You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Update stale/broken links. Use consistent link style:
- links between our files should relative
- omit filename for links within same file
- don't specify heading id
Don't use same heading twice in one file because the markdown compilers
on googlesource.com and github have different ways of disambiguating them,
so this is the easiest way to have links work on both sites.
BUG=angleproject:1569
Change-Id: Iefd5ab8014d582a017f64e383f301ea0b8e60433
Reviewed-on: https://chromium-review.googlesource.com/789445
Reviewed-by: Yuly Novikov <[email protected]>
Reviewed-by: Geoff Lang <[email protected]>
Commit-Queue: Frank Henigman <[email protected]>
1. Open one of the ANGLE Visual Studio solution files (see [Getting the source](BuildingAngleForWindowsStore.md#Development-setup-Getting-the-source)).
36
+
1. Open one of the ANGLE Visual Studio solution files (see [Getting the source](#getting-the-source)).
37
37
2. Select Build -> Configuration Manager
38
38
3. In the "Active solution configuration:" drop down, select the desired configuration (eg. Release), and close the Configuration Manager.
39
39
4. Select Build -> Build Solution.
@@ -46,11 +46,11 @@ Once the build completes, the output directory for your selected configuration (
46
46
* Right-click your project in the _Solution Explorer_, and select _Properties_.
47
47
* Under the _Configuration Properties_ branch, click _C/C++_.
48
48
* Add the relative path to the Khronos EGL and GLES2 header files to _Additional Include Directories_.
49
-
3. Configure your build environment to have access to `libEGL.lib` and `libGLESv2.lib` found in the build output directory (see [Building ANGLE](DevSteup.md#Building-ANGLE)).
49
+
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-angle-on-windows)).
50
50
* For Visual C++
51
51
* Right-click your project in the _Solution Explorer_, and select _Properties_.
52
52
* Under the _Configuration Properties_ branch, open the _Linker_ branch and click _Input_.
53
53
* Add the relative paths to both the `libEGL.lib` file and `libGLESv2.lib` file to _Additional Dependencies_, separated by a semicolon.
54
-
4. Copy `libEGL.dll` and `libGLESv2.dll` from the build output directory (see [Building ANGLE](DevSetup.md#Building-ANGLE)) into your application folder or packages location if a ANGLE Windows Store NuGet was used.
54
+
4. Copy `libEGL.dll` and `libGLESv2.dll` from the build output directory (see [Building ANGLE](DevSetup.md#building-angle-on-windows)) into your application folder or packages location if a ANGLE Windows Store NuGet was used.
55
55
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.
Copy file name to clipboardexpand all lines: doc/ContributingCode.md
+7-7
Original file line number
Diff line number
Diff line change
@@ -3,7 +3,7 @@
3
3
## Communicate
4
4
5
5
* Whether you're writing a new feature or fixing an existing bug, it pays to get a second opinion before you get too far. If it's a new feature idea, post to the discussion group ([angleproject](https://groups.google.com/forum/?fromgroups#!forum/angleproject)) and propose it or talk with the ANGLE team on IRC in the #ANGLEproject channel on FreeNode.
6
-
* Not all bugs in our [bug system](https://code.google.com/p/angleproject/issues/list) are assigned, but if the one you're interested in fixing is, send a note to the person it's assigned to and ask if they would like a patch.
6
+
* Not all bugs in our [bug system](https://bugs.chromium.org/p/angleproject/issues/list) are assigned, but if the one you're interested in fixing is, send a note to the person it's assigned to and ask if they would like a patch.
7
7
* Behavior changes and anything nontrivial (i.e. anything other than simple cleanups and style fixes) should generally be tracked in the bug system. Please [file a bug](http://anglebug.com/new) and describe what you're doing if there isn't one already.
8
8
9
9
## Get your code ready
@@ -15,15 +15,15 @@
15
15
### Build maintenance
16
16
1. If you added or removed source files:
17
17
* You _must_ update the gyp build scripts lists with your changes. See `src/libEGL.gypi`, `src/libGLESv2.gypi`, and `src/compiler.gypi`.
18
-
2. ANGLE also now maintains a BUILD.gn script for [Chromium's gn build](https://code.google.com/p/chromium/wiki/gn). If you changed the gyp files other than to add or remove new files, you will also need to update BUILD.gn. Ask a project member for help with testing if you don't have a Chromium checkout.
18
+
2. ANGLE also now maintains a BUILD.gn script for [Chromium's gn build](https://www.chromium.org/developers/gn-build-configuration). If you changed the gyp files other than to add or remove new files, you will also need to update BUILD.gn. Ask a project member for help with testing if you don't have a Chromium checkout.
19
19
3. If you modified `glslang.y` or `glslang.l`:
20
20
* You _must_ update the bison-generated compiler sources. Download and install the latest 64-bit Bison and flex from official [Cygwin](https://cygwin.com/install.html) on _Windows_. From the Cygwin shell run `generate_parser.sh` in `src/compiler/translator` and update your CL. Do not edit the generated files by hand.
21
21
*_NOTE:_ You can ignore failing chunk messages if there are no compile errors.
22
22
* If you modified `ExpressionParser.y` or `Tokenizer.l`, follow the same process by running `src/compiler/preprocessor/generate_parser.sh`.
23
23
24
24
### Testing
25
25
* ANGLE uses trybots to test on a variety of platforms. Please run your changes against our bots and check the results before landing changes or requesting reviews.
26
-
* Upload your change (see [Making changes](ContributingCode.md#making-changes)).
26
+
* Upload your change (see [Making changes](#making-changes)).
27
27
* To kick of a try job, use the 'CQ Dry Run' button, or set the Commit-Queue +1 label to trigger a dry run of the CQ (will not land the change).
28
28
* If you are not part of the `angle-committers` group, you will need to either ask to be added or ask a member of the group to submit the tryjob for you. Add jmadill or geofflang as a reviewer for assistance.
29
29
* Wait for the bots to report the result on the code review page. The bot results should be visible in Gerrit as yellow (in-progress), green (passed), or red (failed). This can take up to two hours for some of the debug bots. Click on the colored rectangle to open the bot log to triage failed tests.
@@ -41,7 +41,7 @@
41
41
* ANGLE also includes the [drawElements Quality Program (dEQP)](dEQP.md) for additional testing. If you're working on a new feature, there may be some extensive tests for it already written.
42
42
43
43
### Legal
44
-
1. You must complete the [Individual Contributor License Agreement](http://code.google.com/legal/individual-cla-v1.0.html). You can do this online, and it only takes a minute. If you are contributing on behalf of a corporation, you must fill out the [Corporate Contributor License Agreement](http://code.google.com/legal/corporate-cla-v1.0.html) and send it to Google as described on that page.
44
+
1. You must complete the [Individual Contributor License Agreement](https://cla.developers.google.com/about/google-individual). You can do this online, and it only takes a minute. If you are contributing on behalf of a corporation, you must fill out the [Corporate Contributor License Agreement](https://cla.developers.google.com/about/google-corporate) and send it to Google as described on that page.
45
45
2. Once you've submitted the CLA, please email the following information (as entered on the CLA) to `shannonwoods at chromium dot org` for record keeping purposes:
46
46
* Full Name:
47
47
* Email:
@@ -63,7 +63,7 @@
63
63
* Download the hook from [https://chromium-review.googlesource.com/tools/hooks/commit-msg](https://chromium-review.googlesource.com/tools/hooks/commit-msg) and copy this file to `.git/hooks/commit-msg` within your local repository. On non-Windows, platforms, ensure that permissions are set to allow execution.
64
64
**BE AWARE:* Some patch management tools, such as StGit, currently bypass git hooks. They should not currently be used with changes intended for review.
65
65
66
-
### Making changes {#making-changes}
66
+
### Making changes
67
67
1. Commit your changes locally:
68
68
*`git add src/../FileName.cpp`
69
69
*`git commit`
@@ -79,7 +79,7 @@
79
79
3. Upload the change list
80
80
*`git cl upload`
81
81
* The change list and modified files will be uploaded to
* Take a moment to perform a self-review of your code. Gerrit's viewer makes it easy to see whitespace errors, erroneous tabs, and other simple style problems.
85
85
* Designate reviewers-- if you don't do this, reviewers may not realize you're requesting a review!
Copy file name to clipboardexpand all lines: doc/DevSetup.md
+9-8
Original file line number
Diff line number
Diff line change
@@ -59,12 +59,12 @@ git checkout master
59
59
60
60
GYP will generate the project files, if you update ANGLE or make a change to the projects, they can be regenerated by executing `gclient runhooks`.
61
61
62
-
On Windows GYP will generate the main VS2015 solution file as gyp/ANGLE.sln. For generating a Windows Store version of ANGLE view the [Windows Store instructions](doc/BuildingAngleForWindowsStore.md).
62
+
On Windows GYP will generate the main VS2015 solution file as gyp/ANGLE.sln. For generating a Windows Store version of ANGLE view the [Windows Store instructions](BuildingAngleForWindowsStore.md).
63
63
64
64
On Linux and MacOS, GYP will generate the `out/Debug` and `out/Release` directories.
65
65
66
66
### Building ANGLE on Windows
67
-
1. Open one of the ANGLE Visual Studio solution files (see [Getting the source](DevSetup.md#Development-setup-Getting-the-source)).
67
+
1. Open one of the ANGLE Visual Studio solution files (see [Getting the source](#getting-the-source)).
68
68
2. Select Build -> Configuration Manager
69
69
3. In the "Active solution configuration:" drop down, select the desired configuration (eg. Release), and close the Configuration Manager.
70
70
4. Select Build -> Build Solution.
@@ -78,7 +78,7 @@ Once the build completes, the `out/Debug` or `out/Release` directories will cont
78
78
Presently, it is not possible to build standalone ANGLE for Android.
79
79
But, ANGLE for Android can be built within a Chromium checkout.
80
80
The reason for that is a dependency on Chromium for Android toolchain and that it only supports GN.
81
-
Also, it can only be built on Linux, as this is the only platfrom that Chromium for Android supports.
81
+
Also, it can only be built on Linux, as this is the only platform that Chromium for Android supports.
82
82
In theory, once ANGLE supports standalone GN build, it may be possible to put Chromium for Android toolchain in `third_party` or `buildtools` to build standalone ANGLE for Android.
83
83
84
84
But, for now, the steps in [Checking out and building Chromium for Android](https://chromium.googlesource.com/chromium/src/+/master/docs/android_build_instructions.md) should be followed to check out Chromium for Android and set up build environment.
In order to run GPU telemetry tests, build `chrome_public_apk` target. Then follow [GPU Testing](http://www.chromium.org/developers/testing/gpu-testing#TOC-Running-the-GPU-Tests-Locally) doc, using `--browser=android-chromium` argument. Make sure to set your `CHROMIUM_OUT_DIR` environment variable, so that your browser is found, otherwise the stock one will run.
116
116
117
-
Also, follow [How to build ANGLE in Chromium for dev](https://chromium.googlesource.com/angle/angle/+/HEAD/doc/BuildingAngleForChromiumDevelopment.md) to work with Top of Tree ANGLE in Chromium.
117
+
Also, follow [How to build ANGLE in Chromium for dev](BuildingAngleForChromiumDevelopment.md) to work with Top of Tree ANGLE in Chromium.
118
118
119
119
## Application Development with ANGLE
120
120
This sections describes how to use ANGLE to build an OpenGL ES application.
@@ -137,12 +137,12 @@ On Windows:
137
137
* Right-click your project in the _Solution Explorer_, and select _Properties_.
138
138
* Under the _Configuration Properties_ branch, click _C/C++_.
139
139
* Add the relative path to the Khronos EGL and GLES2 header files to _Additional Include Directories_.
140
-
2. Configure your build environment to have access to `libEGL.lib` and `libGLESv2.lib` found in the build output directory (see [Building ANGLE](DevSteup.md#Building-ANGLE)).
140
+
2. Configure your build environment to have access to `libEGL.lib` and `libGLESv2.lib` found in the build output directory (see [Building ANGLE](#building-angle-on-windows)).
141
141
* For Visual C++
142
142
* Right-click your project in the _Solution Explorer_, and select _Properties_.
143
143
* Under the _Configuration Properties_ branch, open the _Linker_ branch and click _Input_.
144
144
* Add the relative paths to both the `libEGL.lib` file and `libGLESv2.lib` file to _Additional Dependencies_, separated by a semicolon.
145
-
3. Copy `libEGL.dll` and `libGLESv2.dll` from the build output directory (see [Building ANGLE](DevSetup.md#Building-ANGLE)) into your application folder.
145
+
3. Copy `libEGL.dll` and `libGLESv2.dll` from the build output directory (see [Building ANGLE](#building-angle-on-windows)) into your application folder.
146
146
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.
147
147
148
148
On Linux and MacOS, either:
@@ -153,8 +153,9 @@ On Linux and MacOS, either:
153
153
## GLSL ES to GLSL Translator
154
154
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.
155
155
156
-
### Getting the source
157
-
The translator code is fully independent of the rest of ANGLE code and resides in `src/compiler`. It is cross-platform and build files for operating systems other than Windows can be generated by following the `Generating project files` steps above.
156
+
### Source and Building
157
+
The translator code is included with ANGLE but fully independent; it resides in `src/compiler`.
158
+
Follow the steps above for [getting and building ANGLE](#getting-the-source) to build the translator on the platform of your choice.
158
159
159
160
### Usage
160
161
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:
0 commit comments