Arm Architecture
ARMv8-A overview
Chris Shore, Training Product Manager, ARM
An overview of ARMv8-A, the 64-bit ARM architecture increasingly being adopted in mobile platforms. Covering major features, the relation to earlier architectures, a brief overview of the programmer’s model, instruction set, memory model, memory management, privilege model and exception architecture.
The A64 instruction set
Matteo Franchin, Senior Software Engineer, ARM
A comprehensive overview of the new A64 instruction set as supported by ARMv8-A.
It will cover the scalar and SIMD register banks, data processing capability, memory access instructions as well as touching on the procedure call standards in use.
Migrating to 64-bit on ARM
Chris Shore, Training Product Manager, ARM
A look at some of the major activities involved in porting code to the AArch64 environment on an ARMv8-A platform. Also touches on data widths, pointers, data handling, call procedure standards and provides pointers to optimization strategies.
Integrating ARM CPUs and GPUs
Edvard Sørgård, Senior Principal Graphics Architect
and Ian Rickards, Senior Product Manager, ARM
An overview of ARM Mali, ARM big.LITTLE and ARM’s Interconnect System IP showing how they are architected to deliver coherency and the quality of service required for low memory bandwidth.
Multi-Core and big.LITTLE programming
Ed Plowman, Director of Solutions Architecture, ARM
An introduction to multi-core programming for ARM Cortex CPUs and big.LITTLE technology showing you how to extract maximum performance from the latest ARM systems. After covering how to get the best out of ARM NEON™ technology with the Ne10 library, there is a discussion on the tools and programming models available for the ARMv8-A architecture which will help you prepare for the move to 64 bit.
Mali Optimization
Porting Unreal Engine 4 to ARMv8
Ramin Zaghi, Senior Applications Engineer, ARM
This example illustrates the work and results of porting the Unreal Engine 4 to ARMv8 architecture, allowing mobile game developers to move to 64-bit and its improved instruction set for their games. The example also covers important battery saving techniques and other ARM features and tools integrated into Unreal Engine 4.
Bandwidth efficient graphics with ARM Mali GPUs
Marius Bjørge, Staff Engineer, ARM
GPUs in mobile devices today are becoming increasingly powerful. The biggest concern in the mobile space is battery life and one of the biggest consumers of battery is external memory access. Modern mobile games use post processing effects in various ways and while the GPU itself is capable of doing this, the bandwidth available to the GPU is typically not.
A major strength of Mali is that a lot of operations can be performed on-chip without having to access external memory. For an application to run efficiently it is beneficial to try and keep the processing on-chip for as long as possible.
ARM has implemented extensions for OpenGL ES 2.0 and 3.0 to help reduce the requirement of accessing external memory. This presentation and white paper introduce these extensions as well as use-cases (deferred shading, order independent transparency, volume rendering, etc).
Efficient rendering with Tile Local Storage
Marius Bjørge, Staff Engineer, ARM
With advances in bandwidth expected to be incremental for many years, mobile graphics must be tailored to work efficiently in a bandwidth-scarce environment. This is true at all levels of the hardware-software stack. We showed previously that deferred rendering could be made bandwidth efficient by exploiting the on-chip memory used to store tile framebuffer contents in many tile-based GPUs. We refer to this memory as Tile Local Storage (TLS).
In this presentation, we demonstrate the versatility and effectiveness of TLS with real world content. We show how key rendering challenges can be met efficiently by use of TLS, and present an updated extension that has cross-vendor support.
Android on ARM
64-bit development on Android
Ramin Zaghi, Senior Applications Engineer, ARM
How 64-bit support has changed Android, in particular ART and the way ART interacts with native code, and how those affect Application performance, size and execution. Also attempts to answer the critical question: Should I develop for 64-bit, and if so, when?
Accelerate Apps and games for Android
Matt Du Puy, Staff Software Engineer, ARM
Mobile Apps require special design considerations that aren’t always clear and the number of tools to solve increasingly complex systems is limited. Fortunately Google, ARM and many others are developing analysis tools and solutions to these problems. Figure out if your app is CPU/GPGPU bound, I/O or memory constrained and find common efficiency issues. Discover simple ways to optimize your apps, from basic design parameters to open source projects that best utilize underlying mobile technology.
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