This guide discusses how render passes apply to Mali’s tile-based GPU architecture via different Application Programming Interfaces (APIs), such as Vulkan and OpenGL ES.

The guide is useful to application developers new to this topic, or to those who want to build on a basic understanding of how render passes apply to Mali GPUs.

By the end of this guide, you will have a good understanding of how a Mali GPU interacts with the DRAM, and how it works between different APIs. You will also have learned about some of the key issues to consider when improving your application’s rendering efficiency.

Finally, the guide will show you how to enable 4x Multi-Sample Anti-Aliasing (MSAA) with minimal impact to your application’s performance.