform?
View additional resources
Compare all Mali Processors
Specifications
The Arm Mali-G51 high area efficiency GPU was the first GPU to take the Mali Bifrost graphics architecture to mainstream devices. Focused on efficiency, the Mali-G51 provides improved energy efficiency, and improves area efficiency and performance density over the previous generation Mali GPUs. Mali-G51 is one of the smallest Vulkan enabled GPUs and brings complex content such as virtual spaces and 360 video to the mainstream market.

FeaturesValueDescriptionAnti-Aliasing
4x MSAA
8x 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 1.0OpenCL? 1.1, 1.2, 2.0 Full Profile,
RenderScript
Full support for next-generation and legacy 2D/3D graphics applications.Bus InterfaceAMBA?4 ACE-LITE and AXICompatible with a wide range of bus interconnect and peripheral IP.L2 CacheConfigurable 32kB-512kB
32KB-64KB for MP1
64KB-128KB for MP2
128KB-256KB for MP3 & MP4
256KB-512KB for MP6 configurations
Memory SystemVirtual MemoryBuilt-in Memory Management Unit (MMU) to support virtual memory.Multi-Core Scaling1 uni-pixel core to 3 dual-pixel coresOptimized 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 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 1.2
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.Transaction Elimination16x16 pixel block sizeTransaction 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 Composition16x16 pixel block sizeSmart 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.