Using this book

This book is organized into the following chapters:

Chapter 1 Introduction

Read this chapter for an introduction to the Mali GPU, the software architecture, and the Mali GPU developer tools you can use to develop OpenGL ES applications on the Mali GPU.

Chapter 2 Developing OpenGL ES Applications

Read this chapter for information about optimizing application performance and identifying problems when developing OpenGL ES application software.

Appendix A OpenGL ES 2.0 Limit Values and Optional Language Features

Read this chapter for information about language features that you can use in OpenGL ES 2.0 implementations, and also about the sizes of various shader resources.

Glossary

Read this for definitions of terms used in this book.

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