Add Windows 11 to section about DX12 (#2552)

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HeavyRain266 2022-03-24 07:23:58 +01:00 committed by GitHub
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@ -46,7 +46,7 @@ If you are looking for a wgpu tutorial, look at the following:
### C/C++ ### C/C++
To use wgpu in C/C++, you need [wgpu-native](https://github.com/gfx-rs/wgpu-native). To use wgpu in C/C++, you need [wgpu-native](https://github.com/gfx-rs/wgpu-native).
### Others ### Others
@ -66,21 +66,21 @@ We have a [wiki](https://github.com/gfx-rs/wgpu/wiki) that serves as a knowledge
## Supported Platforms ## Supported Platforms
API | Windows | Linux & Android | macOS & iOS | API | Windows | Linux & Android | macOS & iOS |
----- | ----------------------------- | ------------------------- | ------------------- | ----- | ------------------------------ | ------------------------- | ------------------- |
Vulkan | :white_check_mark: | :white_check_mark: | | Vulkan | :white_check_mark: | :white_check_mark: | |
Metal | | | :white_check_mark: | Metal | | | :white_check_mark: |
DX12 | :white_check_mark: (W10 only) | | | DX12 | :white_check_mark: (W10+ only) | | |
DX11 | :hammer_and_wrench: | | | DX11 | :hammer_and_wrench: | | |
GLES3 | | :ok: | | GLES3 | | :ok: | |
Angle | :ok: | :ok: | :hammer_and_wrench: | Angle | :ok: | :ok: | :hammer_and_wrench: |
:white_check_mark: = First Class Support — :ok: = Best Effort Support — :hammer_and_wrench: = Unsupported, but support in progress :white_check_mark: = First Class Support — :ok: = Best Effort Support — :hammer_and_wrench: = Unsupported, but support in progress
### Shader Support ### Shader Support
wgpu supports shaders in [WGSL](https://gpuweb.github.io/gpuweb/wgsl/), SPIR-V, and GLSL. wgpu supports shaders in [WGSL](https://gpuweb.github.io/gpuweb/wgsl/), SPIR-V, and GLSL.
Both [HLSL](https://github.com/Microsoft/DirectXShaderCompiler) and [GLSL](https://github.com/KhronosGroup/glslang) Both [HLSL](https://github.com/Microsoft/DirectXShaderCompiler) and [GLSL](https://github.com/KhronosGroup/glslang)
have compilers to target SPIR-V. All of these shader languages can be used with any backend, we have compilers to target SPIR-V. All of these shader languages can be used with any backend, we
will handle all of the conversion. Additionally, support for these shader inputs is not going away. will handle all of the conversion. Additionally, support for these shader inputs is not going away.
@ -155,7 +155,7 @@ Or run a part of the integration test suite:
cargo nextest run -p wgpu -- <name-of-test> cargo nextest run -p wgpu -- <name-of-test>
``` ```
If you are a user and want a way to help contribute to wgpu, we always need more help writing test cases. If you are a user and want a way to help contribute to wgpu, we always need more help writing test cases.
### WebGPU Conformance Test Suite ### WebGPU Conformance Test Suite