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Doc fixes for wgpu_types::Backend::Gl.
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README.md

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@@ -65,17 +65,17 @@ Contributors are welcome! See [CONTRIBUTING.md][contrib] for more information.
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## Supported Platforms
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| API | Windows | Linux/Android | macOS/iOS | Web (wasm) |
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| ------ | ------------ | --------------- | --------- | ----------- |
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| Vulkan ||| 🌋 | |
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| Metal | | || |
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| DX12 || | | |
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| OpenGL | 🆗 (GL 3.3+) | 🆗 (GL ES 3.0+) | 📐 | 🆗 (WebGL2) |
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| WebGPU | | | ||
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| API | Windows | Linux/Android | macOS/iOS | Web (wasm) |
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| ------ | -------------------- | --------------- | --------- | ----------- |
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| Vulkan | || 🌋 | |
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| Metal | | || |
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| DX12 | | | | |
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| OpenGL | 🆗 (GL 3.3+), or 📐 | 🆗 (GL ES 3.0+) | 📐 | 🆗 (WebGL2) |
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| WebGPU | | | ||
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✅ = First Class Support
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🆗 = Downlevel/Best Effort Support
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📐 = Requires the [ANGLE](https://github.com/gfx-rs/wgpu/wiki/Running-on-ANGLE) translation layer (GL ES 3.0 only). Use the `angle` feature on macOS/iOS. On Windows, `gles` uses WGL by default; build with `cfg(windows_angle)` to use ANGLE instead.
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📐 = Requires the [ANGLE](https://github.com/gfx-rs/wgpu/wiki/Running-on-ANGLE) translation layer (GL ES 3.0 only). On macOS/iOS, use the `angle` feature. On Windows, `gles` uses WGL by default; build with `cfg(windows_angle)` to use ANGLE instead.
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🌋 = Requires the [MoltenVK](https://vulkan.lunarg.com/sdk/home#mac) translation layer
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🛠️ = Unsupported, though open to contributions
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wgpu-types/src/backend.rs

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@@ -39,14 +39,29 @@ pub enum Backend {
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/// enables it, in addition to the ordinary requirement of [`Backends::NOOP`] being set.
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/// This ensures that applications not desiring a non-functional backend will not receive it.
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Noop = 0,
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/// Vulkan API (Windows, Linux, Android, MacOS via `vulkan-portability`/MoltenVK)
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Vulkan = 1,
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/// Metal API (Apple platforms)
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Metal = 2,
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/// Direct3D-12 (Windows)
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Dx12 = 3,
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/// OpenGL 3.3+ (Windows), OpenGL ES 3.0+ (Linux, Android, MacOS via Angle), and WebGL2
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/// OpenGL 3.3+, OpenGL ES 3.0+, WebGL2.
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///
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/// - On Windows, this is normally OpenGL. If you build with
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/// `cfg(windows_angle)` to use ANGLE instead, then this is OpenGL ES.
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///
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/// - On Linux, we create a full OpenGL context if possible (Mesa offers
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/// it), but if that fails we fall back to OpenGL ES.
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///
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/// - On Android and macOS with ANGLE, we get OpenGL ES.
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///
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/// - When running in a web browser, we get WebGL2.
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Gl = 4,
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/// WebGPU in the browser
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BrowserWebGpu = 5,
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}

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