Releases: google/agi
3.3.1
3.3.0
Bugfixes and Improvements
- Added an option to disable framebuffer thumbnails for faster loading
- Improved device validation
- Better UX for device validation or GPU counters failures.
3.2.1
Features:
Added support and visualization for per-process power profiling. New tracks can now be enabled from the system profile configuration window, under the 'Battery' options.
Frame boundaries for a frame profiler trace can be adjusted to use extension delimiters with the new βUse ANDROID_frame_boundary extensionβ checkbox in the trace settings. #1179
Improved Vulkan extensions support:
- VK_KHR_imageless_framebuffer #1101
- VK_KHR_separate_depth_stencil_layouts #1068
- VK_EXT_descriptor_indexing #1154
- VK_KHR_depth_stencil_resolve #1066
Major updates to dependencies and external libraries: #1201
- Perfetto to version 29+
- In Linux, AGI upgraded the compiler from GCC-9 to Clang-12.
- For MacOS, it is possible to compile AGI for arm64 directly.
- Bazel version is updated to 5.2.0
- Update to Go 1.19 and its dependencies.
Device validation system fixes and improvements:
- Updated UI to display different instructions for different error codes #1137
- Fixed some Adreno devices failing validation #1138
- Fixed some Adreno devices not showing up in the list #1169
Various other bug fixes and improvements including:
- Potential memory leak fixes for command pool creation #1151
- Readability improvements for power rail names. #1160
- GPU frequency tracks are now using a common maximum value. #1163
- Memory leak and error code handling fixes for spvc calls #1105
- Change awk script to be able to work on MacOS as well #1136
- Fix encoding of pointers of 32-bit apps. b4c0390
- Log messages are now using system local timestamps #1184
- Fuchsia device scanning is disabled when the SDK is not found at start #1183
AGI 2022-3.0.1
This is a point release following the 2022-3.0.0 release with some bug fixes to the Frame Profiler.
AGI's Frame Profiler allows you to conduct an in-depth analysis of a single frame of your application to pinpoint the exact location of any GPU bottlenecks. To help you do that, AGI displays timing information and GPU counters for each render pass. You can also explore textures, meshes, geometry, shaders, and render pipelines associated with each draw call to find optimization opportunities. With the System Profiler you can perform system-wide tracing and analysis to gain insight into the resources used by your game and system services, such as GPU, CPU, memory, battery, and GPU counters.
AGI 2022-3.0.0
This is a major release of AGI that contains a lot of bug fixes and a new UI for the AGI Frame Profiler. With this stable release, AGI is going out of beta with both the System and Frame Profiler. AGI's Frame Profiler allows you to conduct an in-depth analysis of a single frame of your application to pinpoint the exact location of any GPU bottlenecks. To help you do that, AGI displays timing information and GPU counters for each render pass. You can also explore textures, meshes, geometry, shaders, and render pipelines associated with each draw call to find optimization opportunities. With the System Profiler you can perform system-wide tracing and analysis to gain insight into the resources used by your game and system services, such as GPU, CPU, memory, battery, and GPU counters.
AGI 2021-2.1.0
This is a minor update beta release of AGI that contains some bug fixes and polish of the AGI Frame Profiler. With the AGI Frame Profiler you can conduct an in-depth analysis of a single frame of your application to pinpoint the exact location of any GPU bottlenecks. To help you do that, AGI displays timing information and GPU counters for each render pass. You can also explore textures, meshes, geometry, shaders, and render pipelines associated with each draw call to find optimization opportunities.
AGI 2021-2.0.0
This beta release of the Android GPU Inspector introduces the AGI Frame Profiler. With the AGI Frame Profiler you can conduct an in-depth analysis of a single frame of your application to pinpoint the exact location of any GPU bottlenecks. To help you do that, AGI displays timing information and GPU counters for each render pass. You can also explore textures, meshes, geometry, shaders, and render pipelines associated with each draw call to find optimization opportunities.