I ran Streamline on the SimpleTriangle example from Mali OpenGL ES SDK for Android v1.6.0. Basically, each frame it renders a triangle, that covers half of the frame. It renders to the default framebuffer. What I observe is, that most of the time is spent not vertex/fragment processing. What is actually the GPU/driver doing during this time? Note that I don't mean the time between frames, but the time between vertex and fragment processing.
I have tried this example on two platforms, one with Mali-400 and the other with Mali-450. Both give the same result.
Below is an illustration of the behavior when rendering a single frame. As you can see, the middle part is a significant portion of the processing of the frame.
Below is a trace of the OpenGL API calls for a single frame.
glClearColor(red=0.0, green=0.0, blue=0.0, alpha=1.0)
glClear(mask=GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT)
glUseProgram(program=3)
glVertexAttribPointer(index=0, size=2, type=GL_FLOAT, normalized=GL_FALSE, stride=0, pointer=0x776e3af0)
glEnableVertexAttribArray(index=0)
glDrawArrays(mode=GL_TRIANGLES, first=0, count=3)
eglSwapBuffers(dpy=0x1, surface=0x77474988)
Could you provide us with an export of your capture (option within Streamline) and provide me with this for further investigation?
This could be an issue with how Streamline is presenting the information, or it could be correct behaviour... I cant quite tell from the screenshot.
Kind Regards,
Michael McGeagh
I have the export command grayed out. Probably, because it is a community edition. I am sending you the apc directory.