137 lines
3.9 KiB
Plaintext
137 lines
3.9 KiB
Plaintext
page.title=GPU Monitor
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parent.title=Android Monitor
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parent.link=android-monitor.html
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page.tags=monitor
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@jd:body
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<div id="qv-wrapper">
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<div id="qv">
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<h2>In this document</h2>
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<ol>
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<li><a href="#running">Displaying a Running App in the GPU Monitor</a></li>
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</ol>
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<h2>See also</h2>
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<ol>
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<li>
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<a href="{@docRoot}tools/help/android-monitor.html">Android Monitor</a>
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</li>
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<li><a href="{@docRoot}tools/help/am-logcat.html">logcat Monitor</a>
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</li>
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<li><a href="{@docRoot}tools/help/am-memory.html">Memory Monitor</a>
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</li>
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<li><a href="{@docRoot}tools/help/am-cpu.html">CPU Monitor</a>
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</li>
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<li>
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<a href="{@docRoot}tools/help/am-network.html">Network Monitor</a>
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</li>
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</ol>
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<h2>
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Dependencies and Prerequisites
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</h2>
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<ul>
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<li>Make sure your development computer detects your hardware device, which often happens
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automatically when you connect it to a USB port.
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</li>
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<li>
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<a href="{@docRoot}tools/device.html#device-developer-options">Enable</a> <strong><a href=
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"{@docRoot}tools/device.html#device-developer-options">USB debugging</a></strong> in
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<strong>Developer Options</strong> on the device or emulator.
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</li>
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<li>For Android 5.0 (API level 21) and Android 5.1 (API level 22), in <strong>Developer
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Options</strong> on the device or emulator, set <strong>Profile GPU rendering</strong> to
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<strong>In adb shell dumpsys gfxinfo</strong>.
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</li>
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<li>In your app, set the <code>debuggable</code> property to <code>true</code> in the manifest or
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<code>build.gradle</code> file (it’s initially set by default).
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</li>
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<li>Enable ADB integration through <strong>Tools</strong> > <strong>Android</strong> >
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<strong>Enable ADB Integration</strong>.
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</li>
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<li>
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<a href="{@docRoot}tools/help/monitor.html">Android Device Monitor</a> can’t be running.
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</li>
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</ul>
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</div>
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</div>
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<p>
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The GPU Monitor gives you a quick visual representation of how much time it takes to render the
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frames of a UI window. It profiles the amount of time it takes for the render thread to prepare,
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process, and execute the draw commands. The GPU Monitor can help you to:
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</p>
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<ul>
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<li>Quickly see how a UI window performs.
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</li>
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<li>Identify whether any part of the rendering pipeline stands out in using processing time.
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</li>
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<li>Look for spikes in frame rendering time associated with user or program actions.
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</li>
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</ul>
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<p>
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For example, if displaying a static photo continues to take Graphics Processor Unit
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(GPU) resources long after it has finished
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drawing on the screen, that’s a likely candidate for optimization.
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</p>
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<h2 id="running">
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Displaying a Running App in the GPU Monitor
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</h2>
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<p>
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Follow these steps:
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</p>
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<ol>
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<li>Optionally connect a hardware device.
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</li>
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<li>
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<a href="{@docRoot}tools/help/android-monitor.html#displaying">Display Android Monitor</a>.
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</li>
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<li>Click the <strong>GPU</strong> tab.
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</li>
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<li>Open an app project and <a href=
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"{@docRoot}tools/building/building-studio.html#RunningApp">run it</a> on a hardware device or
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emulator.
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</li>
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<li>Enable the GPU Monitor by clicking Pause <img src="{@docRoot}images/tools/am-ipause.png" style="vertical-align:sub;margin:0;height:17px" alt="Pause icon" /> to deselect
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it.
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</li>
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<p>
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Any GPU usage begins to appear in the GPU Monitor:
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</p>
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<img src="{@docRoot}images/tools/am-gpumon.png" style="vertical-align:sub;margin:0;width:450px" />
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<p>
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The y-axis is the amount of time it takes the GPU to execute, process, prepare, and draw frames,
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in milliseconds. The x-axis records the time elapsed; it starts with seconds, and then minutes
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and seconds, and so on.
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</p>
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<li>To stop the GPU Monitor, click Pause <img src="{@docRoot}images/tools/am-ipause.png" style="vertical-align:sub;margin:0;height:17px" alt="Pause icon" /> again to select
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it.
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</li>
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</ol>
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