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author | 2022-10-07 16:58:45 -0700 | |
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committer | 2022-10-07 16:58:45 -0700 | |
commit | aabc4e87b51af8025910681dc427260254877e4c (patch) | |
tree | 44dc50e04e58c15871cc56d22221dc43685d1d58 /wgpu | |
parent | 7a124476b1f609019bb0fdfa1254236af2d2a49e (diff) | |
parent | 77c838011fe6f8f567389d5994584a1a1b8420c5 (diff) | |
download | iced-aabc4e87b51af8025910681dc427260254877e4c.tar.gz iced-aabc4e87b51af8025910681dc427260254877e4c.tar.bz2 iced-aabc4e87b51af8025910681dc427260254877e4c.zip |
Merge branch 'master' into fear/linear-gradients
Diffstat (limited to '')
-rw-r--r-- | wgpu/README.md | 7 |
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 @@ [](https://github.com/iced-rs/iced/blob/master/LICENSE) [](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 |