I've got the Mali Debugger hooked up and am trying to profile my app, the issue is that MGD doesn't appear to recognise the end of the frame, which means that a capture also fails (or runs indefinitely). This is from a Unity GLES app. You can see from the screenshot that a single frame contains all the GLES calls once the application has started. Is this a configuration issue of any kind?
Thanks in advance.
This is probably because there are no calls to eglSwapBuffers present in the trace from frame 4 onwards, could you confirm that? Could you also let us know exactly how you are finishing a frame? i.e. what API call signals the end of a frame and the start of a new one.
Thanks for responding. This is from a Unity project (4.6.4) so I'm actually unsure what API call signals are being used by the renderer under the hood, I don't know if you guys have any insight into this?
Is it possible to get a reproducer app from you so we can begin investigation?
Also sending us the MGD capture could also be useful in our investigation.
Can I ask, are you attempting to do any VR rendering in your app?
Yeah we are using the Oculus SDK for a Gear VR project Target. Could this be the route cause?.
I wouldn't be able to send over a repro project without NDA sign off etc. I might be able to send you a MGD capture however.
Thanks for your speedy response.
Unfortunately, MGD does not currently support VR rendering mode (Single buffer/Front buffer rendering mode).
MGD currently requires eglSwapBuffer to be called, which is not applicable when doing single buffer rendering.
We are working on adding this support to a future version of MGD, but do not have an ETA on this to give you.
For now, the workaround is to turn off VR mode in your application when you wish to use MGD to analyse your application.
Ah ok, thanks for the information! Any chance you have a rough ETA on the support for Single/Front mode?
Edit: Sorry I failed to read your reply properly, no ETA
Do you know if it's possible in Unity to register a callback when unity finishes rendering a frame? If so it might be possible to call eglSwapBuffers manually.
I'm thinking if Mali gave us a specific call in libMGD.so, like maliFrameEnd(), we could call that the end of each frame and be able to debug VR. Any chance of that happening really soon?
I wouldn't want to comment on specific mechanisms but I know the team are aware of the issue and plan to support VR in the near future.