Hash :
1cd52d2c
Author :
Date :
2020-02-18T15:28:29
docs: Document how to use ANGLE on Android This CL creates a new page that is dedicated to building and using ANGLE for Android. With Android 10 released, now anyone can try out ANGLE as their GLES driver for debuggable apps. It can also be loaded for any app if the user has root access. Also migrated existing Android build instructions with updates from the team. Bug: angleproject:4347 Change-Id: Iead6a456780aba033a1227605f197a456ad30eb3 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2063569 Reviewed-by: Cody Northrop <cnorthrop@google.com> Commit-Queue: Cody Northrop <cnorthrop@google.com>
ANGLE provides OpenGL ES 3.1 and EGL 1.5 libraries and tests. You can use these to build and run OpenGL ES applications on Windows, Linux, Mac and Android.
ANGLE uses git for version control. Helpful documentation can be found at http://git-scm.com/documentation.
On all platforms:
depot_tools is in your path as it provides ninja for compilation. download_from_google_storage --config to login to Google Storage. On Windows:
DEPOT_TOOLS_WIN_TOOLCHAIN=0 in your environment if you are not a Googler. On Linux:
install-build-deps.sh later on. On MacOS:
git clone https://chromium.googlesource.com/angle/angle
cd angle
python scripts/bootstrap.py
gclient sync
git checkout master
On Linux only, you need to install all the necessary dependencies before going further by running this command:
./build/install-build-deps.sh
After this completes successfully, you are ready to generate the ninja files:
gn gen out/Debug
On Windows only, ensure you set DEPOT_TOOLS_WIN_TOOLCHAIN=0 in your environment (if you are not a Googler).
GN will generate ninja files. To change the default build options run gn args out/Debug. Some commonly used options are:
target_cpu = "x86" (default is "x64")
is_clang = false (to use system default compiler instead of clang)
is_debug = true (enable debugging, true is the default)
dcheck_always_on = true (enable release asserts and debug layers)
For a release build run gn args out/Release and set is_debug = false.
On Windows, you can build for the Universal Windows Platform (UWP) by setting target_os = "winuwp" in the args.
For more information on GN run gn help.
Ninja can be used to compile on all platforms with one of the following commands:
autoninja -C out/Debug
autoninja -C out/Release
Ninja automatically calls GN to regenerate the build files on any configuration change.
Ensure depot_tools is in your path as it provides ninja.
To generate the Visual Studio solution in out/Debug/angle-debug.sln:
gn gen out/Debug --sln=angle-debug --ide=vs2019
In Visual Studio:
out/Debug/angle-debug.sln. autoninja from the command line to build.
Once the build completes all ANGLE libraries, tests, and samples will be located in out/Debug.
See the Android specific documentation.
This sections describes how to use ANGLE to build an OpenGL ES application.
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_*.txt and examples of it’s use can be seen in the ANGLE samples and tests, particularly util/EGLWindow.cpp.
To change the default D3D backend:
src/libANGLE/renderer/d3d/DisplayD3D.cpp ANGLE_DEFAULT_D3D11 near the head of the file, and set it to your preference. On Windows:
include folder to provide access to the standard Khronos EGL and GLES2 header files. libEGL.lib and libGLESv2.lib found in the build output directory (see Building ANGLE). libEGL.lib file and libGLESv2.lib file to Additional Dependencies, separated by a semicolon. libEGL.dll and libGLESv2.dll from the build output directory (see Building ANGLE) into your application folder. On Linux and MacOS, either:
libGLESv2 and libEGL dlopen to load the OpenGL ES and EGL entry points at runtime. In addition to OpenGL ES 2.0 and EGL 1.4 libraries, ANGLE also provides a GLSL ES to GLSL translator. This is useful for implementing OpenGL ES emulators on top of desktop OpenGL.
The translator code is included with ANGLE but fully independent; it resides in src/compiler.
Follow the steps above for getting and building ANGLE to build the translator on the platform of your choice.
The basic usage is shown in essl_to_glsl sample under samples/translator. To translate a GLSL ES shader, following functions need to be called in the same order:
ShInitialize() initializes the translator library and must be called only once from each process using the translator. ShContructCompiler() creates a translator object for vertex or fragment shader. ShCompile() translates the given shader. ShDestruct() destroys the given translator. ShFinalize() shuts down the translator library and must be called only once from each process using the translator.
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# ANGLE Development
ANGLE provides OpenGL ES 3.1 and EGL 1.5 libraries and tests. You can use these to build and run OpenGL ES applications on Windows, Linux, Mac and Android.
## Development setup
### Version Control
ANGLE uses git for version control. Helpful documentation can be found at [http://git-scm.com/documentation](http://git-scm.com/documentation).
### Required Tools
On all platforms:
* [depot_tools](https://commondatastorage.googleapis.com/chrome-infra-docs/flat/depot_tools/docs/html/depot_tools_tutorial.html#_setting_up)
* Required to download dependencies (with gclient), generate build files (with GN), and compile ANGLE (with ninja).
* Ensure `depot_tools` is in your path as it provides ninja for compilation.
* For Googlers, run `download_from_google_storage --config` to login to Google Storage.
On Windows:
* ***IMPORTANT: Set `DEPOT_TOOLS_WIN_TOOLCHAIN=0` in your environment if you are not a Googler.***
* [Visual Studio Community 2019](https://visualstudio.microsoft.com/vs/)
* [Windows 10 Standalone SDK version 10.0.17134 exactly](https://developer.microsoft.com/en-us/windows/downloads/windows-10-sdk).
* You should install it through Visual Studio Installer if available.
* Comes with additional features that aid development, such as the Debug runtime for D3D11. Required for the D3D Compiler DLL.
* (optional) See the [Chromium Windows build instructions](https://chromium.googlesource.com/chromium/src/+/master/docs/windows_build_instructions.md) for more info.
On Linux:
* Install package dependencies by 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:
* [XCode](https://developer.apple.com/xcode/) for Clang and development files.
* Bison and flex are not needed as we only support generating the translator grammar on Windows.
### Getting the source
```
git clone https://chromium.googlesource.com/angle/angle
cd angle
python scripts/bootstrap.py
gclient sync
git checkout master
```
On Linux only, you need to install all the necessary dependencies before going further by running this command:
```
./build/install-build-deps.sh
```
After this completes successfully, you are ready to generate the ninja files:
```
gn gen out/Debug
```
On Windows only, ensure you **set `DEPOT_TOOLS_WIN_TOOLCHAIN=0` in your environment** (if you are not a Googler).
GN will generate ninja files. To change the default build options run `gn args out/Debug`. Some commonly used options are:
```
target_cpu = "x86" (default is "x64")
is_clang = false (to use system default compiler instead of clang)
is_debug = true (enable debugging, true is the default)
dcheck_always_on = true (enable release asserts and debug layers)
```
For a release build run `gn args out/Release` and set `is_debug = false`.
On Windows, you can build for the Universal Windows Platform (UWP) by setting `target_os = "winuwp"` in the args.
For more information on GN run `gn help`.
Ninja can be used to compile on all platforms with one of the following commands:
```
autoninja -C out/Debug
autoninja -C out/Release
```
Ninja automatically calls GN to regenerate the build files on any configuration change.
Ensure `depot_tools` is in your path as it provides ninja.
### Building with Visual Studio
To generate the Visual Studio solution in `out/Debug/angle-debug.sln`:
```
gn gen out/Debug --sln=angle-debug --ide=vs2019
```
In Visual Studio:
1. Open the ANGLE solution file `out/Debug/angle-debug.sln`.
2. It is recommended you still use `autoninja` from the command line to build.
3. If you do want to build in the solution, "Build Solution" is not functional with GN. Build one target at a time.
Once the build completes all ANGLE libraries, tests, and samples will be located in `out/Debug`.
### Building ANGLE for Android
See the Android specific [documentation](DevSetupAndroid.md#ANGLE-for-Android).
## Application Development with ANGLE
This sections describes how to use ANGLE to build an OpenGL ES application.
### 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_*.txt` and examples of it's use can be seen in the ANGLE samples and tests, particularly `util/EGLWindow.cpp`.
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.
### To Use ANGLE in Your Application
On Windows:
1. 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_.
2. Configure your build environment to have access to `libEGL.lib` and `libGLESv2.lib` found in the build output directory (see [Building ANGLE](#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.
3. Copy `libEGL.dll` and `libGLESv2.dll` from the build output directory (see [Building ANGLE](#building-with-visual-studio)) into your application folder.
4. 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.
On Linux and MacOS, either:
- Link you application against `libGLESv2` and `libEGL`
- Use `dlopen` to load the OpenGL ES and EGL entry points at runtime.
## GLSL ES to GLSL Translator
In addition to OpenGL ES 2.0 and EGL 1.4 libraries, ANGLE also provides a GLSL ES to GLSL translator. This is useful for implementing OpenGL ES emulators on top of desktop OpenGL.
### Source and Building
The translator code is included with ANGLE but fully independent; it resides in `src/compiler`.
Follow the steps above for [getting and building ANGLE](#getting-the-source) to build the translator on the platform of your choice.
### Usage
The basic usage is shown in `essl_to_glsl` sample under `samples/translator`. To translate a GLSL ES shader, following functions need to be called in the same order:
* `ShInitialize()` initializes the translator library and must be called only once from each process using the translator.
* `ShContructCompiler()` creates a translator object for vertex or fragment shader.
* `ShCompile()` translates the given shader.
* `ShDestruct()` destroys the given translator.
* `ShFinalize()` shuts down the translator library and must be called only once from each process using the translator.