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authorYong He <yonghe@outlook.com>2024-10-09 17:29:00 -0700
committerGitHub <noreply@github.com>2024-10-09 17:29:00 -0700
commita7c5df67110c6e3471850a72b5b3268acc984a2b (patch)
tree63fa79ec8a3b4bd102fd99836958aa3dd11f3a2d
parent611fa55fcc91f36b3202490c6fd2235d32300150 (diff)
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@@ -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 |