Mali Graphics Debugger

OpenGL ES 1.x, 2.x, 3.x, Vulkan and OpenCL 1.1 API Trace and Debug Tool

The Mali Graphics Debugger allows developers to trace OpenGL ES, Vulkan and OpenCL API calls in their application and understand frame-by-frame the effect on the application to help identify possible issues.

Android and Linux Arm based target platforms are currently supported and everything to get up and running within a matter of moments is provided in the installer package.

Features and Benefits

  • Draw-call by Draw-call stepping
    To identify draw call related issues, redundant draw calls and other opportunities to optimize
  • Texture View
    Visualize an application’s texture usage, to identify opportunities to compress textures or change formats.
  • Shader Statistics
    Understand which vertex and fragment shaders are the most expensive with cycle count reporting
  • Vertex Attribute / Uniform View
    See vertex data and index buffers
  • State View
    Full visibility of graphics state and tracking of state changes
  • Dynamic Optimization Advice
    Highlighting of common API misusage and dynamic performance improvement advice
  • A histogram.
  • Histograms for Overdraw Map

    Analyze the impact of overdrawing pixels on each framebuffer by looking at the overdraw captures or the new histograms.

  • Folders with cogs over the top.
  • Automated Trace

    The automated trace view allows you to run a range of standard MGD commands automatically when a certain frame is encountered.

Trace API calls

Trace OpenGL ES, EGL, OpenCL API calls with arguments, time, process ID, thread ID.

  • Full trace from the start
  • Automatic check for GL errors
  • Search capabilities
  • Multi-process support

Outline View

Quick access to key graphics events.

  • Frames
  • Render targets
  • Draw calls

Investigate at frame level:

  • Find what draw calls have higher geometry impact

Jump between the outline view and the trace view seamlessly.

Target State Debug

Shows the current state of the API at any point of the trace.

  • Every time a new API call is selected in the trace the state is updated
  • Useful to debug problems and understand causes for performance issues

Discover when and how a certain state was changed.

Trace Statistics and Analysis

High level statistics about the trace.

  • Per frame
  • Per draw call

Analyze the trace to find common issues.

  • Performance warnings
  • API misusage
  • Highlight API calls causing a problem in the trace view.

Uniforms and Vertex Attributes for each draw call

When a draw call is selected, all the associated data is available:


  • Show uniform values, including samplers, matrices and arrays

Vertex Attributes

  • Show all the vertex attributes, their name and their position

All the heavy assets are available for debugging, including data buffers and textures


  • Client and server side buffers are captured every time they change
  • See how each API call affects them


  • All the textures being uploaded are captured at native resolution
  • Check their size, format and type

Shaders reports and statistics

All the shaders being used by the application are reported.

Each shader is compiled with the Mali Offline Compiler and is statically analyzed to display:

  • number of instruction for each GPU pipeline
  • number of work registers and uniform registers

Additionally, for each draw call MGD knows how many times that shader has been executed (i.e. the number of vertices) and overall statistics are calculated.

Frame capture and analysis

Frames can be fully captured to analyze the effect of each draw call.

  • A native resolution snapshot of each framebuffer is captured after every draw call
  • The capture happens on target, so target dependent bugs or precision issues can be investigated

All the images can be exported and analyzed separately.

Alternative drawing modes

Different drawing modes can be forced and used both for live rendering and frame captures.

  • Native mode: frames are rendered with the original shaders
  • Overdraw mode: highlights where overdraw happens (ie. objects are drawn on the top of each other)
  • Shader map mode: native shaders are replaced with different solid colors
  • Fragment count mode: all the fragments that are processed by each frame are counted.