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>
This commit is contained in:
Shahbaz Youssefi 2019-01-23 09:49:03 -05:00 коммит произвёл Commit Bot
Родитель 5313c8a899
Коммит 2553690d1d
4 изменённых файлов: 16 добавлений и 13 удалений

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OWNERS
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@ -1,6 +1,6 @@
# See https://chromium.googlesource.com/angle/angle/+/master/doc/ContributingCode.md#selecting-reviewers for per-file owners
cwallez@chromium.org
fjhenigman@chromium.org
geofflang@chromium.org
jmadill@chromium.org
syoussefi@chromium.org
ynovikov@chromium.org

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@ -1,6 +1,6 @@
# ANGLE Development
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.
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.
## Development setup
@ -30,7 +30,7 @@ On Windows:
On Linux:
* Development packages for OpenGL, X11 and libpci (all of these dependencies should be installed automatically when running install-build-deps.sh later on).
* Development packages for OpenGL, X11 and libpci (all of these dependencies should be installed automatically when running `install-build-deps.sh` later on).
* Bison and flex are not needed as we only support generating the translator grammar on Windows.
On MacOS:
@ -134,12 +134,13 @@ Also, follow [How to build ANGLE in Chromium for dev](BuildingAngleForChromiumDe
## Application Development with ANGLE
This sections describes how to use ANGLE to build an OpenGL ES application.
### Choosing a D3D Backend
ANGLE can use either a backing renderer which uses D3D11 on systems where it is available, or a D3D9-only renderer.
### Choosing a Backend
ANGLE can use a variety of backing renderers based on platform. On Windows, it defaults to D3D11 where it's available,
or D3D9 otherwise. On other desktop platforms, it defaults to GL. On mobile, it defaults to GLES.
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`.
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`.
By default, ANGLE will use a D3D11 renderer. To change the default:
To change the default D3D backend:
1. Open `src/libANGLE/renderer/d3d/DisplayD3D.cpp`
2. Locate the definition of `ANGLE_DEFAULT_D3D11` near the head of the file, and set it to your preference.

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@ -1,9 +1,9 @@
# M(ulti-platform)ANGLE effort
Starting in early 2014, the ANGLE team has begun work on refactoring the code
with the goal of supporting translation to desktop OpenGL. The new purpose of
ANGLE will be provide a consistent OpenGL ES and EGL context on as many
platforms as possible.
with the goal of supporting translation to desktop OpenGL. In 2016, work on
supporting Vulkan as a back-end started. The new purpose of ANGLE is to
provide a consistent OpenGL ES and EGL context on as many platforms as possible.
The design doc is available [here]
(https://docs.google.com/document/d/17mxRfzXuEWyvGM3t2KqVY4svvfRj_GzysOEpmnDpqeo/edit?usp=sharing).

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@ -36,10 +36,10 @@ If you're running a full test suite, it might take very long time. Running in
Debug is only useful to isolate and fix particular failures, Release will give
a better sense of total passing rate.
### Choosing a Renderer on Windows
### Choosing a Renderer
By default Windows ANGLE tests with D3D11. To specify the exact platform for
ANGLE + dEQP, use the arguments:
By default ANGLE tests with D3D11 on Windows, GLES on mobile and Desktop GL otherwise.
To specify the exact platform for ANGLE + dEQP, use the arguments:
* `--deqp-egl-display-type=angle-d3d11` for D3D11 (highest available feature level)
* `--deqp-egl-display-type=angle-d3d9` for D3D9
@ -48,6 +48,8 @@ ANGLE + dEQP, use the arguments:
* `--deqp-egl-display-type=angle-gles` for OpenGL ES (Android/ChromeOS, some Windows platforms)
* `--deqp-egl-display-type=angle-vulkan` for Vulkan (Android, Linux, Windows)
The flag `--use-angle=X` has the same effect as `--deqp-egl-display-type=angle-X`.
### Check your results
If run from Visual Studio 2015, dEQP generates a test log to