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| author | Yong He <yonghe@outlook.com> | 2024-10-09 17:29:00 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-10-09 17:29:00 -0700 |
| commit | a7c5df67110c6e3471850a72b5b3268acc984a2b (patch) | |
| tree | 63fa79ec8a3b4bd102fd99836958aa3dd11f3a2d | |
| parent | 611fa55fcc91f36b3202490c6fd2235d32300150 (diff) | |
Update README.md
| -rw-r--r-- | README.md | 10 |
1 files changed, 10 insertions, 0 deletions
@@ -47,6 +47,8 @@ Documentation The Slang project provides a variety of different [documentation](docs/), but most users would be well served starting with the [User's Guide](https://shader-slang.github.io/slang/user-guide/). +For developers writing Slang code, the [Slang Standard Library Reference](https://shader-slang.com/stdlib-reference/) provides detailed documentation on Slang's built-in types and functions. + We also provide a few [examples](examples/) of how to integrate Slang into a rendering application. These examples use a graphics layer that we include with Slang called "GFX" which is an abstraction library of various graphics APIs (D3D11, D2D12, OpenGL, Vulkan, CUDA, and the CPU) to support cross-platform applications using GPU graphics and compute capabilities. @@ -71,11 +73,19 @@ Limitations and Support ----------------------- ### Platform support + +The Slang compiler and libraries can be built on the following platforms: + | Windows | Linux | MacOS | WebAssembly | |:---------------:|:--------------:|:------------:|:--------------------:| | supported | supported | supported | experimental | +Both `x86_64` and `arm64` architectures are supported on Windows, Linux and MacOS platforms. + ### Target support + +Slang can compile shader code to the following targets: + | Target | Status | Output Formats | |:----------------:|:--------------:|:----------------------:| | Direct3D 11 | supported | HLSL | |
