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authorShahbaz Youssefi <syoussefi@chromium.org>2019-01-23 09:49:03 -0500
committerCommit Bot <commit-bot@chromium.org>2019-01-23 15:31:55 +0000
commit2553690d1df75b3f5862519aff64f03a0ac45b38 (patch)
tree4ef4a8521b47b24eb2b92288a1eb23ad0a871dd9 /doc
parent5313c8a89964f536bff2c7f7943499f9c52e5664 (diff)
downloadangle-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.md13
-rw-r--r--doc/MANGLE.md6
-rw-r--r--doc/dEQP.md8
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