diff --git a/contributing/development/compiling/compiling_for_windows.rst b/contributing/development/compiling/compiling_for_windows.rst index 3cf268d19f4..44c03da83ba 100644 --- a/contributing/development/compiling/compiling_for_windows.rst +++ b/contributing/development/compiling/compiling_for_windows.rst @@ -239,6 +239,43 @@ Or, with all options enabled:: multi-arch. DLLs will be copied to the appropriate ``bin//`` subdirectories and at runtime the right one will be loaded. +Compiling with ANGLE support +---------------------------- + +ANGLE provides a translation layer from OpenGL ES 3.x to Direct3D 11 and can be used +to improve support for the Compatibility renderer on some older GPUs with outdated +OpenGL drivers and on Windows for ARM. + +By default, Godot is built with dynamically linked ANGLE, you can use it by placing +``libEGL.dll`` and ``libGLESv2.dll`` alongside the executable. + +.. note:: You can use dynamically linked ANGLE with export templates as well, rename + aforementioned DLLs to ``libEGL.{architecture}.dll`` and ``libGLESv2.{architecture}.dll`` + and place them alongside export template executables, and libraries will + be automatically copied during the export process. + +To compile Godot with statically linked ANGLE: + +- Download pre-built static libraries from `godot-angle-static library `_, and unzip them. +- When building Godot, add ``angle_libs={path}`` to tell SCons where to look for the ANGLE libraries:: + + scons platform=windows angle_libs=<...> + +.. note:: You can optionally build the godot-angle-static libraries yourself with + the following steps: + + 1. Clone the `godot-angle-static `_ + directory and navigate to it. + 2. Run the following command:: + + scons + + If you are buildng with MinGW, add ``use_mingw=yes`` to the command, + you can also specify build architecture using ``arch={architecture}``. + + ANGLE static library should be built using the same compiler you are + using for building Godot. + Development in Visual Studio ----------------------------