| # 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 13.0+. | |
| - 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. |