зеркало из https://github.com/AvaloniaUI/angle.git
Documentation update
Mostly mentioning other platforms where older documentation mentioned only Windows. Bug: angleproject:1944 Change-Id: Ib020892fbdee22d3dc60aa71ac6b3c5f504728c4 Reviewed-on: https://chromium-review.googlesource.com/c/1430559 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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# See https://chromium.googlesource.com/angle/angle/+/master/doc/ContributingCode.md#selecting-reviewers for per-file owners
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cwallez@chromium.org
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fjhenigman@chromium.org
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geofflang@chromium.org
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jmadill@chromium.org
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syoussefi@chromium.org
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ynovikov@chromium.org
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# ANGLE Development
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ANGLE provides OpenGL ES 2.0 and EGL 1.4 libraries and dlls. You can use these to build and run OpenGL ES 2.0 applications on Windows.
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ANGLE provides OpenGL ES 2.0 and EGL 1.4 libraries and dlls. You can use these to build and run OpenGL ES 2.0 applications on Windows, Linux, Mac and Android.
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## Development setup
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On Linux:
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* Development packages for OpenGL, X11 and libpci (all of these dependencies should be installed automatically when running install-build-deps.sh later on).
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* Development packages for OpenGL, X11 and libpci (all of these dependencies should be installed automatically when running `install-build-deps.sh` later on).
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* Bison and flex are not needed as we only support generating the translator grammar on Windows.
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On MacOS:
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## Application Development with ANGLE
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This sections describes how to use ANGLE to build an OpenGL ES application.
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### Choosing a D3D Backend
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ANGLE can use either a backing renderer which uses D3D11 on systems where it is available, or a D3D9-only renderer.
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### Choosing a Backend
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ANGLE can use a variety of backing renderers based on platform. On Windows, it defaults to D3D11 where it's available,
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or D3D9 otherwise. On other desktop platforms, it defaults to GL. On mobile, it defaults to GLES.
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ANGLE provides an EGL extension called `EGL_ANGLE_platform_angle` which allows uers to select which renderer to use at EGL initialization time by calling eglGetPlatformDisplayEXT with special enums. Details of the extension can be found in it's specification in `extensions/ANGLE_platform_angle.txt` and `extensions/ANGLE_platform_angle_d3d.txt` and examples of it's use can be seen in the ANGLE samples and tests, particularly `util/EGLWindow.cpp`.
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ANGLE provides an EGL extension called `EGL_ANGLE_platform_angle` which allows uers to select which renderer to use at EGL initialization time by calling eglGetPlatformDisplayEXT with special enums. Details of the extension can be found in it's specification in `extensions/ANGLE_platform_angle.txt` and `extensions/ANGLE_platform_angle_*.txt` and examples of it's use can be seen in the ANGLE samples and tests, particularly `util/EGLWindow.cpp`.
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By default, ANGLE will use a D3D11 renderer. To change the default:
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To change the default D3D backend:
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1. Open `src/libANGLE/renderer/d3d/DisplayD3D.cpp`
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2. Locate the definition of `ANGLE_DEFAULT_D3D11` near the head of the file, and set it to your preference.
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# M(ulti-platform)ANGLE effort
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Starting in early 2014, the ANGLE team has begun work on refactoring the code
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with the goal of supporting translation to desktop OpenGL. The new purpose of
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ANGLE will be provide a consistent OpenGL ES and EGL context on as many
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platforms as possible.
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with the goal of supporting translation to desktop OpenGL. In 2016, work on
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supporting Vulkan as a back-end started. The new purpose of ANGLE is to
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provide a consistent OpenGL ES and EGL context on as many platforms as possible.
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The design doc is available [here]
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(https://docs.google.com/document/d/17mxRfzXuEWyvGM3t2KqVY4svvfRj_GzysOEpmnDpqeo/edit?usp=sharing).
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Debug is only useful to isolate and fix particular failures, Release will give
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a better sense of total passing rate.
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### Choosing a Renderer on Windows
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### Choosing a Renderer
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By default Windows ANGLE tests with D3D11. To specify the exact platform for
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ANGLE + dEQP, use the arguments:
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By default ANGLE tests with D3D11 on Windows, GLES on mobile and Desktop GL otherwise.
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To specify the exact platform for ANGLE + dEQP, use the arguments:
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* `--deqp-egl-display-type=angle-d3d11` for D3D11 (highest available feature level)
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* `--deqp-egl-display-type=angle-d3d9` for D3D9
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* `--deqp-egl-display-type=angle-gles` for OpenGL ES (Android/ChromeOS, some Windows platforms)
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* `--deqp-egl-display-type=angle-vulkan` for Vulkan (Android, Linux, Windows)
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The flag `--use-angle=X` has the same effect as `--deqp-egl-display-type=angle-X`.
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### Check your results
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If run from Visual Studio 2015, dEQP generates a test log to
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