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Add Windows 11 to section about DX12 (#2552)
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README.md
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README.md
@ -46,7 +46,7 @@ If you are looking for a wgpu tutorial, look at the following:
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### C/C++
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### C/C++
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To use wgpu in C/C++, you need [wgpu-native](https://github.com/gfx-rs/wgpu-native).
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To use wgpu in C/C++, you need [wgpu-native](https://github.com/gfx-rs/wgpu-native).
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### Others
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### Others
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@ -66,21 +66,21 @@ We have a [wiki](https://github.com/gfx-rs/wgpu/wiki) that serves as a knowledge
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## Supported Platforms
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## Supported Platforms
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API | Windows | Linux & Android | macOS & iOS |
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API | Windows | Linux & Android | macOS & iOS |
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----- | ----------------------------- | ------------------------- | ------------------- |
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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: | |
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Metal | | | :white_check_mark: |
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Metal | | | :white_check_mark: |
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DX12 | :white_check_mark: (W10 only) | | |
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DX12 | :white_check_mark: (W10+ only) | | |
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DX11 | :hammer_and_wrench: | | |
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DX11 | :hammer_and_wrench: | | |
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GLES3 | | :ok: | |
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GLES3 | | :ok: | |
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Angle | :ok: | :ok: | :hammer_and_wrench: |
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Angle | :ok: | :ok: | :hammer_and_wrench: |
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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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:white_check_mark: = First Class Support — :ok: = Best Effort Support — :hammer_and_wrench: = Unsupported, but support in progress
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### Shader Support
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### Shader Support
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wgpu supports shaders in [WGSL](https://gpuweb.github.io/gpuweb/wgsl/), SPIR-V, and GLSL.
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wgpu supports shaders in [WGSL](https://gpuweb.github.io/gpuweb/wgsl/), SPIR-V, and GLSL.
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Both [HLSL](https://github.com/Microsoft/DirectXShaderCompiler) and [GLSL](https://github.com/KhronosGroup/glslang)
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Both [HLSL](https://github.com/Microsoft/DirectXShaderCompiler) and [GLSL](https://github.com/KhronosGroup/glslang)
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have compilers to target SPIR-V. All of these shader languages can be used with any backend, we
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have compilers to target SPIR-V. All of these shader languages can be used with any backend, we
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will handle all of the conversion. Additionally, support for these shader inputs is not going away.
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will handle all of the conversion. Additionally, support for these shader inputs is not going away.
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@ -155,7 +155,7 @@ Or run a part of the integration test suite:
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cargo nextest run -p wgpu -- <name-of-test>
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cargo nextest run -p wgpu -- <name-of-test>
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```
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```
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If you are a user and want a way to help contribute to wgpu, we always need more help writing test cases.
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If you are a user and want a way to help contribute to wgpu, we always need more help writing test cases.
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### WebGPU Conformance Test Suite
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### WebGPU Conformance Test Suite
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