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----
-breadcrumbs:
-- - /developers
- - For Developers
-- - /developers/how-tos
- - How-Tos
-- - /developers/how-tos/debugging-on-windows
- - Debugging Chromium on Windows
-page_name: graphics-debugging-in-visual-studio-2013
-title: Graphics Debugging in Visual Studio 2013
----
-
-Visual Studio 2013 has a built-in graphics debugger that can capture a rendered
-frame. This is a replacement for PIX.
-
-To use it with Chromium:
-
-* Pass the command arguments: --no-sandbox --in-process-gpu
- * To enable gpu rasterization, include the command line arguments:
- --force-gpu-rasterization --enable-impl-side-painting
- * You might need following hack or something
- diff --git a/content/app/content_main_runner.cc b/content/app/content_main_runner.cc index 05e45bd..46db961 100644 --- a/content/app/content_main_runner.cc +++ b/content/app/content_main_runner.cc @@ -401,6 +401,11 @@ int RunNamedProcessTypeMain( { switches::kGpuProcess, GpuMain }, #endif // !CHROME_MULTIPLE_DLL_BROWSER }; + base::CommandLine& command_line = + \*base::CommandLine::ForCurrentProcess(); + command_line.AppendSwitch(switches::kInProcessGPU); + command_line.AppendSwitch(switches::kNoSandbox);
-* Within Visual Studio, show the Graphics toolbar
-* Click File>Open>Project/Solution, and then click your
- chrome.exe FYI, release build chrome.exe/content_shell.exe works
- well.
-* Click the "Start Diagnostics" button on the Graphics toolbar
-* While hardware accelerated graphics are being rendered within
- Chromium, press the Print Scrn key, or the "Capture Next Rendered
- Frame" button on the Graphics toolbar
-
-Each frame time will be super imposed on top of Chrome. If you don't see this
-then the Graphics Debugger is not working correctly and you won't be able to
-capture frames.
-
-[<img alt="image"
-src="/developers/how-tos/debugging-on-windows/graphics-debugging-in-visual-studio-2013/graphicsdebugger.png">](/developers/how-tos/debugging-on-windows/graphics-debugging-in-visual-studio-2013/graphicsdebugger.png)
-
-Here is a description of some of the more important elements of the Graphic
-Debugger (numbers correspond to the highlighted part on the above image):
-
-1. The Graphic toolbar
-2. The *Graphic Event List* pane keeps a complete history of the calls
- to create the frame. Clicking through the list will generate a
- preview of the frame up to the call that you have selected in the
- .vsglog frame in the center.
-3. Within the event list, you can find objects that were created by or
- used in a function call
-4. The *Graphics Object Table* contains a list of all objects used
- during the frame
-5. The name of an object is set within the chrome source. For example,
- if you search for "Offscreen back buffer texture", you will find it
- in the function "SwapChain11::resetOffscreenTexture"
-6. Some calls within the *Graphics Event List* will give you a call
- stack (usually, you must click directly on a DirectX function to get
- a call stack)
-7. If you double click an object in the *Graphics Object Table*, you
- can get details on the object. If it is a texture, it will open and
- display the texture
-8. If you double click on a shader in the *Graphics Object Table*, you
- can open a temporary file that shows the shader code
-
-You can find more information on the Graphics Debugger at
-<http://msdn.microsoft.com/en-us/library/hh873207.aspx> and
-<https://www.youtube.com/watch?v=j4SpasLF6Co>
-
-You may find it useful to use the configuration manager within Visual Studio to
-create multiple debug targets. For example, you can set up a second
-configuration to pass the gpu specific flags. \ No newline at end of file