Fix README markdown lints

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Johan Andersson 2022-04-17 11:51:00 +02:00
parent 116bf9c4d4
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<div align="center"> <div align="center">
# `🐉 rust-gpu` # `🐉 rust-gpu`
@ -11,7 +19,7 @@
[![Build status](https://github.com/EmbarkStudios/rust-gpu/workflows/Continuous%20integration/badge.svg?branch=main)](https://github.com/EmbarkStudios/rust-gpu/actions) [![Build status](https://github.com/EmbarkStudios/rust-gpu/workflows/Continuous%20integration/badge.svg?branch=main)](https://github.com/EmbarkStudios/rust-gpu/actions)
</div> </div>
### Current Status 🚧 ## Current Status 🚧
Note: This project is still heavily in development and is at an early stage. Note: This project is still heavily in development and is at an early stage.
@ -22,7 +30,7 @@ However, many things aren't implemented yet. That means that while being technic
[rust-support]: https://github.com/EmbarkStudios/rust-gpu/issues/78 [rust-support]: https://github.com/EmbarkStudios/rust-gpu/issues/78
[spirv-support]: https://github.com/EmbarkStudios/rust-gpu/issues/383 [spirv-support]: https://github.com/EmbarkStudios/rust-gpu/issues/383
### Example ## Example
![Sky shader](docs/assets/sky.jpg) ![Sky shader](docs/assets/sky.jpg)
@ -68,7 +76,6 @@ Experiment with rust-gpu shaders in-browser at [SHADERed][shadered].
[gpu-guide]: https://embarkstudios.github.io/rust-gpu/book/ [gpu-guide]: https://embarkstudios.github.io/rust-gpu/book/
[shadered]: https://shadered.org/shaders?language=rust&sort=hot [shadered]: https://shadered.org/shaders?language=rust&sort=hot
## Background ## Background
Historically in games GPU programming has been done through writing either HLSL, or to a lesser extent GLSL. These are simple programming languages that have evolved along with rendering APIs over the years. However, as game engines have evolved, these languages have failed to provide mechanisms for dealing with large codebases, and have generally stayed behind the curve compared to other programming languages. Historically in games GPU programming has been done through writing either HLSL, or to a lesser extent GLSL. These are simple programming languages that have evolved along with rendering APIs over the years. However, as game engines have evolved, these languages have failed to provide mechanisms for dealing with large codebases, and have generally stayed behind the curve compared to other programming languages.
@ -119,7 +126,9 @@ There are a few different components to this repo:
- [spirv-builder](crates/spirv-builder) for a convenient way of building a GPU crate in a CPU build.rs file. - [spirv-builder](crates/spirv-builder) for a convenient way of building a GPU crate in a CPU build.rs file.
## Related Projects ## Related Projects
Historical and other related projects for compiling Rust code to GPUs. Historical and other related projects for compiling Rust code to GPUs.
- 2016: [glassful](https://github.com/kmcallister/glassful) Compiles a subset of Rust to GLSL. - 2016: [glassful](https://github.com/kmcallister/glassful) Compiles a subset of Rust to GLSL.
- 2017: [inspirv-rust](https://github.com/msiglreith/inspirv-rust) Experimental Rust to SPIR-V compiler. - 2017: [inspirv-rust](https://github.com/msiglreith/inspirv-rust) Experimental Rust to SPIR-V compiler.
- 2018: [nvptx](https://github.com/japaric-archived/nvptx) Rust to PTX compiler. - 2018: [nvptx](https://github.com/japaric-archived/nvptx) Rust to PTX compiler.
@ -139,8 +148,8 @@ Please read our [Contributor Guide](CONTRIBUTING.md) for more information on how
Licensed under either of Licensed under either of
- Apache License, Version 2.0, ([LICENSE-APACHE](LICENSE-APACHE) or http://www.apache.org/licenses/LICENSE-2.0) - Apache License, Version 2.0, ([LICENSE-APACHE](LICENSE-APACHE) or <http://www.apache.org/licenses/LICENSE-2.0>)
- MIT license ([LICENSE-MIT](LICENSE-MIT) or http://opensource.org/licenses/MIT) - MIT license ([LICENSE-MIT](LICENSE-MIT) or <http://opensource.org/licenses/MIT>)
at your option. at your option.