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Improve WebGPU unstable flags docs (#10163)
# Objective - Fixes #9382 ## Solution - Added a few extra notes in regards to WebGPU experimental state and the need of enabling unstable APIs through certain attribute flags in `cargo_features.md` and the examples `README.md` files.
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4 changed files with 18 additions and 2 deletions
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@ -241,7 +241,7 @@ shader_format_glsl = ["bevy_internal/shader_format_glsl"]
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# Enable support for shaders in SPIR-V
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# Enable support for shaders in SPIR-V
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shader_format_spirv = ["bevy_internal/shader_format_spirv"]
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shader_format_spirv = ["bevy_internal/shader_format_spirv"]
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# Enable some limitations to be able to use WebGL2. If not enabled, it will default to WebGPU in Wasm
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# Enable some limitations to be able to use WebGL2. If not enabled, it will default to WebGPU in Wasm. Please refer to the [WebGL2 and WebGPU](https://github.com/bevyengine/bevy/tree/latest/examples#webgl2-and-webgpu) section of the examples README for more information on how to run Wasm builds with WebGPU.
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webgl2 = ["bevy_internal/webgl"]
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webgl2 = ["bevy_internal/webgl"]
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# Enables watching the filesystem for Bevy Asset hot-reloading
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# Enables watching the filesystem for Bevy Asset hot-reloading
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@ -240,6 +240,14 @@ Bevy support for WebGPU is being worked on, but is currently experimental.
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To build for WebGPU, you'll need to disable default features and add all those you need, making sure to omit the `webgl2` feature.
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To build for WebGPU, you'll need to disable default features and add all those you need, making sure to omit the `webgl2` feature.
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WebGPU depends on unstable APIs so you will also need to pass the `web_sys_unstable_apis` flag to your builds. For example:
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```sh
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RUSTFLAGS=--cfg=web_sys_unstable_apis cargo build ...
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```
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Check `wasm-bindgen` [docs on Unstable APIs](https://rustwasm.github.io/wasm-bindgen/web-sys/unstable-apis.html) for more details.
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Bevy has an helper to build its examples:
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Bevy has an helper to build its examples:
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- Build for WebGL2: `cargo run -p build-wasm-example -- --api webgl2 load_gltf`
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- Build for WebGL2: `cargo run -p build-wasm-example -- --api webgl2 load_gltf`
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@ -34,7 +34,7 @@ The default feature set enables most of the expected features of a game engine,
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|png|PNG image format support|
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|png|PNG image format support|
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|tonemapping_luts|Include tonemapping Look Up Tables KTX2 files|
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|tonemapping_luts|Include tonemapping Look Up Tables KTX2 files|
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|vorbis|OGG/VORBIS audio format support|
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|vorbis|OGG/VORBIS audio format support|
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|webgl2|Enable some limitations to be able to use WebGL2. If not enabled, it will default to WebGPU in Wasm|
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|webgl2|Enable some limitations to be able to use WebGL2. If not enabled, it will default to WebGPU in Wasm. Please refer to the [WebGL2 and WebGPU](https://github.com/bevyengine/bevy/tree/latest/examples#webgl2-and-webgpu) section of the examples README for more information on how to run Wasm builds with WebGPU.|
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|x11|X11 display server support|
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|x11|X11 display server support|
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|zstd|For KTX2 supercompression|
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|zstd|For KTX2 supercompression|
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@ -544,6 +544,14 @@ Bevy support for WebGPU is being worked on, but is currently experimental.
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To build for WebGPU, you'll need to disable default features and add all those you need, making sure to omit the `webgl2` feature.
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To build for WebGPU, you'll need to disable default features and add all those you need, making sure to omit the `webgl2` feature.
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WebGPU depends on unstable APIs so you will also need to pass the `web_sys_unstable_apis` flag to your builds. For example:
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```sh
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RUSTFLAGS=--cfg=web_sys_unstable_apis cargo build ...
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```
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Check `wasm-bindgen` [docs on Unstable APIs](https://rustwasm.github.io/wasm-bindgen/web-sys/unstable-apis.html) for more details.
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Bevy has an helper to build its examples:
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Bevy has an helper to build its examples:
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- Build for WebGL2: `cargo run -p build-wasm-example -- --api webgl2 load_gltf`
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- Build for WebGL2: `cargo run -p build-wasm-example -- --api webgl2 load_gltf`
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