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authorAndre Weissflog <floooh@gmail.com>2019-05-27 15:48:27 +0200
committerGitHub <noreply@github.com>2019-05-27 15:48:27 +0200
commit98256f35e57ab75a80c835900d6956a67278497c (patch)
tree130b4f84227d114042db0f88c342bdade330ba97 /README.md
parent04c4ac0f35c4496e98fd9f2fc795257c54d7c665 (diff)
Remove need for SOKOL_D3D11_SHADER_COMPILER (#157)
This removes the 'linker stub' for d3dcompiler_47.dll, instead the shader compiler DLL will now be loaded on demand in the D3D11 backend when the first shader with HLSL source code is created.
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@@ -397,6 +397,13 @@ Mainly some "missing features" for desktop apps:
# Updates
+- **27-May-2019** sokol_gfx.h no longer needs to be compiled with a
+SOKOL_D3D11_SHADER_COMPILER define to enable shader compilation in the D3D11
+backend. Instead, the D3D shader compiler DLL (d3dcompiler_47.dll) will be
+loaded on-demand when the first HLSL shader needs to be compiled. If an
+application only uses D3D shader byte code, the compiler DLL won't be loaded
+into the process.
+
- **24-May-2019** The shader-cross-compiler can now generate Metal byte code
for macOS or iOS when the build is running on macOS. This is enabled
automatically with the fips-integration files in [sokol-tools-bin](https://github.com/floooh/sokol-tools-bin),