diff options
author | Shahbaz Youssefi <syoussefi@chromium.org> | 2019-01-23 09:49:03 -0500 |
---|---|---|
committer | Commit Bot <commit-bot@chromium.org> | 2019-01-23 15:31:55 +0000 |
commit | 2553690d1df75b3f5862519aff64f03a0ac45b38 (patch) | |
tree | 4ef4a8521b47b24eb2b92288a1eb23ad0a871dd9 /doc | |
parent | 5313c8a89964f536bff2c7f7943499f9c52e5664 (diff) | |
download | angle-2553690d1df75b3f5862519aff64f03a0ac45b38.tar.gz |
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>
Diffstat (limited to 'doc')
-rw-r--r-- | doc/DevSetup.md | 13 | ||||
-rw-r--r-- | doc/MANGLE.md | 6 | ||||
-rw-r--r-- | doc/dEQP.md | 8 |
3 files changed, 15 insertions, 12 deletions
diff --git a/doc/DevSetup.md b/doc/DevSetup.md index 65cc43bc20..f4cb4a3bc0 100644 --- a/doc/DevSetup.md +++ b/doc/DevSetup.md @@ -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. diff --git a/doc/MANGLE.md b/doc/MANGLE.md index 2bca69bcc9..132a776303 100644 --- a/doc/MANGLE.md +++ b/doc/MANGLE.md @@ -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). diff --git a/doc/dEQP.md b/doc/dEQP.md index 54648e7f2a..80d21702d1 100644 --- a/doc/dEQP.md +++ b/doc/dEQP.md @@ -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 |