# How to build ANGLE for Windows Store

Building for Windows Store is deprecated because it requires [GYP](gyp.md).

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.

## Development setup

ANGLE for Windows Store uses most of the same steps found in [ANGLE Development](DevSetup.md) with a few changes.

### 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.


### Getting the source
Set the following environment variables as needed:

 * `GYP_GENERATORS` to `msvs`
 * `GYP_MSVS_VERSION` to `2015`
 * `GYP_GENERATE_WINRT` to `1`

Download the ANGLE source by running the following commands:

```
git clone https://chromium.googlesource.com/angle/angle
cd angle
python scripts/bootstrap.py
gclient sync
git checkout master
```

Gyp will generate multiple VS2015 solution files
 * `winrt/10/src/angle.sln` for Windows 10


### Building ANGLE
 1. Open one of the ANGLE Visual Studio solution files (see [Getting the source](#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.

### 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](DevSetup.md#building-with-visual-studio)).
   * 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-with-visual-studio)) 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.

