| # How to build ANGLE for Windows Store |
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| 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. |
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| ## Development setup |
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| ANGLE for Windows Store uses most of the same steps found in [ANGLE Development](DevSetup.md) with a few changes. |
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| ### Required Tools |
| * [Visual Studio Community 2015](http://www.visualstudio.com/downloads/download-visual-studio-vs) |
| * Required to build ANGLE on Windows and for the packaged Windows 10 SDK. |
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| ### Getting the source |
| Set the following environment variables as needed: |
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| * `GYP_GENERATORS` to `msvs` |
| * `GYP_MSVS_VERSION` to `2015` |
| * `GYP_GENERATE_WINRT` to `1` |
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| Download the ANGLE source by running the following commands: |
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| ``` |
| git clone https://chromium.googlesource.com/angle/angle |
| python angle/scripts/bootstrap.py |
| gclient sync |
| git checkout master |
| ``` |
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| Gyp will generate multiple VS2015 solution files |
| * `winrt/10/src/angle.sln` for Windows 10 |
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| ### Building ANGLE |
| 1. Open one of the ANGLE Visual Studio solution files (see [Getting the source](BuildingAngleForWindowsStore.md#Development-setup-Getting-the-source)). |
| 2. Select Build -> Configuration Manager |
| 3. In the "Active solution configuration:" drop down, select the desired configuration (eg. Release), and close the Configuration Manager. |
| 4. Select Build -> Build Solution. |
| Once the build completes, the output directory for your selected configuration (eg. `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. |
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| ### To Use ANGLE in Your Application |
| 1. A template for creating a Windows Store application that uses ANGLE can be found [here](http://blogs.msdn.com/b/vcblog/archive/2015/07/30/cross-platform-code-sharing-with-visual-c.aspx). |
| 2. 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_. |
| 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)). |
| * 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. |
| 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. |
| 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. |
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