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
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
Release Note for Downloads 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.