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.