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authorAndre Weissflog <floooh@gmail.com>2025-09-29 13:22:10 +0200
committerAndre Weissflog <floooh@gmail.com>2025-09-29 13:22:10 +0200
commite058ebc01e6b337b019f5f53d0e39c6475d1b34a (patch)
tree95dade76b089d3181ea70d3803aa0be1b669f6f4 /CHANGELOG.md
parent9750c75f1d02387f6af3d3dfa73eb94d443898f3 (diff)
add details to last changelog entry (https://github.com/floooh/sokol/pull/1330)
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@@ -76,6 +76,11 @@ Please be aware of the following backend-specific caveats:
8 storage image bindings per shader stage - for comparison, in Safari those
limits are all 32 - which is also strange though, because the maximum number
of buffers in a shader stage is limited to 31 in Metal (according to: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf)
+- Be aware that there may be a separate limit of total number of bindings for a
+ resource type across all shader stages, e.g. don't automatically assume that the
+ total limit for a vertex/fragment-shader pair is 2x the per-stage limit! The
+ only areas where this is relevant should be storage-buffer and storage-image
+ bindings in the GL backend though.
Please note that there are currently no sokol samples which actually make use of
the expanded binding limits, so there may be implementation bugs. Please