|  | # Platform and API support for Dawn/Tint | 
|  |  | 
|  | ## Khronos's Vulkan | 
|  |  | 
|  | Vulkan is supported with minimal features, limits and extensions being required (what's required has been measured to be widely available). | 
|  | Vulkan is the preferred target API on platforms that don't have other "modern" GPU APIs. | 
|  | Vulkan is supported as best effort on other platforms (e.g. Windows and macOS). | 
|  |  | 
|  | **Required version**: Vulkan 1.1. | 
|  |  | 
|  | **Required features**: `depthBiasClamp`, `fragmentStoresAndAtomics`, `fullDrawIndexUint32`, `imageCubeArray`, `independentBlend`, `sampleRateShading`, and either `textureCompressionBC` or both of `textureCompressionETC` and `textureCompressionASTC_LDR`. | 
|  |  | 
|  | **Required limits**: they are too detailed to describe here, but in general should be widely supported. | 
|  | See the [WebGPU limits](https://gpuweb.github.io/gpuweb/#limits) that mostly correspond to Vulkan limits. | 
|  |  | 
|  | **Operating system support**: | 
|  |  | 
|  | - Linux: Supported. | 
|  | - ChromeOS: Supported. | 
|  | - Android: Work in progress. | 
|  | - Fuchsia: Work in progress. | 
|  |  | 
|  | ## Microsoft's D3D12 | 
|  |  | 
|  | D3D12 is supported with feature level 11.1, or feature level 11.0 with Resource Binding Tier 2. | 
|  | This is the vast majority of D3D12 devices. | 
|  | Supported shader models are 5.1 and above. It is the preferred target API when available. | 
|  |  | 
|  | **Windows flavor support**: | 
|  |  | 
|  | - Win32: Supported. | 
|  | - UWP: Supported, best effort. | 
|  | - Xbox: Not supported, contributions welcome. | 
|  |  | 
|  | ## Apple's Metal | 
|  |  | 
|  | Metal 2.3 is supported and is the preferred target API when available. | 
|  |  | 
|  | **Apple OS support:** | 
|  |  | 
|  | - macOS: supported on version 11.0+. | 
|  | - iOS: supported on version 14.0+, best effort. | 
|  | - tvOS/ipadOS/...: Not supported, contributions welcome. | 
|  |  | 
|  | ## Khronos's OpenGL family | 
|  |  | 
|  | Support for OpenGL is in progress with the aim to make OpenGL ES 3.1 (with extensions and limits) supported through EGL. | 
|  | Other flavors of OpenGL (desktop OpenGL) or binding APIs (GLX, WGL, EAGL, CGL) are supported as best effort with contributions welcome. | 
|  |  | 
|  | ## Microsoft's D3D11 | 
|  |  | 
|  | A work-in-progress D3D11 backend is available but not considered ready for production uses yet. |