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## Forcing GL vendor and renderer strings 106 107Some applications don't recognize ANGLE and lower their settings, refuse to start or even crash. 108In those scenarios, you can force them to be values matching other devices. 109 110On desktop: 111``` 112ANGLE_GL_VENDOR="foo" 113ANGLE_GL_RENDERER="bar" 114``` 115 116On Android: 117``` 118adb shell setprop debug.angle.gl_vendor "foo" 119adb shell setprop debug.angle.gl_renderer "bar" 120``` 121 122## Enabling Debug-Utils Markers 123 124ANGLE can emit debug-utils markers for every GLES API command that are visible to both Android GPU 125Inspector (AGI) and RenderDoc. This support requires 126[enabling general logging](#enabling-general-logging) as well as setting the following additional 127GN arg: 128``` 129angle_enable_annotator_run_time_checks = true 130``` 131In addition, if the following GN arg is set, the API calls will output to Android's logcat: 132``` 133angle_enable_trace_android_logcat = true 134``` 135Once compiled, the markers need to be turned on. 136 137### Turning on Debug Markers on Android 138 139On Android, debug markers are turned on and off with an Android debug property that is 140automatically deleted at the next reboot: 141 142``` 143adb shell setprop debug.angle.markers 1 144``` 145 146* 0: Turned off/disabled (default) 147* 1: Turned on/enabled 148 149### Turning on Debug Markers on Desktop 150 151On desktop, debug markers are turned on and off with the ANGLE_ENABLE_DEBUG_MARKERS environment 152variable (set in OS-specific manner): 153 154* 0: Turned off/disabled (default) 155* 1: Turned on/enabled 156 157## Enable Vulkan Call Logging 158 159ANGLE can output Vulkan API call information including detailed parameter info and state. Vulkan 160call logging is available for ANGLE debug builds, builds with asserts enabled, or can be made 161available on any build by setting the following GN arg: 162``` 163angle_enable_vulkan_api_dump_layer = true 164``` 165 166By default Vulkan call logging goes to stdout, or logcat on Android. Vulkan call logging can be 167used with trace event and debug marker output as shown in [enabling general logging](#enabling-general-logging) 168 and [enabling Debug-Utils markers](#enabling-debug-utils-markers) 169 170### Vulkan Call Logging on Desktop 171 172To log Vulkan calls on desktop set the environment variable `ANGLE_ENABLE_VULKAN_API_DUMP_LAYER` to 1. 173 174For Vulkan call logging output to a file, set 175the environment variable `VK_APIDUMP_LOG_FILENAME` to the correct location. 176 177To show only Vulkan api calls without verbose parameter details set the environment variable 178`VK_APIDUMP_DETAILED` to `false` 179 180### Vulkan Call Logging on Android 181 182Activate Vulkan call logging on Android by setting this Android debug property that is 183automatically deleted at the next reboot: 184``` 185adb shell setprop debug.angle.enable_vulkan_api_dump_layer 1 186``` 187 188For Vulkan call logging to a file on Android, specify the filename with an Android debug property that is 189automatically deleted at the next reboot: 190``` 191adb shell setprop debug.apidump.log_filename /data/data/[PACKAGE_NAME, i.e., com.android.angle.test for angle_trace_tests]/api_dump.txt 192``` 193 194Similarly, detailed parameter output can be controlled by the following Android debug properties: 195``` 196adb shell setprop debug.apidump.detailed false 197``` 198 199## Running ANGLE under GAPID on Linux 200 201[GAPID](https://github.com/google/gapid) can be used to capture trace of Vulkan commands on Linux. 202When capturing traces of gtest based tests built inside Chromium checkout, make sure to run the 203tests with `--single-process-tests` argument. 204 205## Running ANGLE under GAPID on Android 206 207[GAPID](https://github.com/google/gapid) can be used to capture a trace of the Vulkan or OpenGL ES 208command stream on Android. For it to work, ANGLE's libraries must have different names from the 209system OpenGL libraries. This is done with the gn arg: 210 211``` 212angle_libs_suffix = "_ANGLE_DEV" 213``` 214 215All 216[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) 217based tests share the same activity name, `com.android.angle.test.AngleUnitTestActivity`. 218Thus, prior to capturing your test trace, the specific test APK must be installed on the device. 219When you build the test, a test launcher is generated, for example, 220`./out/Release/bin/run_angle_end2end_tests`. The best way to install the APK is to run this test 221launcher once. 222 223In GAPID's "Capture Trace" dialog, "Package / Action:" should be: 224 225``` 226android.intent.action.MAIN:com.android.angle.test/com.android.angle.test.AngleUnitTestActivity 227``` 228 229The mandatory [extra intent 230argument](https://developer.android.com/studio/command-line/adb.html#IntentSpec) for starting the 231activity is `org.chromium.native_test.NativeTest.StdoutFile`. Without it the test APK crashes. Test 232filters can be specified via either the `org.chromium.native_test.NativeTest.CommandLineFlags` or 233the `org.chromium.native_test.NativeTest.GtestFilter` argument. Example "Intent Arguments:" values in 234GAPID's "Capture Trace" dialog: 235 236``` 237-e org.chromium.native_test.NativeTest.StdoutFile /sdcard/chromium_tests_root/out.txt -e org.chromium.native_test.NativeTest.CommandLineFlags "--gtest_filter=*ES2_VULKAN" 238``` 239 240or 241 242``` 243-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 244``` 245 246## Running ANGLE under RenderDoc 247 248An application running through ANGLE can confuse [RenderDoc](https://github.com/baldurk/renderdoc), 249as RenderDoc [hooks to EGL](https://github.com/baldurk/renderdoc/issues/1045) and ends up tracing 250the calls the application makes, instead of the calls ANGLE makes to its backend. As ANGLE is a 251special case, there's little support for it by RenderDoc, though there are workarounds. 252 253### Windows 254 255On Windows, RenderDoc supports setting the environment variable `RENDERDOC_HOOK_EGL` to 0 to avoid 256this issue. 257 258### Linux 259 260On Linux, there is no supported workaround by RenderDoc. See [this 261issue](https://github.com/baldurk/renderdoc/issues/1045#issuecomment-463999869). To capture Vulkan 262traces, the workaround is to build RenderDoc without GL(ES) support. 263 264Building RenderDoc is straightforward. However, here are a few instructions to keep in mind. 265 266``` 267# Install dependencies based on RenderDoc document. Here are some packages that are unlikely to be already installed: 268$ sudo apt install libxcb-keysyms1-dev python3-dev qt5-qmake libqt5svg5-dev libqt5x11extras5-dev 269 270# Inside the RenderDoc directory: 271$ cmake -DCMAKE_BUILD_TYPE=Release -Bbuild -H. -DENABLE_GLES=OFF -DENABLE_GL=OFF 272 273# QT_SELECT=5 is necessary if your distribution doesn't default to Qt5 274$ QT_SELECT=5 make -j -C build 275 276# Run RenderDoc from the build directory: 277$ ./build/bin/qrenderdoc 278``` 279 280If your distribution does not provide a recent Vulkan SDK package, you would need to manually 281install that. This script tries to perform this installation as safely as possible. It would 282overwrite the system package's files, so follow at your own risk. Place this script just above the 283extracted SDK directory. 284 285``` 286#! /bin/bash 287 288if [ $# -lt 1 ]; then 289 echo "Usage: $0 <version>" 290 exit 1 291fi 292 293ver=$1 294 295if [ ! -d "$ver" ]; then 296 echo "$ver is not a directory" 297fi 298 299# Verify everything first 300echo "Verifying files..." 301echo "$ver"/x86_64/bin/vulkaninfo 302test -f "$ver"/x86_64/bin/vulkaninfo || exit 1 303echo "$ver"/x86_64/etc/explicit_layer.d/ 304test -d "$ver"/x86_64/etc/explicit_layer.d || exit 1 305echo "$ver"/x86_64/lib/ 306test -d "$ver"/x86_64/lib || exit 1 307 308echo "Verified. Performing copy..." 309 310echo sudo cp "$ver"/x86_64/bin/vulkaninfo /usr/bin/vulkaninfo 311sudo cp "$ver"/x86_64/bin/vulkaninfo /usr/bin/vulkaninfo 312echo sudo cp "$ver"/x86_64/etc/explicit_layer.d/* /etc/explicit_layer.d/ 313sudo cp "$ver"/x86_64/etc/explicit_layer.d/* /etc/explicit_layer.d/ 314echo sudo rm /usr/lib/x86_64-linux-gnu/libvulkan.so* 315sudo rm /usr/lib/x86_64-linux-gnu/libvulkan.so* 316echo sudo cp -P "$ver"/x86_64/lib/lib* /usr/lib/x86_64-linux-gnu/ 317sudo cp -P "$ver"/x86_64/lib/lib* /usr/lib/x86_64-linux-gnu/ 318 319echo "Done." 320``` 321 322### Android 323#### Using Linux as a Local Machine 324 325If you are on Linux, make sure not to use the build done in the previous section. The GL renderer 326disabled in the previous section is actually needed in this section. 327 328``` 329# Inside the RenderDoc directory: 330# First delete the Cmake Cache in build/ directory 331rm build/CMakeCache.txt 332 333# Then build RenderDoc with cmake: 334cmake -DCMAKE_BUILD_TYPE=Release -Bbuild -H. 335QT_SELECT=5 make -j -C build 336``` 337 338Follow 339[Android Dependencies on Linux](https://github.com/baldurk/renderdoc/blob/v1.x/docs/CONTRIBUTING/Dependencies.md#android-dependencies-on-linux) 340to download dependency files. 341 342Define the following environment variables, for example in `.bashrc` (values are examples): 343 344``` 345export JAVA_HOME=<path_to_jdk_root> 346export ANDROID_SDK=<path_to_sdk_root> 347export ANDROID_NDK=<path_to_ndk_root> 348export ANDROID_NDK_HOME=<path_to_ndk_root> 349``` 350 351In the renderdoc directory, create Android builds of RenderDoc: 352 353``` 354mkdir build-android-arm32 355cd build-android-arm32/ 356cmake -DBUILD_ANDROID=On -DANDROID_ABI=armeabi-v7a .. 357make -j 358cd ../ 359 360mkdir build-android-arm64 361cd build-android-arm64/ 362cmake -DBUILD_ANDROID=On -DANDROID_ABI=arm64-v8a .. 363make -j 364cd ../ 365``` 366 367Note that you need both arm32 and arm64 builds even if working with an arm64 device. See 368[RenderDoc's documentation](https://github.com/baldurk/renderdoc/blob/v1.x/docs/CONTRIBUTING/Compiling.md#android) 369for more information. 370 371When you run RenderDoc, choose the "Replay Context" from the bottom-left part of the UI (defaults to 372Local). When selecting the device, you should see the RenderDoc application running. 373 374In ANGLE itself, make sure you add a suffix for its names to be different from the system's. Add 375this to gn args: 376 377``` 378angle_libs_suffix = "_ANGLE_DEV" 379``` 380 381Next, you need to install an ANGLE test APK. When you build the test, a test launcher is generated, 382for example, `./out/Release/bin/run_angle_end2end_tests`. The best way to install the APK is to run 383this test launcher once. 384 385In RenderDoc, use `com.android.angle.test/com.android.angle.test.AngleUnitTestActivity` as the 386Executable Path, and provide the following arguments: 387 388``` 389-e org.chromium.native_test.NativeTest.StdoutFile /sdcard/chromium_tests_root/out.txt -e org.chromium.native_test.NativeTest.CommandLineFlags "--gtest_filter=*ES2_VULKAN" 390``` 391 392Note that in the above, only a single command line argument is supported with RenderDoc. If testing 393dEQP on a non-default platform, the easiest way would be to modify `GetDefaultAPIName()` in 394`src/tests/deqp_support/angle_deqp_gtest.cpp` (and avoid `--use-angle=X`). 395 396 397#### Using Windows as a Local Machine 398You should be able to download the latest [RenderDoc on Windows](https://renderdoc.org/builds) and follow the 399[RenderDoc Official Documentation](https://renderdoc.org/docs/how/how_android_capture.html) for instructions on how to 400use RenderDoc on Android. If you would like to build RenderDoc for Android on Windows yourself, you can follow the 401[RenderDoc Officual Documentation](https://github.com/baldurk/renderdoc/blob/v1.x/docs/CONTRIBUTING/Compiling.md#android). 402We listed more detailed instructions below on how to set up the build on Windows. 403 404##### Install Android Dependencies 405 406On windows, we need to install dependencies to build android, as described in 407[RenderDoc Official Documentation](https://github.com/baldurk/renderdoc/blob/v1.x/docs/CONTRIBUTING/Dependencies.md#android) 4081. Install [Android SDK](https://developer.android.com/about/versions/12/setup-sdk#install-sdk). 409 410 Add a new system variable: 411 412 Variable: ANDROID_SDK 413 414 Value: path_to_sdk_directory (e.g. C:\Users\test\Appdata\Local\Android\Sdk) 4152. Install [Android NDK](https://developer.android.com/studio/projects/install-ndk). 416 417 Add a new system variable: 418 419 Variable: ANDROID_NDK 420 421 Value: path_to_ndk_directory (e.g. C:\Users\test\Appdata\Local\Android\Sdk\ndk\23.1.7779620) 422 4233. Install [Java 8](https://www.oracle.com/java/technologies/downloads/#java8). 424 425 Add a new system variable: 426 427 Variable: JAVA_HOME 428 429 Value: path_to_jdk1.8_directory (e.g. C:\Program Files\Java\jdk1.8.0_311) 430 4315. Install [Android Debug Bridge](https://developer.android.com/studio/releases/platform-tools). 432 433 Append android_sdk_platform-tools_directory to the Path system variable. 434 435 e.g. C:\Users\Test\AppData\Local\Android\Sdk\platform-tools 436 437 438##### Install Build Tools 439 4401. Install a bash shell. Git Bash comes with Git installation on Windows should work. 4412. Install [make](http://gnuwin32.sourceforge.net/packages/make.htm). 442 Add the path to bin folder of GnuWin32 to the Path system variable. 443 444 445##### Build RenderDoc Android APK on Windows 446 447If you are using the Git Bash that comes with MinGW generator, you can run below commands to build Android APK 448``` 449mkdir build-android-arm32 450cd build-android-arm32/ 451cmake -DBUILD_ANDROID=On -DANDROID_ABI=armeabi-v7a -G "MinGW Makefiles" .. 452make -j 453cd ../ 454 455mkdir build-android-arm64 456cd build-android-arm64/ 457cmake -DBUILD_ANDROID=On -DANDROID_ABI=arm64-v8a -G "MinGW Makefiles" .. 458make -j 459cd ../ 460``` 461If the generator type of the bash shell you are using is different from MinGW, replace the "MinGW" in the above cmake 462command with the generator 463type you are using, as described in 464[RenderDoc Official Documentation](https://github.com/baldurk/renderdoc/blob/v1.x/docs/CONTRIBUTING/Compiling.md#android). 465 466 467##### Build Errors And Resolutions 468 469* **cmake command errors** 470 471``` 472Error: Failed to run MSBuild command: 473C:/Program Files (x86)/Microsoft Visual Studio/2019/Professional/MSBuild/Current/Bin/MSBuild.exe to get the value of 474VCTargetsPath: 475error : The BaseOutputPath/OutputPath property is not set for project 'VCTargetsPath.vcxproj'. 476Please check to make sure that you have specified a valid combination of Configuration and Platform for this project. 477Configuration='Debug' Platform='x64'. 478``` 479 480This is due to the cmake command is using Visual Studio as the generator type. Run the cmake command with the 481generator type "MinGW Makefiles" or "MSYS Makefiles". 482 483```Error: Does not match the generator used previously``` 484 485 486 487Delete the CMakeCache file in build directories build-android-arm64/ or build-android-arm32/. 488 489 490* **make command errors** 491 492``` 493-Djava.ext.dirs is not supported. 494Error: Could not create the Java Virtual Machine. 495Error: A fatal exception has occurred. Program will exit. 496 497``` 498 499Downgrade Java JDK version to [Java 8](https://www.oracle.com/java/technologies/downloads/#java8). 500 501 502##### Steps to use the RenderDoc you just built 5031. Build arm32 and arm64 android packages. See [instructions](#build-renderdoc-android-apk-on-windows) in the above 504section. 505 5062. Uninstall the renderdoc package. 507 508This step is required if you have installed / used RenderDoc on the same Android device before. RenderDoc only pushes 509the renderdoccmd APK to the Android device if it finds the version of the existing APK on the device is different from 510the version of the APK we are going to install, and the version is dictated by the git hash it was built from. Therefore 511any local modifications in the RenderDoc codebase would not get picked up if we don't uninstall the old APK first. 512 513``` 514adb uninstall org.renderdoc.renderdoccmd.arm64 515adb uninstall org.renderdoc.renderdoccmd.arm32 516``` 5173. Build renderdoc on windows desktop by clicking "build solution" in visual studio. 5184. Launch renderdoc from visual studio, and push the android packages to android device by selecting the connected 519device at the bottom left corner. 520 521### Add SPIRV-to-GLSL Shader View Option 522RenderDoc allows us to add and configure customized shader processing tools: 523https://renderdoc.org/docs/window/settings_window.html#shader-processing-tools-config. 524 525To configure RenderDoc to display shader source code in GLSL, instead of spirv, 526follow the below steps: 527 528 5291. Get the SPIRV-Cross tool: 530 531Clone the SPIRV-Cross git repo: https://github.com/KhronosGroup/SPIRV-Cross: 532``` 533git clone https://github.com/KhronosGroup/SPIRV-Cross.git 534``` 535Compile the SPIRV-Cross: 536``` 537# inside SPIRV-Cross directory 538make 539``` 5402. Open Shader Viewer Settings window: RenderDoc -> Tools -> Settings, and select 541 Shader Viewer on the left. 5423. Click Add on the bottom to add a new tool, and fill the new tool details: 543 544| Item | Value | 545|------------|-------------------------------------| 546| Name | SPIRV-CROSS | 547| Tool Type | SPIRV-Cross | 548| Executable | <spirv-cross-repo-root>/spirv-cross | 549 5505. Restart RenderDoc. 551 552## Testing with Chrome Canary 553 554Many of ANGLE's OpenGL ES entry points are exposed in Chromium as WebGL 1.0 and WebGL 2.0 APIs that 555are available via JavaScript. For testing purposes, custom ANGLE builds may be injected in Chrome 556Canary. 557 558### Setup 559 560#### Windows 561 5621. Download and install [Google Chrome Canary](https://www.google.com/chrome/canary/). 5632. Build ANGLE x64, Release. 5643. Run `python scripts\update_chrome_angle.py` to replace Canary's ANGLE with your custom ANGLE 565 (note: Canary must be closed). 566 567#### Linux 568 5691. Install Google Chrome Dev (via apt, or otherwise). Expected installation directory is 570 `/opt/google/chrome-unstable`. 5712. Build ANGLE for the running platform. `is_component_build = false` is suggested in the GN args. 5723. Run `python scripts/update_chrome_angle.py` to replace Dev's ANGLE with your custom ANGLE 5734. Add ANGLE's build path to the `LD_LIBRARY_PATH` environment variable. 574 575#### macOS 576 5771. Download and install [Google Chrome Canary](https://www.google.com/chrome/canary/). 5782. Build ANGLE for the running platform; GN args should contain `is_debug = false`. 5793. Run `./scripts/update_chrome_angle.py` to replace Canary's ANGLE with your custom ANGLE. 580 581### Usage 582 583Run Chrome: 584 585- On Windows: `%LOCALAPPDATA%\Google\Chrome SxS\chrome.exe` 586- On Linux: `/opt/google/chrome-unstable/google-chrome-unstable` 587- On macOS: `./Google\ Chrome\ Canary.app/Contents/MacOS/Google\ Chrome\ Canary` 588 589With the following command-line options: 590 591* `--use-cmd-decoder=passthrough --use-gl=angle` and one of 592 * `--use-angle=d3d9` (Direct3D 9 renderer, Windows only) 593 * `--use-angle=d3d11` (Direct3D 11 renderer, Windows only) 594 * `--use-angle=d3d11on12` (Direct3D 11on12 renderer, Windows only) 595 * `--use-angle=gl` (OpenGL renderer) 596 * `--use-angle=gles` (OpenGL ES renderer) 597 * `--use-angle=vulkan` (Vulkan renderer) 598 * `--use-angle=swiftshader` (SwiftShader renderer) 599 * `--use-angle=metal` (Metal renderer, macOS only) 600 601Additional useful options: 602 603* `--enable-logging`: To see logs 604* `--disable-gpu-watchdog`: To disable Chromium's watchdog, killing the GPU process when slow (due 605 to a debug build for example) 606* `--disable-gpu-sandbox`: To disable Chromium's sandboxing features, if it's getting in the way of 607 testing. 608* `--disable-gpu-compositing`: To make sure only the WebGL test being debugged is run through ANGLE, 609 not the entirety of Chromium. 610