GN: Use $root_out_dir in in copy_compiler_dll rule

The root_build_dir variable yields the root of the build tree.
But when the component is being built under a non-default
toolchain, its output files are delivered to a toolchain
subdirectory instead.  The copy_compiler_dll rule should put its
output next to where libANGLE and things built using it will go,
which is root_out_dir.  This fixes cases where the angle GN
component is instantiated under more than one toolchain, which
heretofore would produce multiple Ninja rules for the same target
file $root_build_dir/d3dcompiler_47.dll and thus get complaints
from Ninja.

BUG=512869

Change-Id: I9fe83c5c5fa74902ef270654d3707636588af6b7
Reviewed-on: https://chromium-review.googlesource.com/320119
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Roland McGrath <mcgrathr@chromium.org>
1 file changed
tree: 02593d46ec7fbfe3142df5759b2925eff940bc98
  1. build/
  2. doc/
  3. extensions/
  4. include/
  5. samples/
  6. scripts/
  7. src/
  8. util/
  9. .clang-format
  10. .gitattributes
  11. .gitignore
  12. angle.isolate
  13. angle_on_all_platforms.isolate
  14. AUTHORS
  15. BUILD.gn
  16. codereview.settings
  17. CONTRIBUTORS
  18. DEPS
  19. LICENSE
  20. README.chromium
  21. README.md
README.md

#ANGLE The goal of ANGLE is to allow users of multiple operating systems to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to one of the hardware-supported APIs available for that platform. ANGLE currently provides translation from OpenGL ES 2.0 to desktop OpenGL, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES 3.0 to all of these APIs is nearing completion, and future plans include enabling validated ES-to-ES support.

Direct3D 9Direct3D 11Desktop GLGL ES
OpenGL ES 2.0completecompletecompleteplanned
OpenGL ES 3.0nearing completionnearing completionplanned
[Level of OpenGL ES support via backing renderers]
Direct3D 9Direct3D 11Desktop GL
Windows***
Linux*
Mac OS Xin progress
[Platform support via backing renderers]

ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. ANGLE also provides an implementation of the EGL 1.4 specification.

ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated Canvas2D implementation and the Native Client sandbox environment.

Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders are accepted across browsers and platforms. The shader translator can be used to translate shaders to other shading languages, and to optionally apply shader modifications to work around bugs or quirks in the native graphics drivers. The translator targets Desktop GLSL, Direct3D HLSL, and even ESSL for native GLES2 platforms.

##Browsing Browse ANGLE's source in the repository

##Building View the Dev setup instructions. For generating a Windows Store version of ANGLE view the Windows Store instructions

##Contributing