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