Mali Graphics Debugger Overview ×

Debug and optimize graphics content

Find and fix graphics defects and performance issues to reduce your solution’s time to market.

Graphics Analyzer (formerly known as 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 identify possible issues. Graphics Analyzer supports both Android and Linux Arm-based target platforms. Available in Arm Development Studio and Mobile Studio, Graphics Analyzer enables comprehensive debugging and analysis for silicon, OS and embedded graphics applications.

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Features

Hardware Support

Support for multiple vendor GPUS

Supports any Arm based platform running either Linux or Android and provides a single tool for optimizing and debugging across your mobile graphics content.

Identify anomalies

Automated capture on target

Enables users to capture data directly on the target automatically for integration into your existing build system. Identify performance deterioration or when graphics anomalies occur to fix these issues soon after introduction.

Python Interpreter

Scripting support for custom analysis on target

Includes a Python based interpreter giving direct access to all of the information collected by Graphics Analyzer. Users can therefore customize analysis inside the tool and automate results using the full functionality of Python.

Multiple Devices

Full Trace Replay

Replay content from one device directly on another with no modifications. This allows content to easily be added to regression systems to see if new versions of the hardware render content in the same way. It also allows content to be tested easily on many different devices at the same time.

Per frame hardware counters

When evaluating graphics, you want to identify which Frame is causing problems as quickly as possible. If you are running a Mali based device with the latest driver, Graphics Analyzer will present hardware counters by Frame. This shows you exactly what resource is needed to produce each Frame and which Frame is the most expensive.

Resources

Graphics Analyzer user guide

Learn how to install and use the Graphics Analyzer and how to examine applications running on Linux or Android targets.

Learn more

Developer Guides for Graphics Development

View the complete list of guides for graphics development on Arm Mali GPUs

Learn more

Community Forums

Answered Forum FAQs
  • ARM Community
0 votes 8153 views 0 replies Started 8 months ago by Annie Answer this
Suggested answer Use ArmMaliOfflineCompiler to compile the Pixel Shader What is Render Target 0 and Render Target 1? 0 votes 48 views 1 replies Latest 10 hours ago by wavexu Answer this
Not answered Can I create a opencl image2d from a raw ion buffer 0 votes 31 views 0 replies Started 17 hours ago by eclipse Answer this
Answered glGetProgramBinary unsupported?
  • Midgard
  • Mali-GPU
0 votes 7164 views 12 replies Latest 22 hours ago by dwb Answer this
Not answered No dump from streamline lwi script combo 0 votes 47 views 0 replies Started yesterday by Yash Anand Answer this
Answered Vulkan function vkCreateDevice() returns error VK_ERROR_FEATURE_NOT_PRESENT (VkResult:-8) on HUAWEI P30
  • Mali Vulkan SDK
0 votes 23443 views 8 replies Latest yesterday by Alec Answer this
Suggested answer Do we need to repack our vertex buffers for Mali-G76 to avoid VK_DEVICE_LOST?
  • vulkan
  • Mali GPUs
0 votes 402 views 4 replies Latest 2 days ago by Alec Answer this
Not answered Cycles per pixel calculation 0 votes 65 views 0 replies Started 3 days ago by Laurin Agostini Answer this
Suggested answer SimpleTriangle Application From Graphics And Mobile Gaming Course
  • Mali OpenGL ES SDK for Android
  • Graphics and Gaming
  • OpenGL ES 2.0
0 votes 2658 views 4 replies Latest 6 days ago by MarkJA Answer this
Suggested answer mali-checker showing as no opengl es version support available. 0 votes 10598 views 1 replies Latest 15 days ago by Peter Harris Answer this
Suggested answer Mali-G71 GPU glReadPixels slow compared to linux desktop equivilant for Default Framebuffer
  • Android OpenGL ES
  • Mali-G71
  • Graphics APIs
1 votes 10976 views 1 replies Latest 15 days ago by Peter Harris Answer this
Suggested answer Streamline - Unity Symbols Call Paths
  • arm streamline
  • Unity
0 votes 2011 views 10 replies Latest 15 days ago by Peter Harris Answer this
Answered Forum FAQs Started 8 months ago by Annie 0 replies 8153 views
Suggested answer Use ArmMaliOfflineCompiler to compile the Pixel Shader What is Render Target 0 and Render Target 1? Latest 10 hours ago by wavexu 1 replies 48 views
Not answered Can I create a opencl image2d from a raw ion buffer Started 17 hours ago by eclipse 0 replies 31 views
Answered glGetProgramBinary unsupported? Latest 22 hours ago by dwb 12 replies 7164 views
Not answered No dump from streamline lwi script combo Started yesterday by Yash Anand 0 replies 47 views
Answered Vulkan function vkCreateDevice() returns error VK_ERROR_FEATURE_NOT_PRESENT (VkResult:-8) on HUAWEI P30 Latest yesterday by Alec 8 replies 23443 views
Suggested answer Do we need to repack our vertex buffers for Mali-G76 to avoid VK_DEVICE_LOST? Latest 2 days ago by Alec 4 replies 402 views
Not answered Cycles per pixel calculation Started 3 days ago by Laurin Agostini 0 replies 65 views
Suggested answer SimpleTriangle Application From Graphics And Mobile Gaming Course Latest 6 days ago by MarkJA 4 replies 2658 views
Suggested answer mali-checker showing as no opengl es version support available. Latest 15 days ago by Peter Harris 1 replies 10598 views
Suggested answer Mali-G71 GPU glReadPixels slow compared to linux desktop equivilant for Default Framebuffer Latest 15 days ago by Peter Harris 1 replies 10976 views
Suggested answer Streamline - Unity Symbols Call Paths Latest 15 days ago by Peter Harris 10 replies 2011 views

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