1# Debugging Tips 2 3There are many ways to debug ANGLE using generic or platform-dependent tools. Here is a list of tips 4on how to use them. 5 6## Running ANGLE under apitrace on Linux 7 8[Apitrace](http://apitrace.github.io/) captures traces of OpenGL commands for later analysis, 9allowing us to see how ANGLE translates OpenGL ES commands. In order to capture the trace, it 10inserts a driver shim using `LD_PRELOAD` that records the command and then forwards it to the OpenGL 11driver. 12 13The problem with ANGLE is that it exposes the same symbols as the OpenGL driver so apitrace captures 14the entry point calls intended for ANGLE and reroutes them to the OpenGL driver. In order to avoid 15this problem, use the following: 16 171. Link your application against the static ANGLE libraries (libGLESv2_static and libEGL_static) so 18 they don't get shadowed by apitrace's shim. 192. Ask apitrace to explicitly load the driver instead of using a dlsym on the current module. 20 Otherwise apitrace will use ANGLE's symbols as the OpenGL driver entrypoint (causing infinite 21 recursion). To do this you must point an environment variable to your GL driver. For example: 22 `export TRACE_LIBGL=/usr/lib/libGL.so.1`. You can find your libGL with 23 `ldconfig -p | grep libGL`. 243. Link ANGLE against libGL instead of dlsyming the symbols at runtime; otherwise ANGLE won't use 25 the replaced driver entry points. This is done with the gn arg `angle_link_glx = true`. 26 27If you follow these steps, apitrace will work correctly aside from a few minor bugs like not being 28able to figure out what the default framebuffer size is if there is no glViewport command. 29 30For example, to trace a run of `hello_triangle`, assuming the apitrace executables are in `$PATH`: 31 32``` 33gn args out/Debug # add "angle_link_glx = true" 34# edit samples/BUILD.gn and append "_static" to "angle_util", "libEGL", "libGLESv2" 35ninja -C out/Debug 36export TRACE_LIBGL="/usr/lib/libGL.so.1" # may require a different path 37apitrace trace -o mytrace ./out/Debug/hello_triangle 38qapitrace mytrace 39``` 40 41## Enabling General Logging 42 43Normally, ANGLE only logs errors and warnings (e.g. to Android logcat). General logging, or 44additional levels of "trace" messages will be logged when the following GN arg is set: 45``` 46angle_enable_trace = true 47``` 48 49To log all GLES and EGL commands submitted by an application, including the following flag: 50``` 51angle_enable_trace_events = true 52``` 53 54If you want to enable `INFO`-level logs (and up) without incuring the log spam 55of `angle_enable_trace`, you can instead use the following flag: 56``` 57angle_always_log_info = true 58``` 59 60## Debug Angle on Android 61 62Android is built as an Android APK, which makes it more difficult to debug an APK that is using ANGLE. The following information can allow you to debug ANGLE with LLDB. 63* You need to build ANGLE with debug symbols enabled. Assume your build variant is called Debug. Make sure you have these lines in out/Debug/args.gn 64``` 65is_component_build = false 66is_debug = true 67is_official_build = false 68symbol_level = 2 69strip_debug_info = false 70ignore_elf32_limitations = true 71angle_extract_native_libs = true 72``` 73The following local patch may also be necessary: 74``` 75diff --git a/build/config/compiler/compiler.gni b/build/config/compiler/compiler.gni 76index 96a18d91a3f6..ca7971fdfd48 100644 77--- a/build/config/compiler/compiler.gni 78+++ b/build/config/compiler/compiler.gni 79@@ -86,7 +86,8 @@ declare_args() { 80 # Whether an error should be raised on attempts to make debug builds with 81 # is_component_build=false. Very large debug symbols can have unwanted side 82 # effects so this is enforced by default for chromium. 83- forbid_non_component_debug_builds = build_with_chromium 84+ forbid_non_component_debug_builds = false 85``` 86 87Build/install/enable ANGLE apk for your application following other instructions. 88* Modify gdbclient.py script to let it find the ANGLE symbols. 89``` 90diff --git a/scripts/gdbclient.py b/scripts/gdbclient.py 91index 61fac4000..1f43f4f64 100755 92--- a/scripts/gdbclient.py 93+++ b/scripts/gdbclient.py 94@@ -395,6 +395,8 @@ def generate_setup_script(debugger_path, sysroot, linker_search_dir, binary_file 95 vendor_paths = ["", "hw", "egl"] 96 solib_search_path += [os.path.join(symbols_dir, x) for x in symbols_paths] 97 solib_search_path += [os.path.join(vendor_dir, x) for x in vendor_paths] 98+ solib_search_path += ["/your_path_to_chromium_src/out/Debug/lib.unstripped/"] 99 if linker_search_dir is not None: 100 solib_search_path += [linker_search_dir] 101``` 102* Start your lldbclient.py from `/your_path_to_chromium_src/out/Debug` folder. This adds the ANGLE source-file paths to what is visible to LLDB, which allows LLDB to show ANGLE's source files. Refer to https://source.android.com/devices/tech/debug/gdb for how to attach the app for debugging. 103* If you are debugging angle_perftests, you can use `--shard-timeout 100000000` to disable the timeout so that the test won't get killed while you are debugging. If the test runs too fast that you don't have time to attach, use `--delay-test-start=60` to give you extra time to attach. 104 105## Enabling Debug-Utils Markers 106 107ANGLE can emit debug-utils markers for every GLES API command that are visible to both Android GPU 108Inspector (AGI) and RenderDoc. This support requires 109[enabling general logging](#enabling-general-logging) as well as setting the following additional 110GN arg: 111``` 112angle_enable_annotator_run_time_checks = true 113``` 114In addition, if the following GN arg is set, the API calls will output to Android's logcat: 115``` 116angle_enable_trace_android_logcat = true 117``` 118Once compiled, the markers need to be turned on. 119 120### Turning on Debug Markers on Android 121 122On Android, debug markers are turned on and off with an Android debug property that is 123automatically deleted at the next reboot: 124 125``` 126adb shell setprop debug.angle.markers 1 127``` 128 129* 0: Turned off/disabled (default) 130* 1: Turned on/enabled 131 132### Turning on Debug Markers on Desktop 133 134On desktop, debug markers are turned on and off with the ANGLE_ENABLE_DEBUG_MARKERS environment 135variable (set in OS-specific manner): 136 137* 0: Turned off/disabled (default) 138* 1: Turned on/enabled 139 140 141## Running ANGLE under GAPID on Linux 142 143[GAPID](https://github.com/google/gapid) can be used to capture trace of Vulkan commands on Linux. 144When capturing traces of gtest based tests built inside Chromium checkout, make sure to run the 145tests with `--single-process-tests` argument. 146 147## Running ANGLE under GAPID on Android 148 149[GAPID](https://github.com/google/gapid) can be used to capture a trace of the Vulkan or OpenGL ES 150command stream on Android. For it to work, ANGLE's libraries must have different names from the 151system OpenGL libraries. This is done with the gn arg: 152 153``` 154angle_libs_suffix = "_ANGLE_DEV" 155``` 156 157All 158[AngleNativeTest](https://chromium.googlesource.com/chromium/src/+/main/third_party/angle/src/tests/test_utils/runner/android/java/src/com/android/angle/test/AngleNativeTest.java) 159based tests share the same activity name, `com.android.angle.test.AngleUnitTestActivity`. 160Thus, prior to capturing your test trace, the specific test APK must be installed on the device. 161When you build the test, a test launcher is generated, for example, 162`./out/Release/bin/run_angle_end2end_tests`. The best way to install the APK is to run this test 163launcher once. 164 165In GAPID's "Capture Trace" dialog, "Package / Action:" should be: 166 167``` 168android.intent.action.MAIN:com.android.angle.test/com.android.angle.test.AngleUnitTestActivity 169``` 170 171The mandatory [extra intent 172argument](https://developer.android.com/studio/command-line/adb.html#IntentSpec) for starting the 173activity is `org.chromium.native_test.NativeTest.StdoutFile`. Without it the test APK crashes. Test 174filters can be specified via either the `org.chromium.native_test.NativeTest.CommandLineFlags` or 175the `org.chromium.native_test.NativeTest.GtestFilter` argument. Example "Intent Arguments:" values in 176GAPID's "Capture Trace" dialog: 177 178``` 179-e org.chromium.native_test.NativeTest.StdoutFile /sdcard/chromium_tests_root/out.txt -e org.chromium.native_test.NativeTest.CommandLineFlags "--gtest_filter=*ES2_VULKAN" 180``` 181 182or 183 184``` 185-e org.chromium.native_test.NativeTest.StdoutFile /sdcard/chromium_tests_root/out.txt --e org.chromium.native_test.NativeTest.GtestFilter RendererTest.SimpleOperation/ES2_VULKAN:SimpleOperationTest.DrawWithTexture/ES2_VULKAN 186``` 187 188## Running ANGLE under RenderDoc 189 190An application running through ANGLE can confuse [RenderDoc](https://github.com/baldurk/renderdoc), 191as RenderDoc [hooks to EGL](https://github.com/baldurk/renderdoc/issues/1045) and ends up tracing 192the calls the application makes, instead of the calls ANGLE makes to its backend. As ANGLE is a 193special case, there's little support for it by RenderDoc, though there are workarounds. 194 195### Windows 196 197On Windows, RenderDoc supports setting the environment variable `RENDERDOC_HOOK_EGL` to 0 to avoid 198this issue. 199 200### Linux 201 202On Linux, there is no supported workaround by RenderDoc. See [this 203issue](https://github.com/baldurk/renderdoc/issues/1045#issuecomment-463999869). To capture Vulkan 204traces, the workaround is to build RenderDoc without GL(ES) support. 205 206Building RenderDoc is straightforward. However, here are a few instructions to keep in mind. 207 208``` 209# Install dependencies based on RenderDoc document. Here are some packages that are unlikely to be already installed: 210$ sudo apt install libxcb-keysyms1-dev python3-dev qt5-qmake libqt5svg5-dev libqt5x11extras5-dev 211 212# Inside the RenderDoc directory: 213$ cmake -DCMAKE_BUILD_TYPE=Release -Bbuild -H. -DENABLE_GLES=OFF -DENABLE_GL=OFF 214 215# QT_SELECT=5 is necessary if your distribution doesn't default to Qt5 216$ QT_SELECT=5 make -j -C build 217 218# Run RenderDoc from the build directory: 219$ ./build/bin/qrenderdoc 220``` 221 222If your distribution does not provide a recent Vulkan SDK package, you would need to manually 223install that. This script tries to perform this installation as safely as possible. It would 224overwrite the system package's files, so follow at your own risk. Place this script just above the 225extracted SDK directory. 226 227``` 228#! /bin/bash 229 230if [ $# -lt 1 ]; then 231 echo "Usage: $0 <version>" 232 exit 1 233fi 234 235ver=$1 236 237if [ ! -d "$ver" ]; then 238 echo "$ver is not a directory" 239fi 240 241# Verify everything first 242echo "Verifying files..." 243echo "$ver"/x86_64/bin/vulkaninfo 244test -f "$ver"/x86_64/bin/vulkaninfo || exit 1 245echo "$ver"/x86_64/etc/explicit_layer.d/ 246test -d "$ver"/x86_64/etc/explicit_layer.d || exit 1 247echo "$ver"/x86_64/lib/ 248test -d "$ver"/x86_64/lib || exit 1 249 250echo "Verified. Performing copy..." 251 252echo sudo cp "$ver"/x86_64/bin/vulkaninfo /usr/bin/vulkaninfo 253sudo cp "$ver"/x86_64/bin/vulkaninfo /usr/bin/vulkaninfo 254echo sudo cp "$ver"/x86_64/etc/explicit_layer.d/* /etc/explicit_layer.d/ 255sudo cp "$ver"/x86_64/etc/explicit_layer.d/* /etc/explicit_layer.d/ 256echo sudo rm /usr/lib/x86_64-linux-gnu/libvulkan.so* 257sudo rm /usr/lib/x86_64-linux-gnu/libvulkan.so* 258echo sudo cp -P "$ver"/x86_64/lib/lib* /usr/lib/x86_64-linux-gnu/ 259sudo cp -P "$ver"/x86_64/lib/lib* /usr/lib/x86_64-linux-gnu/ 260 261echo "Done." 262``` 263 264### Android 265#### Using Linux as a Local Machine 266 267If you are on Linux, make sure not to use the build done in the previous section. The GL renderer 268disabled in the previous section is actually needed in this section. 269 270``` 271# Inside the RenderDoc directory: 272# First delete the Cmake Cache in build/ directory 273rm build/CMakeCache.txt 274 275# Then build RenderDoc with cmake: 276cmake -DCMAKE_BUILD_TYPE=Release -Bbuild -H. 277QT_SELECT=5 make -j -C build 278``` 279 280Follow 281[Android Dependencies on Linux](https://github.com/baldurk/renderdoc/blob/v1.x/docs/CONTRIBUTING/Dependencies.md#android-dependencies-on-linux) 282to download dependency files. 283 284Define the following environment variables, for example in `.bashrc` (values are examples): 285 286``` 287export JAVA_HOME=<path_to_jdk_root> 288export ANDROID_SDK=<path_to_sdk_root> 289export ANDROID_NDK=<path_to_ndk_root> 290export ANDROID_NDK_HOME=<path_to_ndk_root> 291``` 292 293In the renderdoc directory, create Android builds of RenderDoc: 294 295``` 296mkdir build-android-arm32 297cd build-android-arm32/ 298cmake -DBUILD_ANDROID=On -DANDROID_ABI=armeabi-v7a .. 299make -j 300cd ../ 301 302mkdir build-android-arm64 303cd build-android-arm64/ 304cmake -DBUILD_ANDROID=On -DANDROID_ABI=arm64-v8a .. 305make -j 306cd ../ 307``` 308 309Note that you need both arm32 and arm64 builds even if working with an arm64 device. See 310[RenderDoc's documentation](https://github.com/baldurk/renderdoc/blob/v1.x/docs/CONTRIBUTING/Compiling.md#android) 311for more information. 312 313When you run RenderDoc, choose the "Replay Context" from the bottom-left part of the UI (defaults to 314Local). When selecting the device, you should see the RenderDoc application running. 315 316In ANGLE itself, make sure you add a suffix for its names to be different from the system's. Add 317this to gn args: 318 319``` 320angle_libs_suffix = "_ANGLE_DEV" 321``` 322 323Next, you need to install an ANGLE test APK. When you build the test, a test launcher is generated, 324for example, `./out/Release/bin/run_angle_end2end_tests`. The best way to install the APK is to run 325this test launcher once. 326 327In RenderDoc, use `com.android.angle.test/com.android.angle.test.AngleUnitTestActivity` as the 328Executable Path, and provide the following arguments: 329 330``` 331-e org.chromium.native_test.NativeTest.StdoutFile /sdcard/chromium_tests_root/out.txt -e org.chromium.native_test.NativeTest.CommandLineFlags "--gtest_filter=*ES2_VULKAN" 332``` 333 334Note that in the above, only a single command line argument is supported with RenderDoc. If testing 335dEQP on a non-default platform, the easiest way would be to modify `GetDefaultAPIName()` in 336`src/tests/deqp_support/angle_deqp_gtest.cpp` (and avoid `--use-angle=X`). 337 338 339#### Using Windows as a Local Machine 340You should be able to download the latest [RenderDoc on Windows](https://renderdoc.org/builds) and follow the 341[RenderDoc Official Documentation](https://renderdoc.org/docs/how/how_android_capture.html) for instructions on how to 342use RenderDoc on Android. If you would like to build RenderDoc for Android on Windows yourself, you can follow the 343[RenderDoc Officual Documentation](https://github.com/baldurk/renderdoc/blob/v1.x/docs/CONTRIBUTING/Compiling.md#android). 344We listed more detailed instructions below on how to set up the build on Windows. 345 346##### Install Android Dependencies 347 348On windows, we need to install dependencies to build android, as described in 349[RenderDoc Official Documentation](https://github.com/baldurk/renderdoc/blob/v1.x/docs/CONTRIBUTING/Dependencies.md#android) 3501. Install [Android SDK](https://developer.android.com/about/versions/12/setup-sdk#install-sdk). 351 352 Add a new system variable: 353 354 Variable: ANDROID_SDK 355 356 Value: path_to_sdk_directory (e.g. C:\Users\test\Appdata\Local\Android\Sdk) 3572. Install [Android NDK](https://developer.android.com/studio/projects/install-ndk). 358 359 Add a new system variable: 360 361 Variable: ANDROID_NDK 362 363 Value: path_to_ndk_directory (e.g. C:\Users\test\Appdata\Local\Android\Sdk\ndk\23.1.7779620) 364 3653. Install [Java 8](https://www.oracle.com/java/technologies/downloads/#java8). 366 367 Add a new system variable: 368 369 Variable: JAVA_HOME 370 371 Value: path_to_jdk1.8_directory (e.g. C:\Program Files\Java\jdk1.8.0_311) 372 3735. Install [Android Debug Bridge](https://developer.android.com/studio/releases/platform-tools). 374 375 Append android_sdk_platform-tools_directory to the Path system variable. 376 377 e.g. C:\Users\Test\AppData\Local\Android\Sdk\platform-tools 378 379 380##### Install Build Tools 381 3821. Install a bash shell. Git Bash comes with Git installation on Windows should work. 3832. Install [make](http://gnuwin32.sourceforge.net/packages/make.htm). 384 Add the path to bin folder of GnuWin32 to the Path system variable. 385 386 387##### Build RenderDoc Android APK on Windows 388 389If you are using the Git Bash that comes with MinGW generator, you can run below commands to build Android APK 390``` 391mkdir build-android-arm32 392cd build-android-arm32/ 393cmake -DBUILD_ANDROID=On -DANDROID_ABI=armeabi-v7a -G "MinGW Makefiles" .. 394make -j 395cd ../ 396 397mkdir build-android-arm64 398cd build-android-arm64/ 399cmake -DBUILD_ANDROID=On -DANDROID_ABI=arm64-v8a -G "MinGW Makefiles" .. 400make -j 401cd ../ 402``` 403If the generator type of the bash shell you are using is different from MinGW, replace the "MinGW" in the above cmake 404command with the generator 405type you are using, as described in 406[RenderDoc Official Documentation](https://github.com/baldurk/renderdoc/blob/v1.x/docs/CONTRIBUTING/Compiling.md#android). 407 408 409##### Build Errors And Resolutions 410 411* **cmake command errors** 412 413``` 414Error: Failed to run MSBuild command: 415C:/Program Files (x86)/Microsoft Visual Studio/2019/Professional/MSBuild/Current/Bin/MSBuild.exe to get the value of 416VCTargetsPath: 417error : The BaseOutputPath/OutputPath property is not set for project 'VCTargetsPath.vcxproj'. 418Please check to make sure that you have specified a valid combination of Configuration and Platform for this project. 419Configuration='Debug' Platform='x64'. 420``` 421 422This is due to the cmake command is using Visual Studio as the generator type. Run the cmake command with the 423generator type "MinGW Makefiles" or "MSYS Makefiles". 424 425```Error: Does not match the generator used previously``` 426 427 428 429Delete the CMakeCache file in build directories build-android-arm64/ or build-android-arm32/. 430 431 432* **make command errors** 433 434``` 435-Djava.ext.dirs is not supported. 436Error: Could not create the Java Virtual Machine. 437Error: A fatal exception has occurred. Program will exit. 438 439``` 440 441Downgrade Java JDK version to [Java 8](https://www.oracle.com/java/technologies/downloads/#java8). 442 443 444##### Steps to use the RenderDoc you just built 4451. Build arm32 and arm64 android packages. See [instructions](#build-renderdoc-android-apk-on-windows) in the above 446section. 447 4482. Uninstall the renderdoc package. 449 450This step is required if you have installed / used RenderDoc on the same Android device before. RenderDoc only pushes 451the renderdoccmd APK to the Android device if it finds the version of the existing APK on the device is different from 452the version of the APK we are going to install, and the version is dictated by the git hash it was built from. Therefore 453any local modifications in the RenderDoc codebase would not get picked up if we don't uninstall the old APK first. 454 455``` 456adb uninstall org.renderdoc.renderdoccmd.arm64 457adb uninstall org.renderdoc.renderdoccmd.arm32 458``` 4593. Build renderdoc on windows desktop by clicking "build solution" in visual studio. 4604. Launch renderdoc from visual studio, and push the android packages to android device by selecting the connected 461device at the bottom left corner. 462 463### Add SPIRV-to-GLSL Shader View Option 464RenderDoc allows us to add and configure customized shader processing tools: 465https://renderdoc.org/docs/window/settings_window.html#shader-processing-tools-config. 466 467To configure RenderDoc to display shader source code in GLSL, instead of spirv, 468follow the below steps: 469 470 4711. Get the SPIRV-Cross tool: 472 473Clone the SPIRV-Cross git repo: https://github.com/KhronosGroup/SPIRV-Cross: 474``` 475git clone https://github.com/KhronosGroup/SPIRV-Cross.git 476``` 477Compile the SPIRV-Cross: 478``` 479# inside SPIRV-Cross directory 480make 481``` 4822. Open Shader Viewer Settings window: RenderDoc -> Tools -> Settings, and select 483 Shader Viewer on the left. 4843. Click Add on the bottom to add a new tool, and fill the new tool details: 485 486| Item | Value | 487|------------|-------------------------------------| 488| Name | SPIRV-CROSS | 489| Tool Type | SPIRV-Cross | 490| Executable | <spirv-cross-repo-root>/spirv-cross | 491 4925. Restart RenderDoc. 493 494## Testing with Chrome Canary 495 496Many of ANGLE's OpenGL ES entry points are exposed in Chromium as WebGL 1.0 and WebGL 2.0 APIs that 497are available via JavaScript. For testing purposes, custom ANGLE builds may be injected in Chrome 498Canary. 499 500### Setup 501 502#### Windows 503 5041. Download and install [Google Chrome Canary](https://www.google.com/chrome/canary/). 5052. Build ANGLE x64, Release. 5063. Run `python scripts\update_chrome_angle.py` to replace Canary's ANGLE with your custom ANGLE 507 (note: Canary must be closed). 508 509#### Linux 510 5111. Install Google Chrome Dev (via apt, or otherwise). Expected installation directory is 512 `/opt/google/chrome-unstable`. 5132. Build ANGLE for the running platform. `is_component_build = false` is suggested in the GN args. 5143. Run `python scripts/update_chrome_angle.py` to replace Dev's ANGLE with your custom ANGLE 5154. Add ANGLE's build path to the `LD_LIBRARY_PATH` environment variable. 516 517#### macOS 518 5191. Download and install [Google Chrome Canary](https://www.google.com/chrome/canary/). 5202. Build ANGLE for the running platform; GN args should contain `is_debug = false`. 5213. Run `./scripts/update_chrome_angle.py` to replace Canary's ANGLE with your custom ANGLE. 522 523### Usage 524 525Run Chrome: 526 527- On Windows: `%LOCALAPPDATA%\Google\Chrome SxS\chrome.exe` 528- On Linux: `/opt/google/chrome-unstable/google-chrome-unstable` 529- On macOS: `./Google\ Chrome\ Canary.app/Contents/MacOS/Google\ Chrome\ Canary` 530 531With the following command-line options: 532 533* `--use-cmd-decoder=passthrough --use-gl=angle` and one of 534 * `--use-angle=d3d9` (Direct3D 9 renderer, Windows only) 535 * `--use-angle=d3d11` (Direct3D 11 renderer, Windows only) 536 * `--use-angle=d3d11on12` (Direct3D 11on12 renderer, Windows only) 537 * `--use-angle=gl` (OpenGL renderer) 538 * `--use-angle=gles` (OpenGL ES renderer) 539 * `--use-angle=vulkan` (Vulkan renderer) 540 * `--use-angle=swiftshader` (SwiftShader renderer) 541 * `--use-angle=metal` (Metal renderer, macOS only) 542 543Additional useful options: 544 545* `--enable-logging`: To see logs 546* `--disable-gpu-watchdog`: To disable Chromium's watchdog, killing the GPU process when slow (due 547 to a debug build for example) 548* `--disable-gpu-sandbox`: To disable Chromium's sandboxing features, if it's getting in the way of 549 testing. 550* `--disable-gpu-compositing`: To make sure only the WebGL test being debugged is run through ANGLE, 551 not the entirety of Chromium. 552