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| author | Andre Weissflog <floooh@gmail.com> | 2025-12-13 18:14:59 +0100 |
|---|---|---|
| committer | Andre Weissflog <floooh@gmail.com> | 2025-12-13 18:14:59 +0100 |
| commit | e857bcb682c9e1d55ad878a6317cfb902eeb84f5 (patch) | |
| tree | 68e8eb594935a771b6350442d2c251c2e2ab7cb0 | |
| parent | 936eaab6e6ac4c604788df93974dfdefbe993b08 (diff) | |
update changelog (https://github.com/floooh/sokol/issues/1367)
| -rw-r--r-- | CHANGELOG.md | 39 |
1 files changed, 39 insertions, 0 deletions
diff --git a/CHANGELOG.md b/CHANGELOG.md index 27d15f7b..62f75432 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,5 +1,44 @@ ## Updates +### 13-Dec-2025 + +A WebGPU backend code cleanup round: + +- sokol_app.h: + - on macOS, fixed a WebGPU validation layer warning when the app didn't + set an explicit window size (so that the default size is picked). In that + case the WebGPU swapchain setup code used a width and height of zero to + initialize the swapchain (Windows and Linux wasn't affected from this + chicken-egg problem) + - moved all struct initializations into a macro to enforce zero-initialization + without a separate memset call (also outside the WebGPU backend) +- sokol_gfx.h: + - similar to sokol_app.h, moved all struct initialization into a macro + (also outside the WebGPU backend) + - settings the uniform block bind group is now delayed into the draw/dispatch + functions, this avoids multiple redundant setBindGroup calls when a + shader uses multiple uniform blocks + - the special 'empty bindgroup' object has been removed and in places where + the empty bindgroup was set, the WebGPU SetBindGroup function is now + called with a nullptr (clearing bindgroups with a nullptr didn't work + in the past, but works correctly now) + - unused vertex buffer slots are now explicitly cleared by settings a nullptr + - a redundant texture arg in the internal function `_sg_wgpu_copy_image_data` + has been removed + - a special case for cube maps has been removed in `_sg_wgpu_create_image` + - remove two redundant SetBindGroup calls at the end of `_sg_wgpu_apply_pipeline()`, + this was required in the past when the shader didn't have any bindings + but this seems to have been relaxed +- sokol-shdc: bindslot allocation for WGSL has been updated to work the + same as for Vulkan-SPIRV output, this makes the WGSL bindings more compact + but isn't a breaking change +- utility headers: all embeded WGSL shaders have been updated (in some cases + the shader size was significantly removed because of a more recent Tint + version in sokol-shdc) + +PR: https://github.com/floooh/sokol/pull/1397 +Ticket: https://github.com/floooh/sokol/issues/1367 + ### 06-Dec-2025 - sokol_gfx.h: a couple of small fixes in the GL backend: |