One thing to note is that `enumerate_adapters` isn't available on WASM, so you have to use `request_adapter`.
Another thing to note is that `Adapter`s are locked to a specific backend. If you are on Windows and have 2 graphics cards you'll have at least 4 adapters available to use, 2 Vulkan and 2 DirectX.
For more fields you can use to refine your search, [check out the docs](https://docs.rs/wgpu/latest/wgpu/struct.Adapter.html).
@ -148,13 +153,23 @@ You can view a full list of features [here](https://docs.rs/wgpu/latest/wgpu/str
The `limits` field describes the limit of certain types of resources that we can create. We'll use the defaults for this tutorial, so we can support most devices. You can view a list of limits [here](https://docs.rs/wgpu/latest/wgpu/struct.Limits.html).
```rust
let surface_caps = surface.get_capabilities(&adapter);
// Shader code in this tutorial assumes an Srgb surface texture. Using a different
// one will result all the colors comming out darker. If you want to support non
// Srgb surfaces, you'll need to account for that when drawing to the frame.
@ -163,7 +178,7 @@ Here we are defining a config for our surface. This will define how the surface
The `usage` field describes how `SurfaceTexture`s will be used. `RENDER_ATTACHMENT` specifies that the textures will be used to write to the screen (we'll talk about more `TextureUsages`s later).
The `format` defines how `SurfaceTexture`s will be stored on the gpu. `surface.get_supported_formats(&adapter)` returns a `Vec` of the formats that are supported by that surface. While a surface may support many formats, it usually has a format that it prefers, in which case it places that format first in the returned `Vec`. We use the format in the first position (`[0]`) to get the best format to use for that particular surface.
The `format` defines how `SurfaceTexture`s will be stored on the gpu. We can get a supported format from the `SurfaceCapabilities`.
`width` and `height` are the width and the height in pixels of a `SurfaceTexture`. This should usually be the width and the height of the window.