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authorAndre Weissflog <floooh@gmail.com>2020-06-20 21:07:12 +0200
committerAndre Weissflog <floooh@gmail.com>2020-06-20 21:07:12 +0200
commit5a24ae26e6db842cc529ccd683fea7d34b2d86ad (patch)
treee8aa382cb1d1dfde4f3d9617d3a13acce5e39ab1 /README.md
parentf7aec3410848ab5568de5a7bbdccf7981e883f0a (diff)
fix readme
Diffstat (limited to 'README.md')
-rw-r--r--README.md11
1 files changed, 5 insertions, 6 deletions
diff --git a/README.md b/README.md
index f86fb2da..24f5473c 100644
--- a/README.md
+++ b/README.md
@@ -463,7 +463,7 @@ Mainly some "missing features" for desktop apps:
- **20-Jun-2020**: Some work to better support older DX10-level GPUs in the
sokol_gfx.h D3D11 backend:
- sg_make_shader() now by default compiles HLSL shader code as shader model 4.0
- (previously shader model 5.0 was which caused problems with some older
+ (previously shader model 5.0 which caused problems with some older
Intel GPUs still in use, see this issue: https://github.com/floooh/sokol/issues/179)
- A new string item ```const char* d3d11_target``` in ```sg_shader_stage_desc``` now allows
to pass in the D3D shader model for compiling shaders. This defaults to
@@ -472,15 +472,14 @@ sokol_gfx.h D3D11 backend:
shader model 4.0, because that's the first shader model supporting
constant buffers.
- The *sokol-shdc* shader compiler tool has a new output option ```hlsl4```
- to generate HLSL4 source code or shader model 4.0 byte code.
+ to generate HLSL4 source code and shader model 4.0 byte code.
- All embedded D3D shader byte code in the sokol utility headers has been
changed from shader model 5.0 to 4.0
- If you are using sokol_gfx.h with sokol-shdc, please update both to at the same time
+ If you are using sokol_gfx.h with sokol-shdc, please update both at the same time
to avoid compilation errors caused by the new ```sg_shader_stage_desc.d3d11_target```
- item. Also, the sg_shader_desc initialization code in sokol-shdc has been updated
- so that it is less likely to break if new items are added to the sg_shader_desc
- struct in the future.
+ item. The sg_shader_desc initialization code in sokol-shdc has now been made more
+ robust to prevent similar problems in the future.
- **14-Jun-2020**: I have added a very simple utility header ```sokol_memtrack.h```
which allows to track memory allocations in sokol headers (number and overall