The Mali Graphics Debugger allows developers to trace Vulkan (1.0), OpenGL ES (1.x, 2.x, and 3.x), EGL (1.4), and OpenCL (1.x) 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 you up and running within a matter of moments is provided in the installer package.
For feedback and questions please get in touch through the ARM Connected Community
Mali Graphics Debugger: 4.6.0 April 18, 2017
What's new in 4.6.0
- Installing Mali Graphics Debugger on rooted devices is now much simpler.
- Daydream support has been added
- Mali Graphics Debugger can now be installed through the Unreal Engine making the tools easy to use with each other.
Windows 64-bitFile: Mali_Graphics_Debugger_v184.108.40.206c63be76_Windows_x64.exe (225.14 MB)Windows 32-bitFile: Mali_Graphics_Debugger_v220.127.116.11c63be76_Windows_x86.exe (221.59 MB)Linux 64-bitFile: Mali_Graphics_Debugger_v18.104.22.168c63be76_Linux_x64.tgz (227.26 MB)Linux 32-bitFile: Mali_Graphics_Debugger_v22.214.171.124c63be76_Linux_x86.tgz (228.82 MB)Mac OS X 64-bitFile: Mali_Graphics_Debugger_v126.96.36.199c63be76_MacOSX_x64.dmg (230.76 MB)
Release Note for Mali Graphics Debugger 4.6.0×
You can now automatically add the Mali Graphics Debugger interceptor library into your Unreal application through just a simple option in Unreal Editor. This greatly simplifies the process of adding Mali Graphics Debugger to your Unreal applications. Check out the new guide included in Mali Graphics Debugger to find out exactly how to do it.
Installing Mali Graphics Debugger on rooted devices is now much simpler. Instead of needing to follow several steps to push the interceptor and daemon to the device, there is now a one click installation method and Mali Graphics Debugger will do all of the hard work for you.
Daydream support has been added to Mali Graphics Debugger. This puts Daydream support on par with the already featureful Samsung Gear VR support. It allows VR applications to be traced and frames to come through correctly. This also includes all of the capture features such as Overdraw, Shadermap and Fragment count.
Mali Graphics Debugger: 4.5.0 February 14, 2017
What's new in 4.5.0
- The professional edition of MGD now supports non-Mail devices.
- Support has been added for tracing applications on unrooted Android 7 devices
- Documentation for using MGD on unrooted Android devices has been updated to use the latest version of Android Studio.
- Documentation has been added to show how to use MGD as a Vulkan Layer in a target application.
Windows 64-bitFile: Mali_Graphics_Debugger_v4.5.0.b3737c88_Windows_x64.exe (219.04 MB)Windows 32-bitFile: Mali_Graphics_Debugger_v4.5.0.b3737c88_Windows_x86.exe (215.50 MB)Linux 64-bitFile: Mali_Graphics_Debugger_v4.5.0.b3737c88_Linux_x64.tgz (221.70 MB)Linux 32-bitFile: Mali_Graphics_Debugger_v4.5.0.b3737c88_Linux_x86.tgz (223.26 MB)Mac OS X 64-bitFile: Mali_Graphics_Debugger_v4.5.0.b3737c88_MacOSX_x64.dmg (224.93 MB)
Release Note for Mali Graphics Debugger 4.5.0×
Support has now been added for non-Mali devices. This means that as long as the user is running the professional edition of MGD they will be able to run their application on a range of different GPUs. Allowing the power of debugging and optimizing with MGD to be available to all.
Android 7.0 is now supported on non-rooted devices. This means that you can now include the Mali Graphics Debugger interceptor library into your project in either Android Studio, Unity and Unreal Engine and it will work with the very latest devices.
Changes to the documentation have also been made upgrading our instructions for non-root support to include Android Studio and Vulkan using a Vulkan layer. Various other improvements have also been included that focus on usability, full details can be found in the user guide.
Mali Graphics Debugger: 4.4.1 January 24, 2017
What's new in 4.4.1
- OpenGL ES3.2 shader compilation now supported in the Shaders view
- Professional Edition feature User Scripting has now been added
- Various bug fixes
Windows 64-bitFile: Mali_Graphics_Debugger_v4.4.1.0271762a_Windows_x64.exe (219.90 MB)Windows 32-bitFile: Mali_Graphics_Debugger_v4.4.1.0271762a_Windows_x86.exe (216.36 MB)Linux 64-bitFile: Mali_Graphics_Debugger_v4.4.1.0271762a_Linux_x64.tgz (222.55 MB)Linux 32-bitFile: Mali_Graphics_Debugger_v4.4.1.0271762a_Linux_x86.tgz (224.10 MB)Mac OS X 64-bitFile: Mali_Graphics_Debugger_v4.4.1.0271762a_MacOSX_x64.dmg (225.83 MB)
Release Note for Mali Graphics Debugger 4.4.1×
MGD now supports user defined application analysis using Python scripts. Using the new Scripting
View you can access all of the information MGD has gathered about your application and perform
We’ve combined normal Python 2.7 syntax and standard libraries with the MGD data model so
you can easily extract any information that the MGD GUI doesn’t currently provide, and obviously
because it’s Python you can write your results to a file or print them to the console. Your scripts also
have the ability to add bookmarks to the trace (which are saved with the trace) so you can easily
share your results with others.
Mali Graphics Debugger: 4.3.0 November 02, 2016
What's new in 4.3.0
- Vulkan frame capture now works with depth and stencil attachments as well as supporting transient attachments and multiple subpasses
- MGD now supports “Full trace replay”
- Vulkan Linux Support
- Moved to new version of the Vulkan Loader for Android
Windows 64-bitFile: Mali_Graphics_Debugger_v4.3.0.aacfce4e_Windows_x64.exe (191.27 MB)Windows 32-bitFile: Mali_Graphics_Debugger_v4.3.0.aacfce4e_Windows_x86.exe (186.95 MB)Linux 64-bitFile: Mali_Graphics_Debugger_v4.3.0.aacfce4e_Linux_x64.tgz (193.07 MB)Linux 32-bitFile: Mali_Graphics_Debugger_v4.3.0.aacfce4e_Linux_x86.tgz (194.76 MB)Mac OS X 64-bitFile: Mali_Graphics_Debugger_v4.3.0.aacfce4e_MacOSX_x64.dmg (195.87 MB)
Release Note for Mali Graphics Debugger 4.3.0×
Linux support for Vulkan has been added to Mali Graphics Debugger, we have also updated the Android Vulkan loader to a newer version. This means that you can now profile Vulkan on even more devices than before, helping you to optimize all of your Vulkan content.
We have also greatly enhanced the Frame capture feature. Now you can capture depth and stencil attachments. In addition we’ve added support for transient attachments and multiple sub passes, making Mali Graphics Debugger your first and only stop when it comes to Vulkan-related analysis and debugging.
The first professional only edition feature has been completed and it takes the form of full trace replay. This gives DS-5 Development Studio users the ability to replay their trace back on the same target. This can be useful if you want to run the same content on your device again for further analysis.
Mali Graphics Debugger: 4.2.0 September 19, 2016
What's new in 4.2.0
- Completely redesigned Assets View.
- Added support for texture parameters, texture layers and sampler parameters.
- Command buffer state and vertex buffer bindings for Vulkan.
- Added perspectives to only show the information relevant to your chosen API
Windows 64-bitFile: Mali_Graphics_Debugger_v188.8.131.520b88eb_Windows_x64.exe (182.84 MB)Windows 32-bitFile: Mali_Graphics_Debugger_v184.108.40.2060b88eb_Windows_x86.exe (178.52 MB)Linux 64-bitFile: Mali_Graphics_Debugger_v220.127.116.110b88eb_Linux_x64.tgz (184.60 MB)Linux 32-bitFile: Mali_Graphics_Debugger_v18.104.22.1680b88eb_Linux_x86.tgz (186.29 MB)Mac OS X 64-bitFile: Mali_Graphics_Debugger_v22.214.171.1240b88eb_MacOSX_x64.dmg (187.08 MB)
Release Note for Mali Graphics Debugger 4.2.0×
The Assets View has been completely redesigned from the ground up to allow you to explore all the assets in your application more efficiently. For example, you can now look at a desired shader and explore the program that this shader was attached to.
There have also been some new features added to the Assets View, including support for:
- OpenGL ES
- Texture parameters
- Texture layers and levels
- Sampler parameters
- Framebuffer attachment details
- Command buffer state
- Vertex buffers bindings
There are now individual perspectives for OpenGL ES, Vulkan and OpenCL. This means that views are now only displayed if they are relevant to the API you are using. For example, the Shaders View is not displayed when the OpenCL perspective is active since it’s irrelevant in an OpenCL context.
However, the feature goes further than that. If you don’t find some of the information MGD shows you relevant for the task at hand you can now remove it and then create a new custom perspective only showing the data that you are interested in. You can then switch to your new custom perspective any time you like.
- OpenGL ES