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kc3-lang/angle/doc/BuildingAngleForWindowsStore.md

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  • Author : Frank Henigman
    Date : 2017-11-16 23:45:34
    Hash : 3c613c0d
    Message : Update docs for GN standalone and GYP deprecation. Explain how to use GN and say not to use GYP. BUG=angleproject:1569 Change-Id: I972126dced28fa7a70eb301b500f172376a569c1 Reviewed-on: https://chromium-review.googlesource.com/775858 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • doc/BuildingAngleForWindowsStore.md
  • # How to build ANGLE for Windows Store
    
    Building for Windows Store is deprecated because it requires [GYP](gyp.md).
    
    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.
    
    ## Development setup
    
    ANGLE for Windows Store uses most of the same steps found in [ANGLE Development](DevSetup.md) with a few changes.
    
    ### Required Tools
     * [Visual Studio Community 2015](http://www.visualstudio.com/downloads/download-visual-studio-vs)
       * Required to build ANGLE on Windows and for the packaged Windows 10 SDK.
    
    
    ### Getting the source
    Set the following environment variables as needed:
    
     * `GYP_GENERATORS` to `msvs`
     * `GYP_MSVS_VERSION` to `2015`
     * `GYP_GENERATE_WINRT` to `1`
    
    Download the ANGLE source by running the following commands:
    
    ```
    git clone https://chromium.googlesource.com/angle/angle
    cd angle
    python scripts/bootstrap.py
    gclient sync
    git checkout master
    ```
    
    Gyp will generate multiple VS2015 solution files
     * `winrt/10/src/angle.sln` for Windows 10
    
    
    ### Building ANGLE
     1. Open one of the ANGLE Visual Studio solution files (see [Getting the source](#getting-the-source)).
     2. Select Build -> Configuration Manager
     3. In the "Active solution configuration:" drop down, select the desired configuration (eg. Release), and close the Configuration Manager.
     4. Select Build -> Build Solution.
    Once the build completes, the output directory for your selected configuration (eg. `Release_Win32`, located next to the solution file) will contain the required libraries and dlls to build and run an OpenGL ES 2.0 application.
    
    ### To Use ANGLE in Your Application
     1. A template for creating a Windows Store application that uses ANGLE can be found [here](http://blogs.msdn.com/b/vcblog/archive/2015/07/30/cross-platform-code-sharing-with-visual-c.aspx).
     2. Configure your build environment to have access to the `include` folder to provide access to the standard Khronos EGL and GLES2 header files.
      * For Visual C++
         * Right-click your project in the _Solution Explorer_, and select _Properties_.
         * Under the _Configuration Properties_ branch, click _C/C++_.
         * Add the relative path to the Khronos EGL and GLES2 header files to _Additional Include Directories_.
     3. Configure your build environment to have access to `libEGL.lib` and `libGLESv2.lib` found in the build output directory (see [Building ANGLE](DevSetup.md#building-with-visual-studio)).
       * For Visual C++
         * Right-click your project in the _Solution Explorer_, and select _Properties_.
         * Under the _Configuration Properties_ branch, open the _Linker_ branch and click _Input_.
         * Add the relative paths to both the `libEGL.lib` file and `libGLESv2.lib` file to _Additional Dependencies_, separated by a semicolon.
     4. Copy `libEGL.dll` and `libGLESv2.dll` from the build output directory (see [Building ANGLE](DevSetup.md#building-with-visual-studio)) into your application folder or packages location if a ANGLE Windows Store NuGet was used.
     5. Code your application to the Khronos [OpenGL ES 2.0](http://www.khronos.org/registry/gles/) and [EGL 1.4](http://www.khronos.org/registry/egl/) APIs.