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Refactor readme to get to the point (#8488)
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README.md
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# wgpu
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<img align="right" width="20%" src="logo.png">
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[](https://matrix.to/#/#Wgpu:matrix.org)
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[](https://matrix.to/#/#wgpu:matrix.org)
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[](https://matrix.to/#/#wgpu-users:matrix.org)
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[](https://github.com/gfx-rs/wgpu/actions)
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[](https://codecov.io/gh/gfx-rs/wgpu)
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`wgpu` is a cross-platform, safe, pure-rust graphics API. It runs natively on Vulkan, Metal, D3D12, and OpenGL; and on top of WebGL2 and WebGPU on wasm.
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`wgpu` is a cross-platform, safe, pure-Rust graphics API. It runs natively on Vulkan, Metal, D3D12, and OpenGL; and on top of WebGL2 and WebGPU on wasm.
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The API is based on the [WebGPU standard][webgpu]. It serves as the core of the WebGPU integration in Firefox, Servo, and Deno.
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The API is based on the [WebGPU standard][webgpu], but is a fully native Rust library. It serves as the core of the WebGPU integration in Firefox, Servo, and Deno.
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## Getting Started
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See our examples online at <https://wgpu.rs/examples/>. You can see the Rust sources at [examples](examples) and run them directly with `cargo run --bin wgpu-examples <example>`.
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### Learning `wgpu`
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If you are new to `wgpu` and graphics programming, we recommend starting with [Learn Wgpu].
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<!-- Note, "Learn Wgpu" is using the capitalization style in their header, NOT our styling -->
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Additionally, [WebGPU Fundamentals] is a tutorial for WebGPU which is very similar to our API, minus differences between Rust and Javascript.
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[Learn Wgpu]: https://sotrh.github.io/learn-wgpu/
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[WebGPU Fundamentals]: https://webgpufundamentals.org/
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### Wiki
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We have a [wiki](https://github.com/gfx-rs/wgpu/wiki) which has information on useful architecture patterns, debugging tips, and more getting started information.
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### Need Help? Want to Contribute?
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The wgpu community uses Matrix to discuss.
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- [](https://matrix.to/#/#wgpu:matrix.org) - discussion of wgpu's development.
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- [](https://matrix.to/#/#wgpu-users:matrix.org) - discussion of using the library and the surrounding ecosystem.
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### Other Languages
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To use wgpu in C or dozens of other languages, look at [wgpu-native](https://github.com/gfx-rs/wgpu-native). These are C bindings to wgpu and has an up-to-date list of libraries bringing support to other languages.
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[Learn WebGPU (for C++)] is a good resource for learning how to use wgpu-native from C++.
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[Learn WebGPU (for C++)]: https://eliemichel.github.io/LearnWebGPU/
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[webgpu]: https://gpuweb.github.io/gpuweb/
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## Quick Links
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@ -30,77 +59,6 @@ Contributors are welcome! See [CONTRIBUTING.md][contrib] for more information.
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[trunk-change]: https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md#unreleased
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[contrib]: CONTRIBUTING.md
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## Repo Overview
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The repository hosts the following libraries:
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- [](https://crates.io/crates/wgpu) [](https://docs.rs/wgpu/) - User facing Rust API.
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- [](https://crates.io/crates/wgpu-core) [](https://docs.rs/wgpu-core/) - Internal safe implementation.
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- [](https://crates.io/crates/wgpu-hal) [](https://docs.rs/wgpu-hal/) - Internal unsafe GPU API abstraction layer.
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- [](https://crates.io/crates/wgpu-types) [](https://docs.rs/wgpu-types/) - Rust types shared between all crates.
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- [](https://crates.io/crates/naga) [](https://docs.rs/naga/) - Stand-alone shader translation library.
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- [](https://crates.io/crates/deno_webgpu) - WebGPU implementation for the Deno JavaScript/TypeScript runtime
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The following binaries:
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- [](https://crates.io/crates/naga-cli) - Tool for translating shaders between different languages using `naga`.
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- [](https://crates.io/crates/wgpu-info) - Tool for getting information on GPUs in the system.
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- `cts_runner` - WebGPU Conformance Test Suite runner using `deno_webgpu`.
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- `player` - standalone application for replaying the API traces.
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For an overview of all the components in the gfx-rs ecosystem, see [the big picture](./docs/big-picture.png).
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## Getting Started
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### Play with our Examples
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Go to <https://wgpu.rs/examples/> to play with our examples in your browser. Requires a browser supporting WebGPU for the WebGPU examples.
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### Rust
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Rust examples can be found at [examples](examples). You can run the examples natively with `cargo run --bin wgpu-examples <example>`.
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If you are new to wgpu and graphics programming, we recommend starting with https://sotrh.github.io/learn-wgpu/.
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To run the examples in a browser, run `cargo xtask run-wasm`.
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Then open `http://localhost:8000` in your browser, and you can choose an example to run.
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Naturally, in order to display any of the WebGPU based examples, you need to make sure your browser supports it.
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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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If you are looking for a wgpu C++ tutorial, look at the following:
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- https://eliemichel.github.io/LearnWebGPU/
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### Others
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If you want to use wgpu in other languages, there are many bindings to wgpu-native from languages such as Python, D, Julia, Kotlin, and more. See [the list](https://github.com/gfx-rs/wgpu-native#bindings).
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## Community
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We have the Matrix space [](https://matrix.to/#/#Wgpu:matrix.org) with a few different rooms that form the wgpu community:
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- [](https://matrix.to/#/#wgpu:matrix.org) - discussion of the wgpu's development.
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- [](https://matrix.to/#/#naga:matrix.org) - discussion of the naga's development.
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- [](https://matrix.to/#/#wgpu-users:matrix.org) - discussion of using the library and the surrounding ecosystem.
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- [](https://matrix.to/#/#wgpu-random:matrix.org) - discussion of everything else.
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## Wiki
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We have a [wiki](https://github.com/gfx-rs/wgpu/wiki) that serves as a knowledge base.
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## Extension Specifications
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While the core of wgpu is based on the WebGPU standard, we also support extensions that allow for features that the standard does not have yet.
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For high-level documentation on how to use these extensions, see the individual specifications:
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🧪EXPERIMENTAL🧪 APIs are subject to change and may allow undefined behavior if used incorrectly.
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- 🧪EXPERIMENTAL🧪 [Ray Tracing](./docs/api-specs/ray_tracing.md).
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- 🧪EXPERIMENTAL🧪 [Mesh Shading](./docs/api-specs/mesh_shading.md).
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## Supported Platforms
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| API | Windows | Linux/Android | macOS/iOS | Web (wasm) |
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@ -113,39 +71,32 @@ For high-level documentation on how to use these extensions, see the individual
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✅ = First Class Support
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🆗 = Downlevel/Best Effort Support
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📐 = Requires the [ANGLE](#angle) translation layer (GL ES 3.0 only)
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📐 = Requires the [ANGLE](https://github.com/gfx-rs/wgpu/wiki/Running-on-ANGLE) translation layer (GL ES 3.0 only)
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🌋 = Requires the [MoltenVK](https://vulkan.lunarg.com/sdk/home#mac) translation layer
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🛠️ = Unsupported, though open to contributions
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### Shader Support
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## Environment Variables
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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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have compilers to target SPIR-V. All of these shader languages can be used with any backend as we handle all of the conversions. Additionally, support for these shader inputs is not going away.
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Testing, examples, and `::from_env()` methods use a standardized set of environment variables to control wgpu's behavior.
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While WebGPU does not support any shading language other than WGSL, we will automatically convert your
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non-WGSL shaders if you're running on WebGPU.
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- `WGPU_BACKEND` with a comma-separated list of the backends you want to use (`vulkan`, `metal`, `dx12`, or `gl`).
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- `WGPU_ADAPTER_NAME` with a case-insensitive substring of the name of the adapter you want to use (ex. `1080` will match `NVIDIA GeForce 1080ti`).
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- `WGPU_DX12_COMPILER` with the DX12 shader compiler you wish to use (`dxc`, `static-dxc`, or `fxc`). Note that `dxc` requires `dxcompiler.dll` (min v1.8.2502) to be in the working directory, and `static-dxc` requires the `static-dxc` crate feature to be enabled. Otherwise, it will fall back to `fxc`.
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WGSL is always supported by default, but GLSL and SPIR-V need features enabled to compile in support.
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See the [documentation](https://docs.rs/wgpu/latest/wgpu/index.html?search=env) for more environment variables.
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Note that the WGSL specification is still under development,
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so the [draft specification][wgsl spec] does not exactly describe what `wgpu` supports.
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See [below](#tracking-the-webgpu-and-wgsl-draft-specifications) for details.
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When running the CTS, use the variables `DENO_WEBGPU_ADAPTER_NAME`, `DENO_WEBGPU_BACKEND`, `DENO_WEBGPU_POWER_PREFERENCE`.
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To enable SPIR-V shaders, enable the `spirv` feature of wgpu.
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To enable GLSL shaders, enable the `glsl` feature of wgpu.
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## Repo Overview
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### Angle
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For an overview of all the components in the gfx-rs ecosystem, see [the big picture](./docs/big-picture.png).
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[Angle](http://angleproject.org) is a translation layer from GLES to other backends developed by Google.
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We support running our GLES3 backend over it in order to reach platforms DX11 support, which aren't accessible otherwise.
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In order to run with Angle, the "angle" feature has to be enabled, and Angle libraries placed in a location visible to the application.
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These binaries can be downloaded from [gfbuild-angle](https://github.com/DileSoft/gfbuild-angle) artifacts, [manual compilation](https://github.com/google/angle/blob/main/doc/DevSetup.md) may be required on Macs with Apple silicon.
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## MSRV policy
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On Windows, you generally need to copy them into the working directory, in the same directory as the executable, or somewhere in your path.
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On Linux, you can point to them using `LD_LIBRARY_PATH` environment.
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TL;DR: If you're using `wgpu`, our MSRV is **1.88**.
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### MSRV policy
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<details>
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<summary> Specific Details </summary>
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Due to complex dependants, we have two MSRV policies:
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@ -162,85 +113,11 @@ determined by the value of `MINIMUM_RUST_VERSION` in
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[util]: https://searchfox.org/mozilla-central/source/python/mozboot/mozboot/util.py
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## Environment Variables
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</details>
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All testing and example infrastructure share the same set of environment variables that determine which Backend/GPU it will run on.
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## Testing and Environment Variables
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- `WGPU_ADAPTER_NAME` with a substring of the name of the adapter you want to use (ex. `1080` will match `NVIDIA GeForce 1080ti`).
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- `WGPU_BACKEND` with a comma-separated list of the backends you want to use (`vulkan`, `metal`, `dx12`, or `gl`).
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- `WGPU_POWER_PREF` with the power preference to choose when a specific adapter name isn't specified (`high`, `low` or `none`)
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- `WGPU_DX12_COMPILER` with the DX12 shader compiler you wish to use (`dxc`, `static-dxc`, or `fxc`). Note that `dxc` requires `dxcompiler.dll` (min v1.8.2502) to be in the working directory, and `static-dxc` requires the `static-dxc` crate feature to be enabled. Otherwise, it will fall back to `fxc`.
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- `WGPU_GLES_MINOR_VERSION` with the minor OpenGL ES 3 version number to request (`0`, `1`, `2` or `automatic`).
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- `WGPU_ALLOW_UNDERLYING_NONCOMPLIANT_ADAPTER` with a boolean whether non-compliant drivers are enumerated (`0` for false, `1` for true).
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When running the CTS, use the variables `DENO_WEBGPU_ADAPTER_NAME`, `DENO_WEBGPU_BACKEND`, `DENO_WEBGPU_POWER_PREFERENCE`.
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## Testing
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We have multiple methods of testing, each of which tests different qualities about wgpu. We automatically run our tests on CI. The current state of CI testing:
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| Platform/Backend | Tests | Notes |
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| ---------------- | ------------------ | --------------------- |
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| Windows/DX12 | :heavy_check_mark: | using WARP |
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| Windows/OpenGL | :heavy_check_mark: | using llvmpipe |
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| MacOS/Metal | :heavy_check_mark: | using hardware runner |
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| Linux/Vulkan | :heavy_check_mark: | using lavapipe |
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| Linux/OpenGL ES | :heavy_check_mark: | using llvmpipe |
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| Chrome/WebGL | :heavy_check_mark: | using swiftshader |
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| Chrome/WebGPU | :x: | not set up |
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### Core Test Infrastructure
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We use a tool called [`cargo nextest`](https://github.com/nextest-rs/nextest) to run our tests.
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To install it, run `cargo install cargo-nextest`.
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To run the test suite:
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```
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cargo xtask test
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```
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To run the test suite on WebGL (currently incomplete):
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```
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cd wgpu
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wasm-pack test --headless --chrome --no-default-features --features webgl --workspace
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```
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This will automatically run the tests using a packaged browser. Remove `--headless` to run the tests with whatever browser you wish at `http://localhost:8000`.
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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 includes a Conformance Test Suite to validate that implementations are
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working correctly. We run cases from the CTS against wgpu using
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[Deno](https://deno.com/). A [default list of enabled
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tests](./cts_runner/test.lst) is automatically run on pull requests in CI.
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To run the default set of CTS tests locally, run:
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```
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cargo xtask cts
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```
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You can also specify a test selector on the command line:
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```
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cargo xtask cts 'webgpu:api,operation,command_buffer,basic:*'
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```
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Or supply your own test list in a file:
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```
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cargo xtask cts -f your_tests.lst
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```
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To find the full list of tests, go to the
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[web version of the CTS](https://gpuweb.github.io/cts/standalone/?runnow=0&worker=0&debug=0&q=webgpu:*).
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The version of the CTS used by `cargo xtask cts` is specified in
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[`cts_runner/revision.txt`](./cts_runner/revision.txt).
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[Information about testing](./docs/testing.md), including where tests of various kinds live, and how to run the tests.
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## Tracking the WebGPU and WGSL draft specifications
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@ -276,10 +153,3 @@ Exactly which WGSL features `wgpu` supports depends on how you are using it:
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[naga]: https://github.com/gfx-rs/wgpu/tree/trunk/naga/
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[naga bugs]: https://github.com/gfx-rs/wgpu/issues?q=is%3Aissue%20state%3Aopen%20label%3A%22naga%22
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## Coordinate Systems
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wgpu uses the coordinate systems of D3D and Metal:
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| Render | Texture |
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| --------------------------------------------------- | ----------------------------------------------------- |
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|  |  |
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@ -24,6 +24,7 @@ This is a table of contents, in the form of the repository's directory structure
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- benches
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- [benches](#benchmark-tests)
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- [cts_runner](#webgpu-cts)
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- examples
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- [features](#example-tests)
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- naga
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@ -231,3 +232,33 @@ does not support those features.
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Throughout the codebase we have standard `#[test]`s that test individual
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functions or small parts of the codebase. These don't run on the gpu.
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## WebGPU CTS
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WebGPU includes a Conformance Test Suite to validate that implementations are
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working correctly. We run cases from the CTS against wgpu using
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[Deno](https://deno.com/). A [default list of enabled
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tests](../cts_runner/test.lst) is automatically run on pull requests in CI.
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To run the default set of CTS tests locally, run:
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|
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```
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cargo xtask cts
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```
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You can also specify a test selector on the command line:
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```
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cargo xtask cts 'webgpu:api,operation,command_buffer,basic:*'
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```
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Or supply your own test list in a file:
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```
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cargo xtask cts -f your_tests.lst
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```
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To find the full list of tests, go to the
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[web-based standalone CTS runner](https://gpuweb.github.io/cts/standalone/?runnow=0&worker=0&debug=0&q=webgpu:*).
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The version of the CTS used by `cargo xtask cts` is specified in
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[`cts_runner/revision.txt`](../cts_runner/revision.txt).
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@ -1,8 +1,8 @@
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//! `wgpu` is a cross-platform, safe, pure-Rust graphics API. It runs natively on
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//! Vulkan, Metal, D3D12, and OpenGL; and on top of WebGL2 and WebGPU on wasm.
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//!
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//! The API is based on the [WebGPU standard][webgpu]. It serves as the core of the
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//! WebGPU integration in Firefox, Servo, and Deno.
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//! The API is based on the [WebGPU standard][webgpu], but is a fully native Rust library.
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//! It serves as the core of the WebGPU integration in Firefox, Servo, and Deno.
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//!
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//! [webgpu]: https://gpuweb.github.io/gpuweb/
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//!
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@ -10,15 +10,56 @@
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//!
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//! The main entry point to the API is the [`Instance`] type, from which you can create [`Adapter`], [`Device`], and [`Surface`].
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//!
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//! If you are new to `wgpu` and graphics programming, we recommend reading
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//! <https://sotrh.github.io/learn-wgpu/> and <https://webgpufundamentals.org/>. The latter is a WebGPU
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//! tutorial, but the concepts are nearly identical to `wgpu`.
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//! If you are new to `wgpu` and graphics programming, we recommend starting with [Learn Wgpu].
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//! <!-- Note, "Learn Wgpu" is using the capitalization style in their header, NOT our styling -->
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//!
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//! Additionally, [WebGPU Fundamentals] is a tutorial for WebGPU which is very similar to our API, minus differences between Rust and Javascript.
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//!
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//! We have a [wiki](https://github.com/gfx-rs/wgpu/wiki) which has information on useful architecture patterns, debugging tips, and more getting started information.
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//!
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//! There are examples for this version [available on GitHub](https://github.com/gfx-rs/wgpu/tree/v27/examples#readme).
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//!
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//! The API is refcounted, so all handles are cloneable, and if you create a resource which references another,
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//! it will automatically keep dependent resources alive.
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//!
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//! `wgpu` uses the coordinate systems of D3D and Metal. Depth ranges from [0, 1].
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//!
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//! | Render | Texture |
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//! | --------------------- | ---------------------- |
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//! | ![render_coordinates] | ![texture_coordinates] |
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//!
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//! `wgpu`'s MSRV is **1.88**.
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//!
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//! [Learn Wgpu]: https://sotrh.github.io/learn-wgpu/
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//! [WebGPU Fundamentals]: https://webgpufundamentals.org/
|
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//! [render_coordinates]: https://raw.githubusercontent.com/gfx-rs/wgpu/refs/heads/v27/docs/render_coordinates.png
|
||||
//! [texture_coordinates]: https://raw.githubusercontent.com/gfx-rs/wgpu/refs/heads/v27/docs/texture_coordinates.png
|
||||
//!
|
||||
//! ## Extension Specifications
|
||||
//!
|
||||
//! While the core of `wgpu` is based on the WebGPU standard, we also support extensions that allow for features that the standard does not have yet.
|
||||
//! For high-level documentation on how to use these extensions, see documentation on [`Features`] or the relevant specification:
|
||||
//!
|
||||
//! 🧪EXPERIMENTAL🧪 APIs are subject to change and may allow undefined behavior if used incorrectly.
|
||||
//!
|
||||
//! - 🧪EXPERIMENTAL🧪 [Ray Tracing](https://github.com/gfx-rs/wgpu/blob/v27/docs/api-specs/ray_tracing.md).
|
||||
//! - 🧪EXPERIMENTAL🧪 [Mesh Shading](https://github.com/gfx-rs/wgpu/blob/v27/docs/api-specs/mesh_shading.md).
|
||||
//!
|
||||
//! ## Shader Support
|
||||
//!
|
||||
//! `wgpu` can consume 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 as we handle all of the conversions. Additionally, support for these shader inputs is not going away.
|
||||
//!
|
||||
//! While WebGPU does not support any shading language other than WGSL, we will automatically convert your
|
||||
//! non-WGSL shaders if you're running on WebGPU.
|
||||
//!
|
||||
//! WGSL is always supported by default, but GLSL and SPIR-V need features enabled to compile in support.
|
||||
//!
|
||||
//! To enable WGSL shaders, enable the `wgsl` feature of `wgpu` (enabled by default).
|
||||
//! To enable SPIR-V shaders, enable the `spirv` feature of `wgpu`.
|
||||
//! To enable GLSL shaders, enable the `glsl` feature of `wgpu`.
|
||||
//!
|
||||
//! ## Feature flags
|
||||
#![doc = document_features::document_features!()]
|
||||
//!
|
||||
|
||||
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