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Add Chrome Canary ANGLE injection steps
Bug: angleproject:1944 Change-Id: I89ade8230271378cd8b2a5a7cb58ad6c0e4f1fde Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2724271 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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@@ -263,3 +263,48 @@ arguments:
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Note that in the above, only a single command line argument is supported with RenderDoc. If testing
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dEQP on a non-default platform, the easiest way would be to modify `GetDefaultAPIName()` in
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`src/tests/deqp_support/angle_deqp_gtest.cpp` (and avoid `--use-angle=X`).
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## Testing with Chrome Canary
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Many of ANGLE's OpenGL ES entry points are exposed in Chromium as WebGL 1.0 and WebGL 2.0 APIs that
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are available via JavaScript. For testing purposes, custom ANGLE builds may be injected in Chrome
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Canary.
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### Setup
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#### Windows
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1. Download and install [Google Chrome Canary](https://www.google.com/chrome/canary/).
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2. Build ANGLE x64, Release.
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3. Run `python scripts\update_canary_angle.py` to replace Canary's ANGLE with your custom ANGLE
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(note: Canary must be closed).
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#### macOS
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1. Download and install [Google Chrome Canary](https://www.google.com/chrome/canary/).
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2. Clear all attributes.
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```
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% xattr -cr /Applications/Google\ Chrome\ Canary.app
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```
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3. Build ANGLE x64 or arm64, Release.
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4. Replace ANGLE libraries, adjusting paths if needed.
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```
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% cp angle/out/Release/{libEGL.dylib,libGLESv2.dylib} /Applications/Google\ Chrome\ Canary.app/Contents/Frameworks/Google\ Chrome\ Framework.framework/Libraries
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```
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5. Re-sign the application bundle.
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```
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% codesign --force --sign - --deep /Applications/Google\ Chrome\ Canary.app
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```
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### Usage
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Run `%LOCALAPPDATA%\Google\Chrome SxS\chrome.exe` (Windows) or `./Google\ Chrome\ Canary.app/Contents/MacOS/Google\ Chrome\ Canary` (macOS) with the following command-line options:
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* `--use-cmd-decoder=passthrough --use-gl=angle` and one of
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* `--use-angle=d3d9` (Direct3D 9 renderer, Windows only)
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* `--use-angle=d3d11` (Direct3D 11 renderer, Windows only)
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* `--use-angle=d3d11on12` (Direct3D 11on12 renderer, Windows only)
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* `--use-angle=gl` (OpenGL renderer)
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* `--use-angle=gles` (OpenGL ES renderer)
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* `--use-angle=vulkan` (Vulkan renderer)
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* `--use-angle=swiftshader` (SwiftShader renderer)
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* `--use-angle=metal` (Metal renderer, macOS only)
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