diff --git a/README.md b/README.md index 20d1979ff..7ff159b0b 100644 --- a/README.md +++ b/README.md @@ -50,10 +50,10 @@ Supported platforms: * Android (14+, ARM, x86, MIPS) * FreeBSD - * iOS (iPhone, iPad, AppleTV) + * iOS/iPadOS/tvOS (iPhone, iPad, AppleTV) * Linux * MIPS Creator CI20 - * OSX (11+) + * macOS (11+) * PlayStation 4 * RaspberryPi * UWP (Universal Windows, Xbox One) diff --git a/docs/build.rst b/docs/build.rst index 9f3324a78..04bf628ae 100644 --- a/docs/build.rst +++ b/docs/build.rst @@ -83,7 +83,7 @@ Build ----- bgfx uses `GENie - Project generator tool `__ -to generate project files for various platform. Binaries for Linux, OSX, and Windows are included in +to generate project files for various platform. Binaries for Linux, macOS, and Windows are included in bx repository. General @@ -174,7 +174,7 @@ Amalgamated Build For ease of integration to other build system bgfx library can be built with single .cpp file. It's only necessary to build `src/amalgamated.cpp `__ -(for OSX/iOS use +(for macOS/iOS/iPadOS/tvOS use `src/amalgamated.mm `__ instead) inside different build system. diff --git a/docs/internals.rst b/docs/internals.rst index 8e71d76eb..00b2fd187 100644 --- a/docs/internals.rst +++ b/docs/internals.rst @@ -35,7 +35,7 @@ Encoder API can be obtained by calling ``bgfx::begin``. bgfx by default allows 8 Customization ------------- -By default each platform has sane default values. For example on Windows default renderer is DirectX, on Linux it is OpenGL, and on OSX it's Metal. On Windows platform almost all rendering backends are available. For OpenGL ES on desktop you can find more information at:- `OpenGL ES 2.0 and EGL on desktop `__ +By default each platform has sane default values. For example on Windows default renderer is DirectX, on Linux it is OpenGL, and on macOS it's Metal. On Windows platform almost all rendering backends are available. For OpenGL ES on desktop you can find more information at:- `OpenGL ES 2.0 and EGL on desktop `__ If you're targeting specific mobile hardware, you can find GLES support in their official SDKs: `Adreno SDK `__, `Mali SDK `__, `PowerVR SDK `__. diff --git a/docs/overview.rst b/docs/overview.rst index f7f164f2c..e99888913 100644 --- a/docs/overview.rst +++ b/docs/overview.rst @@ -36,10 +36,10 @@ Supported Platforms - Android (14+, ARM, x86, MIPS) - FreeBSD -- iOS (iPhone, iPad, AppleTV) +- iOS/iPadOS/tvOS (iPhone, iPad, AppleTV) - Linux - MIPS Creator CI20 -- OSX (11+) +- macOS (11+) - PlayStation 4 - RaspberryPi - UWP (Universal Windows, Xbox One) @@ -124,13 +124,13 @@ Other Debuggers and Profilers +-------------+-----------------+-------+--------+------+-------+------+------+-------+--------+ | Name | OS | DX9 | DX11 | DX12 | Metal | GL | GLES | Vulkan| Source | +=============+=================+=======+========+======+=======+======+======+=======+========+ -| APITrace | Linux/OSX/Win | |x| | |x| | | | |x| | |x| | | |x| | +| APITrace | Linux/macOS/Win | |x| | |x| | | | |x| | |x| | | |x| | +-------------+-----------------+-------+--------+------+-------+------+------+-------+--------+ | CodeXL | Linux/Win | | | | | |x| | | | | +-------------+-----------------+-------+--------+------+-------+------+------+-------+--------+ | Dissector | Win | |x| | | | | | | | |x| | +-------------+-----------------+-------+--------+------+-------+------+------+-------+--------+ -| IntelGPA | Linux/OSX/Win | |x| | |x| | | | | |x| | | | +| IntelGPA | Linux/macOS/Win | |x| | |x| | | | | |x| | | | +-------------+-----------------+-------+--------+------+-------+------+------+-------+--------+ | Nsight | Win | |x| | |x| | | | |x| | | | | +-------------+-----------------+-------+--------+------+-------+------+------+-------+--------+ @@ -197,7 +197,7 @@ Contributors Chronological order: - Branimir Karadžić (`@bkaradzic `__) - - Garett Bass (`@garettbass `__) - OSX port. + - Garett Bass (`@garettbass `__) - macOS port. - Jeremie Roy (`@jeremieroy `__) - `10-font `__, and `11-fontsdf `__ examples. @@ -222,7 +222,7 @@ Chronological order: - Andre Weissflog (`@floooh `__) - Alternative build system fips. - Andrew Johnson (`@ajohnson23 `__) - TeamCity build. - Tony McCrary (`@enleeten `__) - Java language API bindings. - - Attila Kocsis (`@attilaz `__) - Metal rendering backend, various OSX + - Attila Kocsis (`@attilaz `__) - Metal rendering backend, various macOS and iOS improvements and bug fixes, `39-assao `__ example. - Richard Gale (`@RichardGale `__) - Emscripten entry input handling.