55 lines
2.2 KiB
Markdown
55 lines
2.2 KiB
Markdown
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# Platform and API support for Dawn/Tint
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## Khronos's Vulkan
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Vulkan is supported with minimal features, limits and extensions being required (what's required has been measured to be wildly available).
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Vulkan is the preferred target API on platforms that don't have other "modern" GPU APIs.
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Vulkan is supported as best effort on other platforms (e.g. Windows and macOS).
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**Required version**: Vulkan 1.0 is supported with some required extensions (`VK_KHR_maintenance1`), or Vulkan 1.1 and above without extensions.
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**Required features**: `depthBiasClamp`, `fragmentStoresAndAtomics`, `fullDrawIndexUint32`, `imageCubeArray`, `independentBlend`, `sampleRateShading`, and either `textureCompressionBC` or both of `textureCompressionETC` and `textureCompressionASTC_LDR`.
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**Required limites**: they are too detailed to describe here, but in general should be wildly supported.
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See the [WebGPU limits](https://gpuweb.github.io/gpuweb/#limits) that mostly correspond to Vulkan limits.
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**Operating system support**:
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- Linux: Supported.
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- ChromeOS: Supported.
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- Android: Work in progress.
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- Fuchsia: Work in progress.
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## Microsoft's D3D12
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D3D12 is supported with feature level 11.1, or feature level 11.0 with Resource Binding Tier 2.
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This is the vast majority of D3D12 devices.
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Supported shader models are 5.1 and above. It is the preferred target API when available.
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**Windows flavor support**:
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- Win32: Supported.
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- UWP: Supported, best effort.
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- Xbox: Not supported, contributions welcome.
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## Apple's Metal
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Metal is supported and is the preferred target API when available.
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**Apple OS support:**
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- macOS: supported.
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- iOS: supported, best effort.
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- tvOS/ipadOS/...: Not supported, contributions welcome.
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## Khronos's OpenGL family
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Support for OpenGL is in progress with the aim to make OpenGL ES 3.1 (with extensions and limits) supported through EGL.
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Other flavors of OpenGL (desktop OpenGL) or binding APIs (GLX, WGL, EAGL, CGL) are supported as best effort with contributions welcome.
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## Microsoft's D3D12
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Dawn doesn't have a D3D11 backend at the moment, but D3D11 support can be achieved with the OpenGL ES backend through ANGLE's OpenGL ES to D3D11 translation.
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There might be a D3D11 backend in the future.
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