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Mali GPU Development

This guide covers GPU programming with the Mali-G610 MP4 GPU on the Rock 5B+ platform.

Mali GPU Architecture

The Mali-G610 MP4 is a modern GPU featuring:

  • Architecture: Valhall (4th generation)
  • Shader Cores: 4 execution units
  • API Support: OpenGL ES 3.2, Vulkan 1.3, OpenCL 2.1
  • Memory: Shared with system RAM
  • Performance: Up to 1.2 TFLOPS

GPU Architecture Overview

┌───────────────────────────────────┐
│ Application │
├───────────────────────────────────┤
│ OpenGL ES │ Vulkan │ OpenCL │
├───────────────────────────────────┤
│ Mali Driver │
├───────────────────────────────────┤
│ GPU Hardware │
│ ┌───────────────────────────────┐ │
│ │ Shader Cores │ │
│ ├───────────────────────────────┤ │
│ │ Texture Units │ │
│ ├───────────────────────────────┤ │
│ │ Rasterizer │ │
│ └───────────────────────────────┘ │
└───────────────────────────────────┘

Development Environment Setup

1. Install Mali GPU Tools

# Install Mali GPU development libraries
sudo apt install -y libmali-g610-dkm libmali-g610-dkm-dev
sudo apt install -y libmali-g610-dkm-tools

# Install OpenGL development tools
sudo apt install -y libgl1-mesa-dev libglu1-mesa-dev
sudo apt install -y freeglut3-dev

# Install OpenCL development tools
sudo apt install -y opencl-headers ocl-icd-opencl-dev
sudo apt install -y clinfo

# Install Vulkan development tools
sudo apt install -y vulkan-tools vulkan-validationlayers
sudo apt install -y libvulkan-dev

2. Verify Installation

# Check OpenCL devices
clinfo

# Check Vulkan devices
vulkaninfo

# Check OpenGL
glxinfo | grep "OpenGL"

OpenGL ES Development

1. Basic OpenGL ES Setup

// opengl_es_example.c
#include <GLES3/gl3.h>
#include <EGL/egl.h>
#include <stdio.h>

int main() {
// Initialize EGL
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(display, NULL, NULL);

// Configure EGL
EGLint config_attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT,
EGL_NONE
};

EGLConfig config;
EGLint num_configs;
eglChooseConfig(display, config_attribs, &config, 1, &num_configs);

// Create context
EGLint context_attribs[] = {
EGL_CONTEXT_CLIENT_VERSION, 3,
EGL_NONE
};

EGLContext context = eglCreateContext(display, config, EGL_NO_CONTEXT, context_attribs);

printf("OpenGL ES 3.0 context created successfully!\n");

// Cleanup
eglDestroyContext(display, context);
eglTerminate(display);

return 0;
}

2. Compile OpenGL ES Program

# Compile with OpenGL ES libraries
gcc -o opengl_es_example opengl_es_example.c \
-lGLESv3 -lEGL -lX11

OpenCL Development

1. Basic OpenCL Setup

// opencl_example.c
#include <CL/cl.h>
#include <stdio.h>
#include <stdlib.h>

int main() {
cl_platform_id platform;
cl_device_id device;
cl_context context;
cl_command_queue queue;
cl_program program;
cl_kernel kernel;

// Get platform
clGetPlatformIDs(1, &platform, NULL);

// Get device
clGetDeviceIDs(platform, CL_DEVICE_TYPE_GPU, 1, &device, NULL);

// Create context
context = clCreateContext(NULL, 1, &device, NULL, NULL, NULL);

// Create command queue
queue = clCreateCommandQueue(context, device, 0, NULL);

// Create program from source
const char *source = "__kernel void hello(__global float *a) { a[get_global_id(0)] = 1.0f; }";
program = clCreateProgramWithSource(context, 1, &source, NULL, NULL);

// Build program
clBuildProgram(program, 1, &device, NULL, NULL, NULL);

// Create kernel
kernel = clCreateKernel(program, "hello", NULL);

printf("OpenCL setup successful!\n");

// Cleanup
clReleaseKernel(kernel);
clReleaseProgram(program);
clReleaseCommandQueue(queue);
clReleaseContext(context);

return 0;
}

2. Compile OpenCL Program

# Compile with OpenCL libraries
gcc -o opencl_example opencl_example.c -lOpenCL

Vulkan Development

1. Basic Vulkan Setup

// vulkan_example.c
#include <vulkan/vulkan.h>
#include <stdio.h>
#include <stdlib.h>

int main() {
VkInstance instance;
VkInstanceCreateInfo createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;

// Create Vulkan instance
VkResult result = vkCreateInstance(&createInfo, NULL, &instance);

if (result == VK_SUCCESS) {
printf("Vulkan instance created successfully!\n");

// Get physical devices
uint32_t deviceCount = 0;
vkEnumeratePhysicalDevices(instance, &deviceCount, NULL);

if (deviceCount > 0) {
VkPhysicalDevice *devices = malloc(deviceCount * sizeof(VkPhysicalDevice));
vkEnumeratePhysicalDevices(instance, &deviceCount, devices);

printf("Found %d Vulkan devices\n", deviceCount);

free(devices);
}

// Cleanup
vkDestroyInstance(instance, NULL);
} else {
printf("Failed to create Vulkan instance: %d\n", result);
}

return 0;
}

2. Compile Vulkan Program

# Compile with Vulkan libraries
gcc -o vulkan_example vulkan_example.c -lvulkan

GPU Memory Management

1. OpenCL Memory Management

// Allocate buffer on GPU
cl_mem buffer = clCreateBuffer(context, CL_MEM_READ_WRITE,
sizeof(float) * size, NULL, NULL);

// Copy data to GPU
clEnqueueWriteBuffer(queue, buffer, CL_TRUE, 0,
sizeof(float) * size, data, 0, NULL, NULL);

// Copy data from GPU
clEnqueueReadBuffer(queue, buffer, CL_TRUE, 0,
sizeof(float) * size, result, 0, NULL, NULL);

// Release buffer
clReleaseMemObject(buffer);

2. Vulkan Memory Management

// Allocate memory
VkMemoryAllocateInfo allocInfo = {};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = size;
allocInfo.memoryTypeIndex = memoryTypeIndex;

VkDeviceMemory memory;
vkAllocateMemory(device, &allocInfo, NULL, &memory);

// Bind buffer to memory
vkBindBufferMemory(device, buffer, memory, 0);

// Free memory
vkFreeMemory(device, memory, NULL);

Performance Optimization

1. OpenCL Optimization

// Set work group size
size_t globalWorkSize = 1024;
size_t localWorkSize = 64;

// Enqueue kernel
clEnqueueNDRangeKernel(queue, kernel, 1, NULL,
&globalWorkSize, &localWorkSize,
0, NULL, NULL);

2. Memory Access Patterns

// Optimize memory access
__kernel void optimized_kernel(__global float *a, __global float *b, __global float *c) {
int id = get_global_id(0);

// Coalesced memory access
float a_val = a[id];
float b_val = b[id];

// Vectorized operations
float4 a_vec = vload4(id, a);
float4 b_vec = vload4(id, b);
float4 c_vec = a_vec + b_vec;
vstore4(c_vec, id, c);
}

Debugging GPU Programs

1. OpenCL Debugging

// Check for errors
cl_int err = clEnqueueNDRangeKernel(queue, kernel, 1, NULL,
&globalWorkSize, &localWorkSize,
0, NULL, NULL);
if (err != CL_SUCCESS) {
printf("OpenCL error: %d\n", err);
}

2. Vulkan Debugging

// Enable validation layers
const char *validationLayers[] = {
"VK_LAYER_KHRONOS_validation"
};

VkInstanceCreateInfo createInfo = {};
createInfo.enabledLayerCount = 1;
createInfo.ppEnabledLayerNames = validationLayers;

Best Practices

1. Memory Management

  • Use appropriate memory types
  • Minimize memory transfers
  • Use memory pools for frequent allocations
  • Monitor memory usage

2. Performance Tips

  • Optimize work group sizes
  • Use vectorized operations
  • Minimize branching in kernels
  • Profile your code

3. Error Handling

  • Check all API return values
  • Use validation layers in debug builds
  • Implement proper error reporting
  • Test on different devices

Next Steps

Resources