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Add instructions for compiling with ANGLE on Windows. #8619

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37 changes: 37 additions & 0 deletions contributing/development/compiling/compiling_for_windows.rst
Original file line number Diff line number Diff line change
Expand Up @@ -239,6 +239,43 @@ Or, with all options enabled::
multi-arch. DLLs will be copied to the appropriate ``bin/<arch>/``
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to improve support for the Compatibility renderer on some older GPUs with outdated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 <https://github.com/godotengine/godot-angle-static/releases>`_, 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 <https://github.com/godotengine/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
----------------------------

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