We'll look into the missing doc file, thanks.
About how SwANGLE works, it works essentially the same way legacy SwiftShader GL used to work: where you used to use SwiftShader's libGLESv2 and libEGL libraries, you use ANGLE's libGLESv2 and libEGL libraries instead. In the same folder you must add ANGLE's Vulkan loader (
vulkan-1.dll on Windows) SwiftShader Vulkan (
vk_swiftshader.dll on Windows, along with the ICD file
vk_swiftshader_icd.json). You can take any Chrome distribution as an example of this. To make sure ANGLE picks the SwiftShader Vulkan backend, you must specify the EGL display attribute
EGL_PLATFORM_ANGLE_DEVICE_TYPE_SWIFTSHADER_ANGLE and all other attributes relevant to your case (See this code as an example:
https://source.chromium.org/chromium/chromium/src/+/main:ui/gl/gl_surface_egl.cc;l=501).