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Update the Supported Platforms table in README (#2770)
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@ -68,12 +68,12 @@ We have a [wiki](https://github.com/gfx-rs/wgpu/wiki) that serves as a knowledge
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API | Windows | Linux & Android | macOS & iOS |
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----- | ------------------------------ | ------------------------- | ------------------- |
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Vulkan | :white_check_mark: | :white_check_mark: | |
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Vulkan | :white_check_mark: | :white_check_mark: | :ok: (vulkan-portability) |
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Metal | | | :white_check_mark: |
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DX12 | :white_check_mark: (W10+ only) | | |
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DX11 | :hammer_and_wrench: | | |
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GLES3 | | :ok: | |
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Angle | :ok: | :ok: | :hammer_and_wrench: |
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Angle | :ok: | :ok: | :ok: (macOS only) |
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:white_check_mark: = First Class Support — :ok: = Best Effort Support — :hammer_and_wrench: = Unsupported, but support in progress
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@ -97,7 +97,7 @@ To enable GLSL shaders, enable the `glsl` feature of wgpu.
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[Angle](http://angleproject.org) is a translation layer from GLES to other backends, developed by Google.
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We support running our GLES3 backend over it in order to reach platforms with GLES2 or DX11 support, which aren't accessible otherwise.
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In order to run with Angle, "angle" feature has to be enabled, and Angle libraries placed in a location visible to the application.
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These binaries can be downloaded from [gfbuild-angle](https://github.com/DileSoft/gfbuild-angle) artifacts.
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These binaries can be downloaded from [gfbuild-angle](https://github.com/DileSoft/gfbuild-angle) artifacts, [manual compilation](https://github.com/google/angle/blob/main/doc/DevSetup.md) may be required on Macs with Apple silicon.
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On Windows, you generally need to copy them into the working directory, in the same directory as the executable, or somewhere in your path.
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On Linux, you can point to them using `LD_LIBRARY_PATH` environment.
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@ -108,7 +108,7 @@ All testing and example infrastructure shares the same set of environment variab
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- `WGPU_ADAPTER_NAME` with a substring of the name of the adapter you want to use (ex. `1080` will match `NVIDIA GeForce 1080ti`).
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- `WGPU_BACKEND` with a comma separated list of the backends you want to use (`vulkan`, `metal`, `dx12`, `dx11`, or `gl`).
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- `WGPU_POWER_PREFERENCE` with the power preference to choose when a specific adapter name isn't specified (`high` or `low`)
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- `WGPU_POWER_PREF` with the power preference to choose when a specific adapter name isn't specified (`high` or `low`)
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When running the CTS, use the variables `DENO_WEBGPU_ADAPTER_NAME`, `DENO_WEBGPU_BACKEND`, `DENO_WEBGPU_POWER_PREFERENCE`.
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