Since Android 4.3 (Jelly Bean) you can monitor this from a tool in Dev Options.
Seetings > More > Developer Options > Profile GPU Rendering.
You may need to enable Developer Options on Android 4.2 as it is hidden by default. Enable this by tapping 7 times on Settings > About phone > Build number.
Profile GPU Rendering has a few options, 'show on screen as bars' is quite a good way to get a fast visual look at what's going on.

Since Android 4.3 (Jelly Bean) you can monitor this from a tool in Dev Options.
Seetings > More > Developer Options > Profile GPU Rendering.
You may need to enable Developer Options on Android 4.2 as it is hidden by default. Enable this by tapping 7 times on Settings > About phone > Build number.
Profile GPU Rendering has a few options, 'show on screen as bars' is quite a good way to get a fast visual look at what's going on.

AGI (Android GPU Inspector) by Google, is currently in Open Beta, and only supports the following devices:
DEVICE NAME GPU NAME
Google Pixel 4 (standard and XL) Qualcomm® Adreno™ 640
Google Pixel 5 Qualcomm® Adreno™ 620
Google Pixel 4a 5G Qualcomm® Adreno™ 620
These devices do not support AGI yet but will offer support in the future:
DEVICE NAME GPU NAME
Google Pixel 4a Qualcomm® Adreno™ 618
Samsung Galaxy S10 series Qualcomm® Adreno™ 640 and Arm® Mali™ G76
Samsung Galaxy S20 series Qualcomm® Adreno™ 650 and Arm® Mali™ G77
Samsung Galaxy Note 10 series Qualcomm® Adreno™ 640 and Arm® Mali™ G76
Samsung Galaxy Note 20 series Qualcomm® Adreno™ 650 and Arm® Mali™ G77
This will allow you to profile your app's GPU usage.
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Videos
You can use glGetString() with GL_VENDOR to determine the GPU vendor name and GL_RENDERER to determine the GPU name.
Check out the documentation
Try this: I put the renderer and vendor info in volatile variables in my GLSurfaceView.Renderer read on the GUI thread:
public volatile static String vendor, renderer;
@Override
public void onSurfaceCreated(GL10 glUnused, EGLConfig config)
{
vendor = GLES20.glGetString(GLES20.GL_VENDOR);
renderer = GLES20.glGetString(GLES20.GL_RENDERER);
Simpler way:
adb shell dumpsys SurfaceFlinger | grep GLES
Example output:
GLES: Qualcomm, Adreno (TM) 305, OpenGL ES 3.0 [email protected] AU@ (CL@4169980)
There is, you can get GPU information by using OpenGL:
Log.d("GL", "GL_RENDERER = " + gl.glGetString( GL10.GL_RENDERER ));
Log.d("GL", "GL_VENDOR = " + gl.glGetString( GL10.GL_VENDOR ));
Log.d("GL", "GL_VERSION = " + gl.glGetString( GL10.GL_VERSION ));
Log.i("GL", "GL_EXTENSIONS = " + gl.glGetString( GL10.GL_EXTENSIONS ));
For more information see: https://developer.android.com/guide/topics/graphics/opengl.html
Your initial work with a device usually needs to be over USB. However, after that point, you can switch using adb over the network, using adb connect. Once you have adb connected over the network, everything works just as if you had connected it via USB, including full Android Studio access.
Bear in mind that:
Some devices do not need the initial USB connection, as they are designed to work with
adbover the network "out of the box" (e.g., Fire TV)I think that older devices may not support this, for some value of "older"
You cannot monitor it without an active debugging connection. That being said, debugging connection isn't limited to USB. You need some kind of connection, and that connection can be USB, but it can also be over the internet(refer How can I connect to Android with ADB over TCP?).
Some devices don't support this, some have a setting for it in developer settings, and using root you don't need a connection. For devices that support adb over the internet, but aren't rooted or have the setting in developer settings, you need to have a usb connection initially.