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mention D3D bytecode support in sokol-shdc in README

Andre Weissflog 6 anni fa
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703b92078b
1 ha cambiato i file con 11 aggiunte e 7 eliminazioni
  1. 11 7
      README.md

+ 11 - 7
README.md

@@ -3,7 +3,7 @@
 **Sokol (Сокол)**: Russian for Falcon, a smaller and more nimble
 **Sokol (Сокол)**: Russian for Falcon, a smaller and more nimble
 bird of prey than the Eagle (Орёл, Oryol)
 bird of prey than the Eagle (Орёл, Oryol)
 
 
-[See what's new](#updates) (**15-May-2019**: shader cross-compiling for sokol_gfx.h!)
+[See what's new](#updates)
 
 
 [Live Samples](https://floooh.github.io/sokol-html5/index.html) via WASM.
 [Live Samples](https://floooh.github.io/sokol-html5/index.html) via WASM.
 
 
@@ -397,12 +397,16 @@ Mainly some "missing features" for desktop apps:
 
 
 # Updates
 # 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.
+- **27-May-2019**: some D3D11 updates:
+    - The shader-cross-compiler can now generate D3D bytecode when
+    running on Windows, see the [sokol-shdc docs](https://github.com/floooh/sokol-tools/blob/master/docs/sokol-shdc.md) for more
+details.
+    - 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
 - **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
 for macOS or iOS when the build is running on macOS. This is enabled