Update Apple platform naming in readme (#3072)

* Fixed some platform naming

* Update build.rst

* Update internals.rst

* Update overview.rst
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IchorDev 2023-04-03 14:47:38 +10:00 committed by GitHub
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4 changed files with 11 additions and 11 deletions

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@ -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)

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@ -83,7 +83,7 @@ Build
-----
bgfx uses `GENie - Project generator tool <https://github.com/bkaradzic/genie#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 <https://github.com/bkaradzic/bgfx/blob/master/src/amalgamated.cpp>`__
(for OSX/iOS use
(for macOS/iOS/iPadOS/tvOS use
`src/amalgamated.mm <https://github.com/bkaradzic/bgfx/blob/master/src/amalgamated.mm>`__
instead) inside different build system.

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@ -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 <http://www.g-truc.net/post-0457.html>`__
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 <http://www.g-truc.net/post-0457.html>`__
If you're targeting specific mobile hardware, you can find GLES support in their official SDKs: `Adreno
SDK <http://developer.qualcomm.com/mobile-development/mobile-technologies/gaming-graphics-optimization-adreno/tools-and-resources>`__, `Mali SDK <http://www.malideveloper.com/>`__, `PowerVR SDK <http://www.imgtec.com/powervr/insider/sdkdownloads/>`__.

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@ -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 <https://github.com/bkaradzic>`__)
- Garett Bass (`@garettbass <https://github.com/garettbass>`__) - OSX port.
- Garett Bass (`@garettbass <https://github.com/garettbass>`__) - macOS port.
- Jeremie Roy (`@jeremieroy <https://github.com/jeremieroy>`__) -
`10-font <examples.html#font>`__,
and `11-fontsdf <examples.html#fontsdf>`__ examples.
@ -222,7 +222,7 @@ Chronological order:
- Andre Weissflog (`@floooh <https://github.com/floooh>`__) - Alternative build system fips.
- Andrew Johnson (`@ajohnson23 <https://github.com/ajohnson23>`__) - TeamCity build.
- Tony McCrary (`@enleeten <https://github.com/enleeten>`__) - Java language API bindings.
- Attila Kocsis (`@attilaz <https://github.com/attilaz>`__) - Metal rendering backend, various OSX
- Attila Kocsis (`@attilaz <https://github.com/attilaz>`__) - Metal rendering backend, various macOS
and iOS improvements and bug fixes, `39-assao <examples.html#assao>`__ example.
- Richard Gale (`@RichardGale <https://github.com/RichardGale>`__) - Emscripten entry input
handling.