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| Home > Getting started > Configure tracing assets | ||||
When you have established a connection to a target device, configure which types of API assets are sent to the host when API function calls are captured.
For example, if you do not want to examine the contents of the textures and buffers being used in your OpenGL ES application, use the Trace Config dialog to disable these asset types and speed up capture of your application.
The more types of assets you enable, the more information is visible in Graphics Analyzer. However, the application being captured runs more slowly, the generated capture file is larger, and Graphics Analyzer uses more memory.
You can change the configuration at any time, even after the process has started. Any function calls traced in the application after the new configuration has been set will use the new configuration.
If you are capturing multiple processes at the same time in the same capture, each process has its own trace configuration. Changing the trace configuration of one process does not affect another.
Several configuration presets are available. You can also manually set a custom configuration. Any configuration can be saved as the default, and is then used as the starting configuration for any future connections to target devices.
A distinction is made in the Trace Config dialog between explicit and implicit memory:
glBufferData, or any other function call that explicitly
specifies a host pointer and a length.glMapBuffer, vkMapMemory, or any other function call that returns a pointer
to memory that the application can then modify.