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@@ -1,5 +1,27 @@
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## Updates
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+### 25-Jan-2025
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+
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+Some internal sokol_gfx.h cleanup in `sg_make_shader()`, no behaviour changes
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+for code that passes the sokol_gfx.h validation layer checks:
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+
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+- All backends now do a range-check on the shading-language specific
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+ bindslot declarations in `sg_shader_desc` when creating a shader, and
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+ this range check is also active in release mode (e.g. when the validation
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+ layer and SOKOL_ASSERT checks are deactivated). When this rangecheck
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+ fails, shader creation fails and the shader object is in the
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+ `SG_RESOURCESTATE_FAILED` state.
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+- A related release-mode issue has been fixed which caused a zero-page
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+ segfault when trying to render with a pipeline object in `SG_RESOURCESTATE_FAILED`
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+ state (which in this case was triggered by creating a pipeline object with
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+ a shader in `SG_RESOURCESTATE_FAILED` state).
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+ The intended behaviour is that rendering should be skipped when any resource
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+ objects are used that are not in the `SG_RESOURCESTATE_VALID` state
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+ (in debug mode, that same situation already was caught by the validation layer).
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+
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+For details, see issue https://github.com/floooh/sokol/issues/1198 and
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+PR https://github.com/floooh/sokol/pull/1199.
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+
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### 23-Jan-2025
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A minor, potentially breaking update in the sokol-gfx GL backend when
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