mirror of
https://github.com/gfx-rs/wgpu.git
synced 2024-11-22 06:44:14 +00:00
Add Windows 11 to section about DX12 (#2552)
This commit is contained in:
parent
46eea16335
commit
d5c17fc302
24
README.md
24
README.md
@ -46,7 +46,7 @@ If you are looking for a wgpu tutorial, look at the following:
|
||||
|
||||
### 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
|
||||
|
||||
@ -66,21 +66,21 @@ We have a [wiki](https://github.com/gfx-rs/wgpu/wiki) that serves as a knowledge
|
||||
|
||||
## Supported Platforms
|
||||
|
||||
API | Windows | Linux & Android | macOS & iOS |
|
||||
----- | ----------------------------- | ------------------------- | ------------------- |
|
||||
Vulkan | :white_check_mark: | :white_check_mark: | |
|
||||
Metal | | | :white_check_mark: |
|
||||
DX12 | :white_check_mark: (W10 only) | | |
|
||||
DX11 | :hammer_and_wrench: | | |
|
||||
GLES3 | | :ok: | |
|
||||
Angle | :ok: | :ok: | :hammer_and_wrench: |
|
||||
API | Windows | Linux & Android | macOS & iOS |
|
||||
----- | ------------------------------ | ------------------------- | ------------------- |
|
||||
Vulkan | :white_check_mark: | :white_check_mark: | |
|
||||
Metal | | | :white_check_mark: |
|
||||
DX12 | :white_check_mark: (W10+ only) | | |
|
||||
DX11 | :hammer_and_wrench: | | |
|
||||
GLES3 | | :ok: | |
|
||||
Angle | :ok: | :ok: | :hammer_and_wrench: |
|
||||
|
||||
:white_check_mark: = First Class Support — :ok: = Best Effort Support — :hammer_and_wrench: = Unsupported, but support in progress
|
||||
|
||||
### Shader Support
|
||||
|
||||
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)
|
||||
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)
|
||||
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.
|
||||
|
||||
@ -155,7 +155,7 @@ Or run a part of the integration test suite:
|
||||
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
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user