diff options
| -rw-r--r-- | sokol_app.h | 5 | ||||
| -rw-r--r-- | sokol_gfx.h | 19 |
2 files changed, 21 insertions, 3 deletions
diff --git a/sokol_app.h b/sokol_app.h index d46ec9df..5082d23c 100644 --- a/sokol_app.h +++ b/sokol_app.h @@ -100,6 +100,11 @@ On Linux, you also need to use the -pthread compiler and linker option, otherwise weird things will happen, see here for details: https://github.com/floooh/sokol/issues/376 + For Linux+Vulkan install the following packages (or equivalents): + - libvulkan-dev + - vulkan-validationlayers + - vulkan-tools + On macOS and iOS, the implementation must be compiled as Objective-C. On Emscripten: diff --git a/sokol_gfx.h b/sokol_gfx.h index f1e8e285..1bb40043 100644 --- a/sokol_gfx.h +++ b/sokol_gfx.h @@ -72,12 +72,25 @@ - on Linux with GLX: GL - on Linux with Vulkan: vulkan - on Android: GLESv3, log, android - - on Windows with the MSVC or Clang toolchains: no action needed, libs are defined in-source via pragma-comment-lib - - on Windows with MINGW/MSYS2 gcc: compile with '-mwin32' so that _WIN32 is defined - - with the D3D11 backend: -ld3d11 + - on Windows: + - with Vulkan: link with vulkan-1 (this is explicit in case you want to + use your own Vulkan loader library) + - with D3D11: + - on MSVC or Clang: no action needed, libs are defined in-source via pragma-comment-lib + - on MINGW/MSYS2 gcc: compile with '-mwin32' so that _WIN32 is defined and link with -ld3d11 + - with GL: no linking needed since sokol_gfx.h comes with its own GL loader on Windows On macOS and iOS, the implementation must be compiled as Objective-C. + For Linux+Vulkan install the following packages (or equivalents): + - libvulkan-dev + - vulkan-validationlayers + - vulkan-tools + + For Windows+Vulkan install the Vulkan SDK and in your build system: + - add a header search path to $ENV{VULKAN_SDK}/Include + - add a link search path to $ENV{VULKAN_SDK}/Env + On Emscripten: - for WebGL2: add the linker option `-s USE_WEBGL2=1` - for WebGPU: compile and link with `--use-port=emdawnwebgpu` |