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@@ -3,7 +3,7 @@
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**Sokol (Сокол)**: Russian for Falcon, a smaller and more nimble
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bird of prey than the Eagle (Орёл, Oryol)
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-[See what's new](#updates) (**15-May-2019**: shader cross-compiling for sokol_gfx.h!)
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+[See what's new](#updates)
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[Live Samples](https://floooh.github.io/sokol-html5/index.html) via WASM.
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@@ -397,12 +397,16 @@ Mainly some "missing features" for desktop apps:
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# Updates
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-- **27-May-2019** sokol_gfx.h no longer needs to be compiled with a
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-SOKOL_D3D11_SHADER_COMPILER define to enable shader compilation in the D3D11
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-backend. Instead, the D3D shader compiler DLL (d3dcompiler_47.dll) will be
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-loaded on-demand when the first HLSL shader needs to be compiled. If an
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-application only uses D3D shader byte code, the compiler DLL won't be loaded
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-into the process.
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+- **27-May-2019**: some D3D11 updates:
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+ - The shader-cross-compiler can now generate D3D bytecode when
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+ running on Windows, see the [sokol-shdc docs](https://github.com/floooh/sokol-tools/blob/master/docs/sokol-shdc.md) for more
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+details.
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+ - sokol_gfx.h no longer needs to be compiled with a
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+ SOKOL_D3D11_SHADER_COMPILER define to enable shader compilation in the
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+ D3D11 backend. Instead, the D3D shader compiler DLL (d3dcompiler_47.dll)
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+ will be loaded on-demand when the first HLSL shader needs to be compiled.
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+ If an application only uses D3D shader byte code, the compiler DLL won't
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+ be loaded into the process.
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- **24-May-2019** The shader-cross-compiler can now generate Metal byte code
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for macOS or iOS when the build is running on macOS. This is enabled
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