Be aware that Android (and I believe iOS) does not use OpenGL. It uses a subset of OpenGL called OpenGL ES. OpenGL ES does not handle OpenGL begin and end commands. You can not directly specify rectangles on OpenGL ES like you can on OpenGL. There are other differences as well. So you will somehow have to translate your OpenGL code into OpenGL ES.
I would look into this before worrying about debugging and profiling. If it were possible to easily port OpenGL C++ apps to Android, I (and others) would have ported every popular open source OpenGL C++ game to Android a long time ago.
Garen Torikian and Sergii Pylypenko both have attempted to port C++/OpenGL games to Android. There results are here and might help you:
http://github.com/pelya/commandergenius/tree/sdl_android/pro...
http://gjtorikian.github.com/Neverball-ME/
I am almost always on Freenode IRC channel #android-dev as Ologn, feel free to send me a message as I'm interested in this topic. You also might luck out and run into someone with some NDK/JNI experience on the IRC channel, depending on the time of day etc.