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 uses git for version control. If you are not familiar with git, helpful documentation can be found at http://git-scm.com/documentation.
On all platforms:
src/compiler/preprocessor). Use the latest versions of bison, flex and patch from the 64-bit cygwin distribution.
Set the following environment variables as needed:
msvs (other options include
On Linux and MacOS:
ninja (defaults to ‘make’ that pollutes your source directory)
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 the project files, if you update ANGLE or make a change to the projects, they can be regenerated by executing
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.
On Linux and MacOS, GYP will generate the
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.
ninja -C out/Debug or
ninja -C out/Release. Ninja is provided by
depot_tools so make sure you set up your
PATH correctly. Once the build completes, the
out/Release directories will contain the .so or .dylib libraries and test binaries.
Presently, it is not possible to build standalone ANGLE for Android. But, ANGLE for Android can be built within a Chromium checkout. The reason for that is a dependency on Chromium for Android toolchain and that it only supports GN. Also, it can only be built on Linux, as this is the only platfrom that Chromium for Android supports. In theory, once ANGLE supports standalone GN build, it may be possible to put Chromium for Android toolchain in
buildtools to build standalone ANGLE for Android.
But, for now, the steps in Checking out and building Chromium for Android should be followed to check out Chromium for Android and set up build environment. Name your output directories
out/Release, because Chromium GPU tests look for browser binaries in these folders. Replacing
out with other names seems to be OK when working with multiple build configurations. It's best to use a build configuration of some Android bot on GPU.FYI waterfall. Look for
generate_build_files step output of that bot. Remove
goma_dir flag. For example, these are the build flags from Nexus 5X bot:
build_angle_deqp_tests = true dcheck_always_on = true ffmpeg_branding = "Chrome" is_component_build = false is_debug = false proprietary_codecs = true symbol_level = 1 target_cpu = "arm64" # Nexus 5X is 64 bit, remove this on 32 bit devices target_os = "android" use_goma = true # Remove this if you don't have goma
These ANGLE targets are supported:
ninja -C out/Release translator libEGL libGLESv2 angle_unittests angle_end2end_tests angle_white_box_tests angle_deqp_gles2_tests angle_deqp_gles3_tests angle_deqp_egl_tests In order to run ANGLE tests, prepend
bin/run_ to the test name, for example:
./out/Release/bin/run_angle_unittests. Additional details are in Android Test Instructions.
Note: Running the tests not using the test runner is tricky, but is necessary in order to get a complete TestResults.qpa from the dEQP tests (since the runner shards the tests, only the results of the last shard will be available when using the test runner). First, use the runner to install the APK, test data and test expectations on the device. After the tests start running, the test runner can be stopped with Ctrl+C. Then, run
adb shell am start -a android.intent.action.MAIN -n org.chromium.native_test/.NativeUnitTestNativeActivity -e org.chromium.native_test.NativeTest.StdoutFile /sdcard/chromium_tests_root/out.txt
After the tests finish, get the results with
adb pull /sdcard/chromium_tests_root/third_party/deqp/src/data/TestResults.qpa .
In order to run GPU telemetry tests, build
chrome_public_apk target. Then follow GPU Testing 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.
Also, follow How to build ANGLE in Chromium for dev to work with Top of Tree ANGLE in Chromium.
This sections describes how to use ANGLE to build an OpenGL ES application.
ANGLE can use either a backing renderer which uses D3D11 on systems where it is available, or a D3D9-only renderer.
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_d3d.txt and examples of it’s use can be seen in the ANGLE samples and tests, particularly
By default, ANGLE will use a D3D11 renderer. To change the default:
ANGLE_DEFAULT_D3D11 near the head of the file, and set it to your preference.
include folder to provide access to the standard Khronos EGL and GLES2 header files.
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.
libGLESv2.dll from the build output directory (see Building ANGLE) into your application folder.
On Linux and MacOS, either:
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 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.
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.