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merge from master

Andre Weissflog 5 år sedan
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3 ändrade filer med 10 tillägg och 6 borttagningar
  1. 5 0
      README.md
  2. 1 1
      sokol_app.h
  3. 4 5
      sokol_gfx.h

+ 5 - 0
README.md

@@ -486,6 +486,11 @@ Mainly some "missing features" for desktop apps:
     - please see this [blog post](https://floooh.github.io/2020/04/26/sokol-spring-2020-update.html)
       for more details
 
+- **05-Apr-2020**: A bugfix in sokol_gl.h, the (fairly recent) optimization for
+    merging draw calls contained a bug that could be triggered in an "empty"
+    sgl_begin/sgl_end pair (with no vertices recorded inbetween). This could
+    lead to the following draw call being rendered with the wrong uniform data.
+
 - **30-Jan-2020**: Some cleanup in sokol_gfx.h in the backend implementation code,
     internal data structures and documentation comments. The public
     API hasn't changed, so the change should be completely invisible

+ 1 - 1
sokol_app.h

@@ -881,7 +881,7 @@ SOKOL_API_DECL sapp_desc sapp_query_desc(void);
 SOKOL_API_DECL void sapp_request_quit(void);
 /* cancel a pending quit (when SAPP_EVENTTYPE_QUIT_REQUESTED has been received) */
 SOKOL_API_DECL void sapp_cancel_quit(void);
-/* intiate a "hard quit" (quit application without sending SAPP_EVENTTYPE_QUIT_REQUSTED) */
+/* initiate a "hard quit" (quit application without sending SAPP_EVENTTYPE_QUIT_REQUSTED) */
 SOKOL_API_DECL void sapp_quit(void);
 /* call from inside event callback to consume the current event (don't forward to platform) */
 SOKOL_API_DECL void sapp_consume_event(void);

+ 4 - 5
sokol_gfx.h

@@ -489,10 +489,9 @@
         - SG_VERTEXFORMAT_SHORT4N
         - SG_VERTEXFORMAT_USHORT4N
 
-      D3D11 will not convert *non-normalized* vertex formats
-      to floating point vertex shader inputs, those can
-      only use the ivecn formats when D3D11 is used
-      as backend (GL and should Metal can use both formats)
+      D3D11 will not convert *non-normalized* vertex formats to floating point
+      vertex shader inputs, those can only be uses with the *ivecn* vertex shader
+      input types when D3D11 is used as backend (GL and Metal can use both formats)
 
         - SG_VERTEXFORMAT_BYTE4,
         - SG_VERTEXFORMAT_UBYTE4
@@ -1715,7 +1714,7 @@ typedef struct sg_shader_desc {
             .buffer_index   0 the vertex buffer bind slot
             .offset         0 (offsets can be omitted if the vertex layout has no gaps)
             .format         SG_VERTEXFORMAT_INVALID (must be initialized!)
-    .shader:            0 (must be intilized with a valid sg_shader id!)
+    .shader:            0 (must be initialized with a valid sg_shader id!)
     .primitive_type:    SG_PRIMITIVETYPE_TRIANGLES
     .index_type:        SG_INDEXTYPE_NONE
     .depth_stencil: