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Debug Guidelines
Issue reports
When reporting issues or finding bugs, we often need backtraces, debug logs, or both in order to track down the issue.
Graphics Debugging
If your bug is related to a graphical issue--e.g. mismatched colors, vertex explosions, flickering, etc.--then you are required to include graphical debugging logs in your issue reports.
Graphics Debugging is found in General -> Debug on desktop, and Advanced Settings -> Debug on Android. Android users are all set; however, desktop users may need to install the Vulkan Validation Layers:
- Windows: Install the Vulkan SDK
- Linux, BSD, etc: Install
vulkan-validation-layers,vulkan-layers, or similar from your package manager. It should be located in e.g./usr/lib64/libVkLayer_khronos_validation.so
Once Graphics Debugging is enabled, run the problematic game again and continue. Note that the game may run extremely slow on weak hardware.
Debug Logs
Debug logs can be found in General -> Debug -> Open Log Location on desktop, and Share Debug Logs on Android. This MUST be included in all bug reports, except for certain UI bugs--but we still highly recommend them even for UI bugs.
Debugging (host code)
Ignoring SIGSEGV when debugging in host:
- gdb:
handle SIGSEGV nostop pass. - lldb:
pro hand -p true -s false -n false SIGSEGV.
Debugging (guest code)
gdb
You must have GDB installed for aarch64 to debug the target. Install it through your package manager, e.g.:
- On Arch:
sudo pacman -Syu aarch64-linux-gnu-gdb
- On Gentoo:
sudo emerge --ask crossdevsudo crossdev -t aarch64-unknown-linux-gnu --ex-gdb
Run ./build/bin/eden-cli -c <path to your config file (see logs where you run eden normally to see where it is)> -d -g <path to game>, or Enable GDB Stub at General > Debug, then hook up an aarch64-gdb:
target remote localhost:6543
Type c (for continue) and then if it crashes just do a bt (backtrace) and layout asm
gdb cheatsheet
mo <cmd>: Monitor commands,get info,get fastmemandget mappingsare available. Typemo helpfor more info.detach: Detach from remote (i.e restarting the emulator).c: Continuep <expr>: Print variable,p/x <expr>for hexadecimal.r: Runbt: Print backtraceinfo threads: Print all active threadsthread <number>: Switch to the given thread (seeinfo threads)layout asm: Display in assembly mode (TUI)si: Step assembly instructionsorstep: Step over LINE OF CODE (not assembly)display <expr>: Display variable each step.n: Next (skips over call frame of a function)frame <number>: Switches to the given frame (frombt)br <expr>: Set breakpoint at<expr>.delete: Deletes all breakpoints.catch throw: Breakpoint at throw. Can also usebr __cxa_throwbr _mesa_error: Break on mesa errors (set environment variableMESA_DEBUG=1beforehand), see MESA_DEBUG.
Expressions can be variable_names or 1234 (numbers) or *var (dereference of a pointer) or *(1 + var) (computed expression).
For more information type info gdb and read the man page.
RenderDoc (Graphic Debugging Tool)
Guidelines for graphical debugging using RenderDoc: RenderDoc usage