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authorLibravatar Bingus <shankern@protonmail.com>2022-10-07 16:58:45 -0700
committerLibravatar GitHub <noreply@github.com>2022-10-07 16:58:45 -0700
commitaabc4e87b51af8025910681dc427260254877e4c (patch)
tree44dc50e04e58c15871cc56d22221dc43685d1d58 /wgpu
parent7a124476b1f609019bb0fdfa1254236af2d2a49e (diff)
parent77c838011fe6f8f567389d5994584a1a1b8420c5 (diff)
downloadiced-aabc4e87b51af8025910681dc427260254877e4c.tar.gz
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Merge branch 'master' into fear/linear-gradients
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-rw-r--r--wgpu/README.md7
1 files changed, 4 insertions, 3 deletions
diff --git a/wgpu/README.md b/wgpu/README.md
index 50440baf..016af179 100644
--- a/wgpu/README.md
+++ b/wgpu/README.md
@@ -4,9 +4,9 @@
[![License](https://img.shields.io/crates/l/iced_wgpu.svg)](https://github.com/iced-rs/iced/blob/master/LICENSE)
[![Discord Server](https://img.shields.io/discord/628993209984614400?label=&labelColor=6A7EC2&logo=discord&logoColor=ffffff&color=7389D8)](https://discord.gg/3xZJ65GAhd)
-`iced_wgpu` is a [`wgpu`] renderer for [`iced_native`]. For now, it is the default renderer of Iced in native platforms.
+`iced_wgpu` is a [`wgpu`] renderer for [`iced_native`]. For now, it is the default renderer of Iced on [native platforms].
-[`wgpu`] supports most modern graphics backends: Vulkan, Metal, DX11, and DX12 (OpenGL and WebGL are still WIP). Additionally, it will support the incoming [WebGPU API].
+[`wgpu`] supports most modern graphics backends: Vulkan, Metal, and DX12 (OpenGL and WebGL are still WIP). Additionally, it will support the incoming [WebGPU API].
Currently, `iced_wgpu` supports the following primitives:
- Text, which is rendered using [`wgpu_glyph`]. No shaping at all.
@@ -22,6 +22,7 @@ Currently, `iced_wgpu` supports the following primitives:
[documentation]: https://docs.rs/iced_wgpu
[`iced_native`]: ../native
[`wgpu`]: https://github.com/gfx-rs/wgpu
+[native platforms]: https://github.com/gfx-rs/wgpu#supported-platforms
[WebGPU API]: https://gpuweb.github.io/gpuweb/
[`wgpu_glyph`]: https://github.com/hecrj/wgpu_glyph
@@ -39,7 +40,7 @@ you want to learn about a specific release, check out [the release list].
## Current limitations
-The current implementation is quite naive, it uses:
+The current implementation is quite naive; it uses:
- A different pipeline/shader for each primitive
- A very simplistic layer model: every `Clip` primitive will generate new layers