* [angle] Update to chromium/5249
- Refactor build system based on WebKit's CMake build system for libANGLE
- Add maintainer-notes.md
* [angle] Fetch & generate more files in portfile
* [angle] Move maintainer-notes.md
* [angle] Port changes from #27701
* Merge install tweak from #28547
* [angle] Tweak PlatformLinux
* Run x-add-version
* [angle] Update to chromium/5414
* Run x-add-version
* Fix version database.
* Fix version database
---------
Co-authored-by: Billy Robert O'Neal III <bion@microsoft.com>
Co-authored-by: Jonliu1993 <13720414433@163.com>
* [angle] Propagate transitive dependencies
* [angle] Add usage info for unofficial CMake targets
Only the unofficial::angle::libGLESv2 and unofficial::angle::libEGL
targets are meant to be used, because they are the targets that no other
depends on.
Co-authored-by: friendlyanon <friendlyanon@users.noreply.github.com>
* bump qtbase
* add qt3d
* format manifest
* test features in CI
* pass ci baseline stuff
* vulkan is skip in ci so cannot force it.
* remove extra ,
* fix deps
* try to fix promotion
* gstreamer adjustments.
* fix gstreamer on linux
* fix gstreamer stuff
* fix x264 api import macro
* fix gst-rsp-server
* correctly replace
* promote targets....
* enable arm64 qtwebengine
* --trace-expand
* install wrapper for egl.
* add newline
* remove opengl from skip list
* add gl to link
* another try
* retry again
* test dynamic angle linkage
* retry
* link XNVCtrl
* retry
* add libxnvctrl
* retry
* retry again...
* move wrapper to angle
* revert changes to egl-reg
* more debugging
* try again
* fix stuff
* add missing ,
* egl stuff
* wrapper stuff
* fix angle
* remove double dep
* remove libxnvctrl
* format manifest
* revert trace
* bump version
* bump v
* v db
* remove trace
* v db
* refine supports
* v db
* remove qtmultimedia from baseline
* Fix angle macos build
* Fix angle port version
* Fix angle port version
* Fix angle_common source files for macos
* upgrade angle port version to #4
* Fix angle port version, again...
* Fix angle port version, again, again...
* Enable ANGLE's desktop GL backend
Only the D3D and GLES backends were available, but getting desktop GL to
work is trivial.
The Vulkan backend would be a much bigger task, unfortunately.
* x-add-version
Co-authored-by: Billy Robert O'Neal III <bion@microsoft.com>