Hi,
I'm trying to profile a game with MGD 2.0.1 without success. So far my status is that I successfully managed to connect to target in the MGD GUI but no trace data is displayed.
Logcat is not displaying any information on the intercepted lib. I don't know what I am missing.
ligGLES_mgd.so and mgddaemon are inside /system/lib/egl and there's a symbolic link libGLES_mgd.so pointing to libGLES.so
I tried both with processlist.cfg and without it. egl.cfg contains "0 0 mali" (as per instructions on android 4.4 telling no need to do "0 0 mgd"
Host: Windows 7
Target: Note 4 910H Android 4.4.4 running an APK generated by Unity 4.6
Kind Regards,
Phil Lira.
Hi Lorenzo,
Thanks for taking the time to get back to this.
I agree with you about the analytical approach. However, most of the profilers I used didn't provide me enough GPU data to identify the bottleneck analytically, and I understand that due to the inherent difficulty to timestamp GPU work. What I usually end up doing is resorting to these overrides to get precise timing. For instance, If I had the ability to override a specific shader program to a (write gl_Position = mvp * v and gl_Fragment = white) I could know for sure how much time this was taking by taking the difference of times (if this was my bottleneck, of course). Of couse this could be implemented on the application side and we did some of these in the past but it would be even nicer to have a tool providing us that.
I'm really interested now in testing DS-5 and even more looking forward to attend your GDC talk on mobile optimization.