Skip to content

Glossary

Adaptive Scalable Texture Compression (ASTC)
Adaptive Scalable Texture Compression, a flexible lossy compression format that is widely used in mobile devices.
Arm Fixed-Rate Compression (AFRC)
Arm Fixed-Rate Compression, a lossy framebuffer compression format supported by Arm GPUs.
Arm FrameBuffer Compression (AFBC)
Arm FrameBuffer Compression, a lossless framebuffer compression format supported by Arm GPUs.
Bubble
Bubbles are short periods of idle time in a hardware or software pipeline, reducing the performance of the running operation.
Command Stream Frontend (CSF)
Command Stream Frontend, the interface between the Mali driver and the GPU hardware.
Deferred Vertex Shading (DVS)
Deferred Vertex Shading, a geometry pipeline optimization introduced in Arm 5th Generation GPUs to reduce intermediate geometry bandwidth between phases of a render pass.
Display Processing Unit (DPU)
Display Processing Unit, a real-time processor used to compose the final on-screen image, and then send it to the display.
Dynamic Voltage and Frequency Scaling (DVFS)
Dynamic Voltage and Frequency Scaling, adaptive power management used to adjust device performance to meet the demands of the running workloads.
Floating point operation (FLOP)
Floating point operation, a unit of data processing capacity.
Floating point operations (FLOPs)
Floating point operations, a unit of data processing capacity.
Floating point operations per second (FLOP/s)
Floating point operations per second, a unit of data processing throughput.
FP16
A 16-bit floating point operation.
FP32
A 32-bit floating point operation.
Fused Multiply Accumulate (FMA)
Fused Multiply Accumulate, a three input arithmetic operation combining a multiply and an add.
General Purpose GPU (GPGPU)
General Purpose GPU, use of a GPU for non-graphical use cases.
High Dynamic Range (HDR)
High Dynamic Range, a color encoding that represents a wider range of light intensities, allowing more realistic highlights and shadows.
Immediate Mode Renderer (IMR)
Immediate Mode Renderer, a GPU rendering pipeline that processes primitives and fragments in application draw-order.
Low Dynamic Range (LDR)
Low Dynamic Range, a color encoding that represents limited range of light intensities that can be displayed on a traditional computer screen.
Min-spec
The minimum specification device that an application is aiming to support.
Multi-Sample Anti-Aliasing (MSAA)
Multi-Sample Anti-Aliasing, a hardware-accelerated screen-space anti-aliasing technique using multiple sub-samples per pixel.
Single Instruction Multiple Data (SIMD)
Single Instruction Multiple Data, a programming model commonly used in CPUs that uses vector hardware by issuing instructions that operate on vectors of data.
Single Instruction Multiple Thread (SIMT)
Single Instruction Multiple Thread, a programming model commonly used in GPUs that uses vector hardware by issuing scale instructions that operate on scalar data for multiple threads.
System on a Chip (SoC)
System on a Chip, an integrated computer on a single silicon logic die, often tightly coupled with an in-package DRAM die.
System-Level Cache (SLC)
System-Level Cache, a large cache that sits between the DRAM controller and the processors in the system.
Tile-Based Renderer (TBR)
Tile-Based Renderer, a GPU rendering pipeline that processes primitives in application draw-order, but processes fragments as a sequence of screen-space tiles.