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## Updates
+### 07-Nov-2024
+
+The sokol-gfx 'bindings cleanup update'. This is a breaking change.
+
+Please read this blog post to get an idea what the update is about
+and how existing code needs to be changed:
+
+https://floooh.github.io/2024/11/04/sokol-fall-2024-update.html
+
+TL;DR:
+
+- sokol-shdc input shader sources now require to annotate uniform blocks,
+ textures, samplers and storage buffers with `layout(binding=N)` where `N`
+ directly maps to sokol-gfx bindslots
+- the concept of 'shader stages' has mostly been removed from the sokol-gfx API
+- in the `sg_bindings` struct, the nested per-shader-stage binding arrays have
+ been replaced with unified binding arrays
+- in the function `sg_apply_uniforms()`, the shader stage parameter has been
+ removed
+- only relevant if you don't use sokol-shdc: the interior of the `sg_shader_desc`
+ struct has been changed according to the new binding model, and additional
+ information must be provided for each resource binding:
+ - what shader change the binding appears in
+ - backend 3D API specific resource bindslots to map sokol-gfx
+ bindslots to 3D API bindslots
+
+The update is implemented in PR https://github.com/floooh/sokol/pull/1111.
+
+The detailed API changes in the sokol_gfx.h API:
+
+- the `sg_apply_uniforms()` function no longer has a shader stage parameter:
+ ```c
+ void sg_apply_uniforms(int ub_slot, const sg_range* data);
+ ```
+- the `sg_bindings` struct interior no longer separates resource
+ bindings by shader stages:
+ ```c
+ typedef struct sg_bindings {
+ uint32_t _start_canary;
+ sg_buffer vertex_buffers[SG_MAX_VERTEXBUFFER_BINDSLOTS];
+ int vertex_buffer_offsets[SG_MAX_VERTEXBUFFER_BINDSLOTS];
+ sg_buffer index_buffer;
+ int index_buffer_offset;
+ sg_image images[SG_MAX_IMAGE_BINDSLOTS];
+ sg_sampler samplers[SG_MAX_SAMPLER_BINDSLOTS];
+ sg_buffer storage_buffers[SG_MAX_STORAGEBUFFER_BINDSLOTS];
+ uint32_t _end_canary;
+ } sg_bindings;
+ ```
+- some public constants starting with `SG_NUM_*` or `SG_MAX_*`
+ have been removed or renamed (those typically shouldn't show up
+ in user code)
+- similar to the `sg_bindings` struct, the bindings reflection is no
+ longer split between shader stages:
+ ```c
+ typedef struct sg_shader_desc {
+ uint32_t _start_canary;
+ sg_shader_function vertex_func;
+ sg_shader_function fragment_func;
+ sg_shader_vertex_attr attrs[SG_MAX_VERTEX_ATTRIBUTES];
+ sg_shader_uniform_block uniform_blocks[SG_MAX_UNIFORMBLOCK_BINDSLOTS];
+ sg_shader_storage_buffer storage_buffers[SG_MAX_STORAGEBUFFER_BINDSLOTS];
+ sg_shader_image images[SG_MAX_IMAGE_BINDSLOTS];
+ sg_shader_sampler samplers[SG_MAX_SAMPLER_BINDSLOTS];
+ sg_shader_image_sampler_pair image_sampler_pairs[SG_MAX_IMAGE_SAMPLER_PAIRS];
+ const char* label;
+ uint32_t _end_canary;
+ } sg_shader_desc;
+ ```
+
+Behaviour changes:
+
+- Resource bindings can now have gaps, and validation of `sg_apply_bindings()`
+ has been relaxed to allow bindslots in `sg_bindings` to be occupied even
+ if those bindings are not used by the current shader. This allows to use the
+ same `sg_bindings` struct for different but related shader variants.
+- Likewise, uniform block bindslots can now have gaps (but currently it's still
+ an error trying to apply uniform block data for a bindslot that's not used
+ by the current shader)
+- In debug mode, `sg_draw()` now checks that `sg_apply_bindings()` and/or
+ `sg_apply_uniforms()` has been called after `sg_apply_pipeline()` when required.
+- Lots of new validation checks for the new reflection information in `sg_shader_desc`.
+
+Drive by fixes:
+
+- the sokol_gfx.h WebGPU backend is now compatible again with the latest
+ Google Dawn library (Chrome's native WebGPU implementation)
+- the [fips-dawn glue repository](https://github.com/fips-libs/fips-dawn) has been fixed to work with the latest
+ Dawn build system changes (still only tested on macOS though)
+
### 24-Oct-2024
- sokol_nuklear.h: Merged https://github.com/floooh/sokol/pull/1138 which