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## Updates
+### 03-Feb-2026
+
+- sokol_gfx.h vulkan: another round of small fixes and code cleanups in the
+ vulkan backend:
+ - execution wouldn't properly fail when no suitable Vulkan device could be found
+ - minor code cleanup around creating and destroying swapchain image-views
+ - on Windows, the `SAPP_EVENTTYPE_RESIZED` event is now fired in the same place
+ as on Linux, right after recreating swapchain resources
+ - on Windows, the internal framebuffer width/height is now updated only in
+ a single place (right after recreating swapchain resources)
+ - frame time measurement was actually broken on the Windows+Vulkan combination
+ and has been fixed
+
+ PR: https://github.com/floooh/sokol/pull/1433
+
### 01-Feb-2026
- sokol_gfx.h vulkan: the frame-sync-related validation layer errors on Windows
@@ -9,8 +24,10 @@
deal with (especially a very high input-to-display lag compared to the
D3D11/DXGI backend, and moving/resizing the application window is stuttery on
NVIDIA (this is caused by the render-during-window-move/resize code waiting
- for vsync). The next step will be to port the swapchain code to `VK_KHR_swpachain_maintenance1`
- (which probably would have been a good idea right from the start).
+ for vsync). ~~The next step will be to port the swapchain code to `VK_KHR_swpachain_maintenance1`
+ (which probably would have been a good idea right from the start).~~ nvm, I didn't
+ realize how badly supported `VK_[KHR|EXT]_swapchain_maintenenace1` is actually
+ supported when I wrote that heh.
Also please keep in mind that the Vulkan backend is still deep in
'highly experimental state'.