doc: document Vulkan support
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# librashader
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![gameboy-player-crt-royale](https://user-images.githubusercontent.com/1000503/206342591-cdcb090a-c485-44c3-936e-50226499aff6.png)
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![gameboy-player-crt-royale](https://user-images.githubusercontent.com/1000503/211937119-078be1ea-cd1c-4fb2-91da-acc8703c70aa.png)
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<small>*gameboy-player-crt-royale*</small>
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@ -16,7 +16,7 @@ of DirectX and OpenGL, as well as Metal, are not supported (but pull-requests ar
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|-------------|------------|---------------------------|
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| OpenGL 3.3+ | ✔ | `gl` |
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| OpenGL 4.6 | ✔ | `gl` |
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| Vulkan | 🚧 | `vk` |
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| Vulkan 1.3+ | ✔ | `vk` |
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| Direct3D11 | ✔ | `d3d11` |
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| Direct3D12 | 🚧 | `d3d12` |
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| OpenGL 2 | ❌ | |
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@ -77,10 +77,13 @@ Please report an issue if you run into a shader that works in RetroArch, but not
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* OpenGL 4.6+
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* All caveats from the OpenGL 3.3+ section should be considered.
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* Should work on OpenGL 4.5 but this is not guaranteed. The OpenGL 4.6 runtime may eventually switch to using `ARB_spirv_extensions` for loading shaders, and this will not be marked as a breaking change.
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* The OpenGL 4.6 runtime uses Direct State Access to minimize changes to the OpenGL state. For recent GPUs, this may improve performance.
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* The OpenGL 4.6 runtime uses Direct State Access to minimize changes to the OpenGL state. For GPUs released within the last 5 years, this may improve performance.
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* Direct3D 11
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* Framebuffer copies are done via `ID3D11DeviceContext::CopySubresourceRegion` rather than a CPU conversion + copy.
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* HDR10 support is not part of the shader runtime and is not supported.
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* Vulkan 1.3+
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* The Vulkan runtime uses [`VK_KHR_dynamic_rendering`](https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VK_KHR_dynamic_rendering.html). This extension must be enabled at device creation to use librashader.
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* UBOs use multiple discontiguous buffers. This may be improved in the future by switching to VMA rather than manually handling allocations.
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Most, if not all shader presets should work fine on librashader. The runtime specific differences should not affect the output,
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and are more a heads-up for integrating librashader into your project.
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