With Android GPU Inspector (AGI), you can profile a specific frame of your Android app and use it to perform an in-depth analysis of the app's GPU usage. This profiling data can give you a deeper understand of your app's GPU usage than with system profiling alone.
Frame profiling with AGI starts by collecting traces and other performance data and then measuring and displaying it for analysis.
The available frame profiling data includes the following:
Vulkan API calls
Rendered mesh draw calls
RAM and GPU memory values for commands
GPU performance data for rendering events
Render state data
Texture and shader resources
The AGI quickstart describes how to set up AGI, capture frame profile data, and then open the resulting trace file. The next section describes the configuration options in more detail.
This sections describes the main options that are available when you capture a frame profile.
Graphics API options
The Graphics API options indicate the graphics API used by your app. The options are available in the Type list of the Capture System Profile dialog. These are the available options:
- Vulkan: for apps that use the Vulkan API directly.
- OpenGL on ANGLE: for apps that use OpenGL ES.
AGI traces Vulkan commands directly. However, if your app uses OpenGL ES, AGI uses a custom ANGLE build to translate the commands into Vulkan commands before tracing the app.
The Additional Arguments field is for passing additional flags to the
am start-activity command, which is sent to your device to start your app
during profiling. For more information, see
Start and duration options
In the Start and Duration section, you can specify how AGI captures the frame to profile. The following options are available:
Beginning: AGI captures all commands from application startup to the end of the first rendered frame.
Manual: Press a button in the tracing dialog to manually capture the the frame.
Time: AGI automatically captures a frame after the given number of seconds elapse.
Frame: AGI automatically captures the specified frame.
The Trace Options section contains settings that configure tracing flags. These are the available settings:
Disable Buffering: Disable memory buffering on the device when capturing data. This option is usefull for debugging an app crash because it ensures that all tracing data is serialized up to the crash. However, it slightly increases the overhead of AGI during profiling.
Hide Unknown Extensions: Hide extensions that are not supported by AGI on the device. If your app uses an extension that isn't supported by AGI, you might encounter errors when replaying the trace.
Clear Package Data: Use the
pm clearadb command to request that the device clear your app's user data before launching.
The Output section contains settings for trace file storage, such as:
Specify the directory to store the trace file.
Modify the automatically generated file name for the trace file.
View the results
When you open a trace file that contains frame profiling data, AGI displays the data in the Frame Profiler UI for analysis.
Frame Profiler is the AGI component that manages the UI and instrumentation for profiling an individual frame. Frame Profiler displays data in the following UI elements:
Commands pane: Vulkan API calls.
Framebuffer pane: Framebuffer content.
Geometry pane: Rendering of mesh draw calls.
Memory pane: RAM and GPU memory values for commands.
Performance pane: GPU performance data for rendering events.
Pipeline pane: Pipeline content.
Shader pane: Shader content.
State pane: The render state for submitted commands.
Textures pane: A list of texture resources that are associated with a command.
Texture pane: The content of a selected texture resource.
Report pane: A list of profiling errors.
Analyze the results
These topics describe how to analyze frame profiling data with AGI: