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Fix typo
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_posts/2021-04-30-release-0.8.md

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@@ -20,7 +20,7 @@ where SPIRV-Cross is not just optional on some platforms, but even not enabled b
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The work on HLSL and WGSL backends is underway. The former will allow us to deprecate SPIRV-Cross on Direct3D 12/11 and eventually remove this C dependency. The latter will help users port the existing shaders to WGSL.
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Another big theme of the release is enhanced `wgpu` validation. The host API side is mostly covered, with occasional small holes discovered by testing. The shader side is now validating both statements and expressions. Programming shaders with `wgpu` starts getting closer to Rust than C: most of the time you fight the validator to pass, and then it just works, portably. The error messages are still a bit cryptic though, hopefully we'll improve it in the next release.
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Hitting a driver panic/crash becomes rare, and we are working on eliminating these outcomes entirely. In addition, `wgpu` now knows when to zero-initialize buffers automatically, brining the strong portability story a bit closer to reality.
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Hitting a driver panic/crash becomes rare, and we are working on eliminating these outcomes entirely. In addition, `wgpu` now knows when to zero-initialize buffers automatically, bringing the strong portability story a bit closer to reality.
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We also integrated [profiling](https://github.com/aclysma/profiling) into `wgpu` and `gfx-backend-metal`. The author was receptive to our needs and ideas, and we are very happy with the results so far. Gathering CPU performance profiles from your applications today can't be any simpler:
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- Buffer descriptor indexing
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- Conservative rasterization
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P.S. overall, we are in the middle of a grand project that builds the modern graphics infrastructure in pure Rust, and we appreciate anybody willing to join the fight!
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P.S. overall, we are in the middle of a grand project that builds the modern graphics infrastructure in pure Rust, and we appreciate anybody willing to join the fight!

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