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 5.0.0
Mali Graphics Debugger now gets per-frame hardware counters from the device and displays them
- This is a Professional Edition feature
- It allows the user to easily see which Frame was the most expensive in the application
- It allows the user to easily see whether their application is fragment or vertex bound
Mali Graphics Debugger now allows traces to be replayed back on any target device.
- This is a Professional Edition Feature
- It makes it easy to spot regressions in your application
- Test many devices simultaneously with the same content
Release Note for Downloads 5.0.0
Mali Graphics Debugger is now even easier to be able to detect performance bottlenecks. It now gets hardware counters from the Mali based targets and it gets them per-frame. This means for every Frame MGD will now show a figure for how active the GPU was, how many cycles were spent on vertex processing and how many cycles were spent of fragment processing.
With this information the user will not only be able to see which frame was causing the bottleneck, but whether that bottleneck was caused by fragment or vertex work.
Full trace replay has now been completed allowing traces to be replayed on the same or a different device. This means that it is a great way to see if defects are happening on one or more devices or if there is a regression as a project develops