This website uses cookies to improve our services and deliver relevant ads.
By interacting with this site, you agree to this use. For more information, see our Cookies Policy

Rendering Performance: Tracer for OpenGL ES

Use Tracer for OpenGL ES to capture OpenGL ES calls for an application.

Tracer is a profiling tool that comes with the ADT Bundle.
  1. Under Windows: the simplest method for using Tracer is to run the monitor.bat file that is installed with the ADT Bundle. This can be found in the ADT bundle installation folder (e.g., C:\android\adt-bundle-windows-x86_64-20131030) under the sdk/tools folder. Just double-click monitor.bat to start Android Debug Monitor.
  2. Go to Windows -> Open Perspective… and select Tracer for OpenGL ES.
  3. Click the Trace Capture button shown below.
    Figure 6. Tracer for OpenGL ES
  4. Fill in the Trace Options and select Trace.
    Note: A quick way to find the package name and Activity is to launch your app with logcat running. The Package Manager getActivityInfo line will display the information, e.g., com.Oculus.Integration/com.unity3d.player.UnityPlayerNativeActivity.
    Note: Selecting any Data Collection Options may cause the trace to become very large and slow to capture.
    Tracer will launch your app and begin to capture frames.
  5. Enable the following options:
    • Collect Framebuffer contents on eglSwapBuffers()
    • Collect Framebuffer contents on glDraw*()
  6. Once you have collected enough frames, choose Stop Tracing.
  7. Select the button highlighted above in red to import the .gltrace file you just captured. This can be a lengthy process. Once the trace is loaded, you can view GL commands for every captured frame.