The sokol-c3 bindings are now 'official' and properly integrated (e.g. they are updated automatically on commits to the sokol repo, and sokol-shdc gained a C3 output format.
Many thanks to @radekm for kicking this off and doing all the work :)
Related pull request: https://github.com/floooh/sokol/pull/1148
SG_BLENDFACTOR_MIN
and SG_BLENDFACTOR_MAX
See issue https://github.com/floooh/sokol/issues/1208 and PR https://github.com/floooh/sokol/pull/1209
for details, and the new sample blend-op-sapp.c.Many thanks to @jdah for bringing up the issue and providing the PR and sample code!
Some internal sokol_gfx.h cleanup in sg_make_shader()
, no behaviour changes
for code that passes the sokol_gfx.h validation layer checks:
sg_shader_desc
when creating a shader, and
this range check is also active in release mode (e.g. when the validation
layer and SOKOL_ASSERT checks are deactivated). When this rangecheck
fails, shader creation fails and the shader object is in the
SG_RESOURCESTATE_FAILED
state.SG_RESOURCESTATE_FAILED
state (which in this case was triggered by creating a pipeline object with
a shader in SG_RESOURCESTATE_FAILED
state).
The intended behaviour is that rendering should be skipped when any resource
objects are used that are not in the SG_RESOURCESTATE_VALID
state
(in debug mode, that same situation already was caught by the validation layer).For details, see issue https://github.com/floooh/sokol/issues/1198 and PR https://github.com/floooh/sokol/pull/1199.
A minor, potentially breaking update in the sokol-gfx GL backend when using storage buffers on the fragment shader stage:
The GL backend will no longer use storage buffer bindslots in the range 8..15. This allows sokol-gfx to be used on GL drivers that only support the minimal number of storage buffer bindings.
This may be a breaking change if you are using sokol-shdc with the glsl430 output format which uses storage buffers on the fragment shader stage.
Previously this would assign storage buffer bindings on the fragment stage to the bind slot range 8..15 which will now cause a validation layer error in debug mode, or a panic-level error in release mode (which won't have a lot of information in release mode, rebuild in debug to get much more useful error messages).
To fix this problem, just recompile your shaders with the latest sokol-shdc.
Also see issue https://github.com/floooh/sokol/issues/1193 and the PRs https://github.com/floooh/sokol/pull/1196 and https://github.com/floooh/sokol-tools/pull/170 for details.
sapp_desc.html5_update_document_title
has been
added. When this is set to true, sokol-app will overwrite the HTML document.title
property with
the sapp_desc.window_title
string (also see issue https://github.com/floooh/sokol/issues/1132
and PR https://github.com/floooh/sokol/pull/1186)The language bindings code-generation can now extract comments from the C headers
and include them into the language bindings. Currently this is supported in
the Odin and Zig bindings, but adding comments to the other language bindings
is fairly easy since the bulk of the work happens in the common gen_ir.py
script
which parses the C API declarations into a JSON tree.
Related PR: https://github.com/floooh/sokol/pull/1176, many thanks to @AlexanderArvidsson!
ON USER-PROVIDED IMAGES AND SAMPLERS
in sokol_imgui.h)sg_query_buffer_[property]()
and sg_query_image_[property]()
. Those are
cheaper than the similar sg_query_buffer_desc()
and sg_query_image_desc()
functions if you only need to get one or few properties.Associated PR: https://github.com/floooh/sokol/pull/1169
SOKOL_WIN32_FORCE_WINMAIN
. This allows to expose
both a main()
and WinMain()
entry point in the same link library by
defining both SOKOL_WIN32_FORCE_MAIN
and SOKOL_WIN32_FORCE_WINMAIN
before
including the sokol_app.h implementation.
In this case sokol_app.h will not automatically activate the right Windows subsystem
via #pragma comment (linker) "/subsystem:X")
though, instead the build system
must take care of picking the correct subsystem.Many thanks to @Querijn for the PR!
ig
being the default prefix), this allows sokol_imgui.h to be
used with the default dear_bindings prefix (which is ImGui_
), the
traditional cimgui.h prefix (ig
) and it is also possible to not use
a prefix at all, which might be useful for language bindings.See PR https://github.com/floooh/sokol/pull/1166 for details.
This is only a breaking change if you include the sokol_gfx_imgui.h implementation into a C source file, in that case you need to switch from https://github.com/cimgui/cimgui to https://github.com/floooh/dcimgui. All other scenarios should be backward compatible.
For details see PR https://github.com/floooh/sokol/pull/1163
This cleans up code that is concerned about finding the WebGL/WebGPU HTML canvas by:
- removing any leftover hacks from the time when Emscripten moved
from `document.getElementById()` to `document.querySelector()` for
looking up the canvas object
- adding two options for canvas objects that can't be looked up via
`document.querySelector()`
If you don't provide a custom canvas name to sokol_app.h this change is non-breaking. Otherwise:
- in sokol_main(): change `.html5_canvas_name` to `.html5_canvas_selector`
- change the canvas name string to a CSS selector string (e.g.
from `"my_canvas"` to `"#my_canvas"`)
For more options to communicate the HTML canvas object to sokol_app.h,
please read the new doc section SETTING THE CANVAS OBJECT ON THE WEB PLATFORM
in sokol_app.h.
Additionally, please also note the simplified shell.html
in the
sokol-samples repository (some outdated cruft has been removed):
https://github.com/floooh/sokol-samples/blob/master/webpage/shell.html
Many thanks to @konsumer for kicking off the feature and the following discussion :)
Merged PR https://github.com/floooh/sokol/pull/1155, this allows to use MSAA textures as resource bindings to load individual MSAA samples in shaders. This is an optional feature and isn't supported on the following platform/backend combos:
You can also check the new feature flag sg_features.msaa_image_bindings
for support at runtime.
There's also a new sample https://floooh.github.io/sokol-webgpu/customresolve-sapp.html which demonstrates how to access multisampled textures and the MSAA coverage mask (requires a browser with WebGPU support).
snk_desc_t.enable_set_mouse_cursor
config flag. When setting
this to true you'd also might want to hide the Nuklear software mouse
cursor via nk_style_hide_cursor(ctx)
. Many thanks to @zeozeozeo for the PR!Please be aware of this regression fix in sokol-shdc:
https://github.com/floooh/sokol-tools/blob/master/CHANGELOG.md#09-nov-2024
The sokol-gfx 'bindings cleanup update'. This is a breaking change.
Please read this blog post to get an idea what the update is about and how existing code needs to be changed:
https://floooh.github.io/2024/11/04/sokol-fall-2024-update.html
TL;DR:
layout(binding=N)
where N
directly maps to sokol-gfx bindslotssg_bindings
struct, the nested per-shader-stage binding arrays have
been replaced with unified binding arrayssg_apply_uniforms()
, the shader stage parameter has been
removedsg_shader_desc
struct has been changed according to the new binding model, and additional
information must be provided for each resource binding:
The update is implemented in PR https://github.com/floooh/sokol/pull/1111.
The detailed API changes in the sokol_gfx.h API:
the sg_apply_uniforms()
function no longer has a shader stage parameter:
void sg_apply_uniforms(int ub_slot, const sg_range* data);
the sg_bindings
struct interior no longer separates resource
bindings by shader stages:
typedef struct sg_bindings {
uint32_t _start_canary;
sg_buffer vertex_buffers[SG_MAX_VERTEXBUFFER_BINDSLOTS];
int vertex_buffer_offsets[SG_MAX_VERTEXBUFFER_BINDSLOTS];
sg_buffer index_buffer;
int index_buffer_offset;
sg_image images[SG_MAX_IMAGE_BINDSLOTS];
sg_sampler samplers[SG_MAX_SAMPLER_BINDSLOTS];
sg_buffer storage_buffers[SG_MAX_STORAGEBUFFER_BINDSLOTS];
uint32_t _end_canary;
} sg_bindings;
some public constants starting with SG_NUM_*
or SG_MAX_*
have been removed or renamed (those typically shouldn't show up
in user code)
similar to the sg_bindings
struct, the bindings reflection is no
longer split between shader stages in sg_shader_desc
:
typedef struct sg_shader_desc {
uint32_t _start_canary;
sg_shader_function vertex_func;
sg_shader_function fragment_func;
sg_shader_vertex_attr attrs[SG_MAX_VERTEX_ATTRIBUTES];
sg_shader_uniform_block uniform_blocks[SG_MAX_UNIFORMBLOCK_BINDSLOTS];
sg_shader_storage_buffer storage_buffers[SG_MAX_STORAGEBUFFER_BINDSLOTS];
sg_shader_image images[SG_MAX_IMAGE_BINDSLOTS];
sg_shader_sampler samplers[SG_MAX_SAMPLER_BINDSLOTS];
sg_shader_image_sampler_pair image_sampler_pairs[SG_MAX_IMAGE_SAMPLER_PAIRS];
const char* label;
uint32_t _end_canary;
} sg_shader_desc;
Behaviour changes:
sg_apply_bindings()
has been relaxed to allow bindslots in sg_bindings
to be occupied even
if those bindings are not used by the current shader. This allows to use the
same sg_bindings
struct for different but related shader variants.sg_draw()
now checks that sg_apply_bindings()
and/or
sg_apply_uniforms()
has been called after sg_apply_pipeline()
when required.sg_shader_desc
.Drive by fixes:
void*
to uint64_t
which requires some
minor fixes, also in the public API (so technically it's a breaking change
but it's unlikely that most code will be affected).Many thanks to @DctrNoob for the PR (https://github.com/floooh/sokol/pull/1134).
Also related change if you're using fips: the following ImGui wrapper repos have been updated to 1.91.4:
PS: This Dear ImGui change will also allow to remove a lot of complexity from sokol_imgui again which was necessary after the image/sampler split in sokol_gfx.h. Since ImTextureID is now guaranteed to be 64-bits (even when the pointer size is 32-bits like on WASM), it's possible to stash the sokol-gfx image- and sampler-handles (which are 32-bits each) directly into the 64-bit ImTextureID instead of maintaining an internal object in sokol_imgui.h just to associate a sokol-gfx image handle with a sampler handle. That's for a later time though :)
SG_FILTER_NONE
has been
removed. Until around Oct-2023 this was required to be used as mip-filter
on textures without mipmaps because of an unnecessary restriction in the
GL backend (see https://github.com/floooh/sokol/issues/929 for details).
The concept of a 'none' mipmap filter never mapped to some 3D backends
(specifically D3D11 and WebGPU).
If you are currently creating samplers with .mipmap_filter = SG_FILTER_NONE
you can simply remove that line. The new default value is SG_FILTER_NEAREST
.
To restrict mipmap sampling access to a specific mipmap (or mipmap range),
use the .min_lod
and .max_lod
items in struct sg_sampler_desc
.The change has been implemented in PR https://github.com/floooh/sokol/pull/1103.
d3d11_shader_debugging
to the sg_desc
struct. When this is true, D3D11 shaders which are provided
as HLSL source code will be compiled with debug information and no optimization
which allows shader debugging in tools like RenderDoc. If you use sokol-shdc
to build shaders, just omit the --bytecode / -b
cmdline option to get
HLSL source code instead of bytecode, if you use the fips
build system
wrapper (like the sokol-samples
project), just replace the cmake macro
sokol_shader()
with sokol_shader_debuggable()
.For details see issue https://github.com/floooh/sokol/issues/1043 and PR: https://github.com/floooh/sokol/pull/1101.
For details see issue https://github.com/floooh/sokol/issues/1066 and PR https://github.com/floooh/sokol/pull/1097
To update the sokol-zig dependency in your project, just run:
zig fetch --save=sokol git+https://github.com/floooh/sokol-zig.git
More Details in PR https://github.com/floooh/sokol/pull/1100
A small behaviour update for sokol_gl.h (may be breaking if you call sgl_error()
):
sgl_error_t
has been changed from an error code enum to
a struct with a boolean flag per error type, that way no error information is
lost if multiple error happen in the same frame.int sgl_num_vertices(void)
int sgl_num_commands(void)
Also see ticket https://github.com/floooh/sokol/issues/1092 and PR https://github.com/floooh/sokol/pull/1096 for details!
The previously 'unofficial' Jai bindings at https://github.com/colinbellino/sokol-jai have now been properly integrated with the sokol main repository (meaning that each change to the sokol headers will update the bindings automatically).
The only missing part currently is that no test compilation happens in the CI pipeline (that's also why the Jai bindings have no badge yet in the readme, I think these things will have to wait until Jai leaves closed beta).
Many thanks to @colinbellino for creating the bindings scripts and preparing the PR (https://github.com/floooh/sokol/pull/1090).
Merged PR https://github.com/floooh/sokol/pull/1086 which adds Emscripten target platform support for the Nim bindings. Please also see PR https://github.com/floooh/sokol-nim/pull/31 and the sokol-nim readme for details: https://github.com/floooh/sokol-nim
Many thanks to @Nazariglez for the PRs!
sokol_gfx.h WebGL2: An important hotfix/workaround for a regression in Chrome v127 on macOS and Safari Technology Preview 199 which broke all offscreen rendering in sokol_gfx.h on WebGL2. The details are here https://github.com/floooh/sokol/issues/1085 and in this Chromium ticket: https://issues.chromium.org/issues/355605685.
The PR is here: https://github.com/floooh/sokol/pull/1087
It might take a little bit before the Chrome/Safari fix lands, and I fully expect that the breakage will very slowly crawl through all sorts of other products depending on Chromium (like VSCode, or the Qt WebView widget), so it made sense to implement a workaround instead of waiting for the upstream fix to arrive.
The TL;DR is: A regression in the Chrome and Safari WebGL2 Metal backends subtly breaks offscreen rendering for render target textures which have their GL_TEXTURE_MAX_LEVEL set, but don't explicitly allocate texture storage via the glTexStorage calls (this is entirely valid GL and WebGL2 though).
The breakage manifests as a 'stuck' offscreen rendering in Chrome, and as a lost WebGL context in Safari Tech Preview (ok, that one isn't exactly 'subtle').
The workaround in the sokol_gfx.h GL backend is:
A better fix which I'll tackle later would be to rewrite the GL texture initialization to generally use glTexStorage + glTexSubImage, but this will require a separate fallback code path for macOS which doesn't have the glTexStorage calls because GL on macOS is stuck at version 4.1, while glTexStorage has only been added in GL 4.2.
NOTE: if you are affected by the breakage but cannot update to the most recent sokol_gfx.h version, a simpler hotfix might be to just comment out this call in
_sg_gl_create_image
, but this will only work for render target textures with a single mip level (which is the common case though):
glTexParameteri(img->gl.target, GL_TEXTURE_MAX_LEVEL, img->cmn.num_mipmaps - 1);
sokol_app.h Linux: Fixed a long-standing issue on Linux where sokol-app key up/down events were not keyboard layout independent. Instead the first keyboard layout in the system settings would be used (this was responsible for why the bug slipped through for so long, because on my Linux laptop I have a US layout first in the list, followed by the German layout - this caused sokol-app key codes to always be consistent with the US layout, even when the German layout was selected, which is the intended behaviour. The bug only manifested itself when moving the German layout into the top spot.
The fix has been adapted from GLFW by building a runtime-dynamic mapping table from keyboard scan codes to sokol-app key codes at application start. As always, big kudos to GLFW for investigating and implementing a fix after running into the same issue before.
Also many thanks to GH user @marekmaskarinec for providing an initial PR (https://github.com/floooh/sokol/pull/1078) which unfortunately couldn't be used because it doesn't work on XWayland.
For more details see issue https://github.com/floooh/sokol/issues/1080 and PR https://github.com/floooh/sokol/pull/1081.
The public sokol_audio.h functions now have an assert to make sure that saudio_setup() has already been called.
Bugfix in the sokol_gfx.h D3D11 backend: calling sg_update_image()
with a 3D texture
didn't take the 'depth pitch' into account which then caused invalid texture content
in small-ish textures. This happened at a specific size cutoff which seems to be GPU
specific (on my laptop with integrated Intel GPU only for textures smaller than
32x32xN).
Related ticket: https://github.com/floooh/sokol/issues/1063 ...and PR: https://github.com/floooh/sokol/pull/1065
I also wrote a new sample for investigating the issue and to protect from future regressions: https://floooh.github.io/sokol-html5/dyntex3d-sapp.html
sokol_imgui.h is now officially supported in the sokol-zig bindings.
This caused a very minor breaking change in the sokol_imgui.h function
simgui_add_key_event()
: previously this took a callback function pointer
which mapped the incoming key code to a Dear ImGui compatible keycode,
this is now expected to be performed by the caller before calling
simgui_add_key_event()
.
Other than the minor API change there's an equally minor internal code cleanup:
The ImGuiIO method SetKeyEventNativeData()
is no longer called. This change shouldn't
have any side effects.
For more details about the Zig sokol_imgui.h also see this example project:
https://github.com/floooh/sokol-zig-imgui-sample
sokol_fetch.h: A minor breaking change in which hopefully doesn't affect anybody:
The function typedef sfetch_callback_t
has been removed and the type signature
for the callback has been directly embedded in the sfetch_request_t
struct. This
is a preparation for adding sokol_fetch.h to the language bindings (first in
sokol-zig, see this PR for details: https://github.com/floooh/sokol/pull/1048).
Official bindings for the D language have been added, like the other official bindings those will be automatically updated on commits to the main repository:
https://github.com/kassane/sokol-d
...this also includes a matching output format sokol_d
in the sokol-shdc shader
compiler.
Also see PR https://github.com/floooh/sokol/pull/955.
Many thanks to @kassane for the hard work!
...and a couple minor texture format related fixes in the WebGPU backends in sokol_gfx.h and sokol_app.h:
WGPUFeatureName_Float32Filterable
), many
thanks to @jdah!A minor breaking change regarding ETC2/EAC pixel formats:
SG_PIXELFORMAT_ETC2_RG11
has been renamed to SG_PIXELFORMAT_EAC_RG11
SG_PIXELFORMAT_ETC2_RG11SN
has been renamed to SG_PIXELFORMAT_EAC_RG11SN
SG_PIXELFORMAT_EAC_R11
and SG_PIXELFORMAT_EAC_R11SN
have been addedSee ticket https://github.com/floooh/sokol/issues/1041, and PR https://github.com/floooh/sokol/pull/1044 for details.
The 'storage buffer update'. sokol_gfx.h now has (readonly) storage buffer support, providing a more flexible way to pass array-like random access data from the CPU to the GPU side.
Please see the following blog post and the associated PR #1007 for details.
Please also note the new documentation section ON STORAGE BUFFERS
in sokol_gfx.h.
Also see the related changes in sokol-shdc.
...and finally the following new samples (note that the demos are running on WebGPU and currently require a recent Chrome on macOS or Windows):
Also see the following backend-specific samples which don't use sokol-shdc:
Storage buffer support is not available on the following platform/backend combos:
SOKOL_GLCORE33
has been renamed to SOKOL_GLCORE
, this affects
the following headers:
sg_backend
the enum item SG_BACKEND_GLCORE33
has been
renamed to SG_BACKEND_GLCORE
#version 410
or #version 430
(#version 330
may still work but is untested)SOKOL_GLCORE
is defined@group(1) @binding(0..15)
@group(1) @binding(16..31)
@group(1) @binding(32..47)
@group(1) @binding(48..63)
@group(1) @binding(64..79)
@group(1) @binding(80..95)
sokol_app.h learned two new functions to get the desktop GL version (note that on GLES these return 0, this behaviour may change at a later time):
int sapp_gl_get_major_version(void)
int sapp_gl_get_minor_version(void)
sokol_gfx.h:
sg_buffer_type
has a new member SG_BUFFERTYPE_STORAGEBUFFER
, used
in the sg_make_buffer()
call to create a storage buffersg_features
has a new member bool storage_buffer
, used to indicate
that the current 3D backend supports storage bufferssg_frame_stats_metal_bindings
has a new member num_set_fragment_buffer
sg_shader_storage_buffer_desc
, nested in sg_shader_desc
.
This is used in the sg_make_shader()
call to communicate to sokol_gfx.h
what storage buffer bind slots are used in a shadersokol_gfx_imgui.h: The debug UI panels have been updated to visualize the new storage buffer related state
in the following headers, the embedded shaders have been updated via the new
sokol-shdc version, switching the embedded GLSL shaders to #version 410
_SG_STRING_SIZE
from
16 to 32, by @jakubtomsusimgui_new_frame()
call
when the Dear ImGui texture atlas has changed. This is an alternative to calling the
functions simgui_create_fonts_texture()
and simgui_destroy_fonts_texture()
manually.
One important reason why you'd want to call those functions manually is to create the fonts texture
with custom texture sampler attributes (the new implicit re-creation inside simgui_new_frame()
calls sg_make_sampler()
with default attributes).Many thanks to @elloramir for the PR!
sapp_desc
to configure the Emscripten main loop:
.html5_use_emsc_set_main_loop
: when this is true, the function emscripten_set_main_loop()
will be used
to drive the sokol-app frame callback (otherwise emscripten_request_animation_frame()
as before).html5_emsc_set_main_loop_simulate_infinite_loop
: this is passed as the simulate_infinite_loop
parameter
into the emscripten_set_main_loop()
function.In general you should stick with sokol_app.h's default behaviour and only use those settings if you run into specific problems, for instance as discussed here: https://github.com/floooh/sokol/issues/843
Related PR: https://github.com/floooh/sokol/pull/997
Many thanks to @Dvad for the PR, and also to @ambrusc for an alternative PR that hadn't been used, @voidware for kicking off the discussion and all contributors!
The sample texcube-sapp
has been updated to use the set-main-loop method:
https://floooh.github.io/sokol-html5/texcube-sapp.html
See the PR for details, and the updated sample https://floooh.github.io/sokol-html5/imgui-highdpi-sapp.html via this PR: https://github.com/floooh/sokol-samples/pull/135
Many thanks to @Dvad for the PR!
Minor regression fix for yesterdays merge in the sokol_gfx.h Metal backend:
A swapchain render pass with an SG_PIXELFORMAT_DEPTH depth-buffer would try to set a stencil surface (currently this only matters if you use your own window system glue since sokol_app.h always creates a depth+stencil-buffer).
See https://github.com/floooh/sokol/issues/1004 for details.
The Metal samples in the sokol-samples project have been updated to use all variants of SG_PIXELFORMAT_NONE, SG_PIXELFORMAT_DEPTH and SG_PIXELFORMAT_DEPTH_STENCIL now to catch similar regressions in the future.
Plus 2 minor drive-by fixes:
allocateUTF8OnStack
with its replacement stringToUTF8OnStack
(see: https://github.com/floooh/sokol/commit/49a75e1476153cb2605d3b3ebd2f07e3eb0536d9)BREAKING CHANGES in sokol_gfx.h, sokol_app.h, sokol_glue.h and sokol_gfx_imgui.h (the 'big render pass cleanup').
sg_begin_pass()
which handles both
rendering into 'offscreen-passes' and 'swapchain-passes'.Please read this blog post carefully for a detailed overview what has changed, why the changes make sense, and how existing code needs to be updated.
Also see the related PR for further details: https://github.com/floooh/sokol/pull/985
There are also minimal related changes in the sokol_app.h and a complete rewrite of the sokol_glue.h APIs, also detailed in the above blog post.
The namespace-prefix for the header sokol_gfx_imgui.h has been changed from
sg_imgui_
to sgimgui_
.
In sokol_gfx.h with the Metal backend, a runtime configuration flag has been
added to sg_desc
to create a Metal command buffer with
'retained-references'. See issue
#981 for details.
Also in sokol_gfx.h, the struct item sg_limits.gl_max_vertex_uniform_vectors
has been changed
to sg_limits.gl_max_vertex_uniform_components
(note that there are 4x more 'components'
than 'vectors'). See issue #714 for details.
All sampples, language binding examples and 'side projects' have been updated, see the above blog post for links to the respective PRs.
Many thanks to @danielchasehooper!
ImDrawCallback_ResetRenderState
constant, not doing so would try to call a function
at address (-8) which then results in a crash.See for what this is: https://github.com/ocornut/imgui/blob/277ae93c41314ba5f4c7444f37c4319cdf07e8cf/imgui.h#L2583-L2587
sokol_imgui.h doesn't have any handling for this special callback, it will just ignore it.
As a minor additional behaviour change, any user callback will now also cause sg_reset_state_cache()
to be called. This is just a precaution in case the user callback code calls any native 3D backend API
functions.
Related issue: https://github.com/floooh/sokol/issues/1000
Many thanks for @kcbanner for the PR!
Related issue: https://github.com/floooh/sokol/issues/757 Implemented in PR: https://github.com/floooh/sokol/pull/982
Many thanks to @zoo-3d for investigating the issue and the PR!
Related issue: https://github.com/floooh/sokol/issues/983 and PR: https://github.com/floooh/sokol/pull/984 Many thanks to @edubart!
sapp_consume_event()
from within the sokol-app event callback.See issue https://github.com/floooh/sokol/issues/972 for details and PR https://github.com/floooh/sokol/pull/975 for the actual changes.
Also check out the new doc section INPUT EVENT BUBBLING ON THE WEB PLATFORM
in the sokol_app.h header documentation block.
setVertexBuffer:offset:atIndex
,
the leaner method setVertexBufferOffset:atIndex
is called. Apart from the
actual PR I also removed a couple of actually unused items from the Metal
backend state cache. Many thanks to @staminajim for the PR!Related issue: https://github.com/floooh/sokol/issues/979
-Wstrict-prototypes
now in the CI tests for GCC and Clang, so such cases
should be caught in the future.Related PR: https://github.com/floooh/sokol/pull/967
Many thanks to GH user @allcreater!
NOTE: if you use sokol_gfx.h and sokol_app.h together, make sure to update both. This is because the pixel format enum in sokol_gfx.h has been shuffled around a bit, and as a result, some internal pixel format constants in sokol_app.h had to move too!
sokol_gfx.h: some minor new features (non-breaking):
sg_pixel_format
has two new items:bool compressed
: true if this is a hardware-compressed pixel formatint bytes_per_pixel
: as the name says, with the caveat that this is
zero for compressed pixel formats (because the smallest element in compressed formats is a block, not a pixel)sg_make_image()
and sg_update_image()
:
int sg_query_row_pitch(sg_pixel_format fmt, int width, int row_align_bytes)
:
Computes the number of bytes in a texture row for a given pixel format. A 'row' has
different meanings for uncompressed vs compressed formats: For uncompressed pixel
formats, a row is a single line of pixels, while for compressed formats, a row is
a line of 'compression blocks'. width
is always in pixels.int sg_query_surface_pitch(sg_pixel_format fmt, int width, int height, int row_align_bytes)
:
Computes number of bytes in a texture surface (e.g. a single mipmap) for a given
pixel format. width
and height
are always in pixels.The row_align_bytes
parameter is for added flexibility. For image data that goes into
the sg_make_image()
or sg_update_image()
functions this should generally be 1, because these
functions take tightly packed image data as input no matter what alignment restrictions
exist in the backend 3D APIs.
Related issue: https://github.com/floooh/sokol/issues/946, and PR: https://github.com/floooh/sokol/pull/962
snk_handle_event()
now returns a bool to indicate whether the
event was handled by Nuklear (this allows an application to skip its own event
handling if Nuklear already handled the event). Issue link: https://github.com/floooh/sokol/issues/958,
fixed in PR: https://github.com/floooh/sokol/pull/959. Many thanks to @adamrt for the PR!Happy New Year! A couple of input-related changes in the sokol_app.h Emscripten backend:
sapp_consume_event()
from within the sokol_app.h event callback function.Those changes fix a couple of problem when trying to integrate sokol_app.h applications into VSCode webview panels, see: https://marketplace.visualstudio.com/items?itemName=floooh.vscode-kcide
Related PR: https://github.com/floooh/sokol/pull/939
A small change in the sokol_gfx.h GL backend on Windows only:
PR https://github.com/floooh/sokol/pull/839 has been merged, in debug mode this creates the GL context with WGL_CONTEXT_DEBUG_BIT_ARB. Thanks to @castano for the PR!
A bugfix in the sokol_gfx.h D3D11 backend, and some related cleanup when creating depth-stencil render target images and resource views:
Related PR: https://github.com/floooh/sokol/pull/937
Some sokol_gfx.h backend-specific updates and tweaks (very minor chance that this is breaking if you are injecting textures into the D3D11 backend).
a new set of public API functions to access the native backend 3D-API resource objects of sokol-gfx resource objects:
sg_[api]_[type]_info sg_[api]_query_[type]_info(sg_[type])
...where [api]
is any of [gl, d3d11, mtl, wgpu]
and [type]
is any of [buffer, image, sampler, shader, pipeline, pass]
.
This is mainly useful when mixing native 3D-API code with sokol-gfx code.
See issue https://github.com/floooh/sokol/issues/931 for details.
WebGPU backend: sg_make_image()
will no longer automatically create a WebGPU texture-view object when injecting a WebGPU texture object, instead
this must now be explicitly provided.
D3D11 backend: sg_make_image()
will no longer automatically create a
shader-resource-view object when injecting a D3D11 texture object, and
vice versa, a texture object will no longer be looked up from an injected
shader-resource-view object (e.g. the injection rules are now more straightforward and explicit). See issue https://github.com/floooh/sokol/issues/930 for details.
For the detailed changes, see PR https://github.com/floooh/sokol/pull/932.
Fix broken render-to-mipmap in the sokol_gfx.h GL backend.
There was a subtle bug / "feature gap" lurking in sokol_gfx.h GL backend: trying to render to any mipmap except the top-level mipmap resulted in a black screen because of an incomplete-framebuffer error. This is fixed now. The changes in detail:
.mipmap_filter = SG_FILTER_NONE
has been
relaxed (a later update will remove SG_FILTER_NONE entirely since it's not needed anymore
and the concept of a "none" mipmap filter only exists in GL and Metal, but not D3D, WebGPU
and Vulkan)Ticket: https://github.com/floooh/sokol/issues/923
PR: https://github.com/floooh/sokol/pull/924
There's also a new render-to-mipmap sample which covers to close this 'feature gap':
https://floooh.github.io/sokol-html5/miprender-sapp.html
A couple of similar samples will follow over the next few days (rendering to texture array layers and 3d texture slices).
If you are using the GL backend on Windows, please make sure to upgrade!
The major topic of this update is the 'finalized' WebGPU support in sokol_gfx.h and sokol_app.h.
https://floooh.github.io/sokol-webgpu/
https://floooh.github.io/sokol-html5/
https://floooh.github.io/2023/10/16/sokol-webgpu.html
https://github.com/floooh/sokol-tools
https://github.com/floooh/sokol-tools-bin
Please also read the following new or updated sections in the embedded sokol_gfx.h header documentation:
ON SHADER CREATION
ON SG_IMAGESAMPLETYPE_UNFILTERABLE_FLOAT AND SG_SAMPLERTYPE_NONFILTERING
WEBGPU CAVEATS
Please do this especially when using any of the following texture pixel formats, as you will most likely encounter new validation layer errors:
SG_PIXELFORMAT_R32F
SG_PIXELFORMAT_RG32F
SG_PIXELFORMAT_RGBA32F
There is a tiny breaking change in the sokol_gfx.h API (only requires action when not using sokol-shdc):
sg_sampler_type
enum items have been renamed to better match their WebGPU counterparts:SG_SAMPLERTYPE_COMPARE => SG_SAMPLERTYPE_COMPARISON
the enum sg_image_sample_type
gained a new item:
SG_IMAGESAMPLETYPE_UNFILTERABLE_FLOAT
the enum sg_sampler_type
gained a new item:
SG_SAMPLERTYPE_NONFILTERING
The sokol_gfx.h struct sg_desc
has two new items:
.wgpu_bindgroups_cache_size
- must be power-of-2, default: 1024.wgpu_disable_bindgroups_cache
- default: falsesokol_gfx.h gained the following new public API functions to query per-frame information:
sg_frame_stats sg_query_frame_stats()
void sg_enable_frame_stats(void)
void sg_disable_frame_stats(void)
bool sg_frame_stats_enabled(void)
Frame statistics gathering is enabled after startup, but can be temporarily
disabled and enabled again via sg_disable_frame_stats()
and sg_enable_frame_stats
.
The sokol_gfx.h validation layer has new validation checks in sg_make_shader()
regarding image/sampler pair compatibility (WebGPU is particularly strict about
this stuff).
In sokol_app.h, the old wip WebGPU device and swapchain setup code is now implemented in pure C code (previously this was a mix of Javascript and C).
Also note that sokol_app.h currently only supports WebGPU in the Emscripten backend. If you want to use sokol_gfx.h with the WebGPU backend in a native scenario, you'll have to use a different window system glue library (like GLFW). The sokol-samples directory has a handful of examples for using sokol_gfx.h + Dawn + GLFW.
The following headers have been made compatible with the sokol_gfx.h WebGPU backend (mainly by embedding WGSL shader code):
unfilterable-float
textures, since these now require separate shader and pipeline objects)unfilterable-float
user textures)sokol_gfx_imgui.h gained a new function sg_imgui_draw_menu()
which renders a
menu panel to show/hide all debug windows. Previously this had to be done
outside the header.
sokol_gfx_imgui.h gained a new 'frame stats' window, which allows to peak into
sokol_gfx.h frame-rendering internals. This basically visualizes the struct
sg_frame_stats
returned by the new sokol_gfx.h function sg_query_frame_stats()
.
The sokol-samples repository gained 3 new samples:
alloc
and free
to alloc_fn
and free_fn
, this is because the symbol free
is quite
likely to collide with a preprocessor macro of the same name if the standard C allocator is
replaced with a custom allocator.This is a breaking change only if you've been providing your own allocator functions to the sokol headers.
See issue https://github.com/floooh/sokol/issues/903 and PR https://github.com/floooh/sokol/pull/908 for details.
Further down the road I want to make the whole topic more flexible while at the same time simplifying the sokol-gfx API, see here: https://github.com/floooh/sokol/issues/904
finished
, failed
and
error_code
fields were not set). This fixes issue https://github.com/floooh/sokol/issues/882
via PR https://github.com/floooh/sokol/pull/898sapp_run()
behaviour in the sokol_app.h documentation header (search for OPTIONAL: DON'T HIJACK main()
)The sokol-gfx Metal backend now adds debug labels to Metal resource objects and
also passes through the sg_push/pop_debug_group()
calls. If you use the push/pop
debug group calls, please be aware of the following limitations:
Associated issue: https://github.com/floooh/sokol/issues/889, and PR: https://github.com/floooh/sokol/pull/890.
sg_end_pass()
(see: https://github.com/floooh/sokol/pull/878), many thanks to @danielchasehooper
for catching that issue!sokol_gfx.h metal: A new attempt at fixing a rare Metal validation layer error about MTKView swapchain resource lifetimes. See PR https://github.com/floooh/sokol/pull/873 for details.
sokol_nuklear.h: The same image+sampler support has been added as in sokol_imgui.h three days ago:
snk_image_t
which wraps a sokol-gfx image and sampler
under a common handlePlease also read the new documentation section ON USER-PROVIDED IMAGES AND SAMPLERS
in sokol_nuklear.h, and also check out the (rewritten) sample:
https://floooh.github.io/sokol-html5/nuklear-images-sapp.html
Associated PR: https://github.com/floooh/sokol/pull/862
sokol_imgui.h: Add proper support for injecting user-provided sokol-gfx images and samplers into Dear ImGui UIs. With the introduction of separate sampler objects in sokol_gfx.h there's a temporary feature regression in sokol_imgui.h and sokol_nuklear.h in that user provided images had to use a shared sampler that's hardwired into the respective headers. This update fixes this problem for sokol_imgui.h, with a similar fix for sokol_nuklear.h coming up next.
The sokol_imgui.h changes in detail are:
simgui_image_t
which wraps a sokol-gfx image and sampler
object under a common handlesimgui_make_image()
and simgui_destroy_image()
to
create and destroy such a new simgui_image_t
object.simgui_imtextureid()
has been changed to take
an simgui_image_t
simgui_image_t
object may fail because the object pool is exhausted) - don't forget
to provide a logging callback (for instance via sokol_log.h), otherwise
sokol_imgui.h will be entirely silent in case of errors.Please also read the new documentation section ON USER-PROVIDED IMAGES AND SAMPLERS
in sokol_imgui.h, and also check out the new sample:
https://floooh.github.io/sokol-html5/imgui-images-sapp.html
Associated PR: https://github.com/floooh/sokol/pull/861
BREAKING CHANGES
The main topic of this update is to separate sampler state from image state in sokol_gfx.h which became possible after GLES2 support had been removed from sokol_gfx.h.
This also causes some 'collateral changes' in shader authoring and other sokol headers, but there was opportunity to fill a few feature gaps in sokol_gfx.h as well:
See the new shadows-depthtex-sapp sample which demonstrates both features.
NOTE: all related projects have a git tag
pre-separate-samplers
in case you are not ready yet to make the switchNOTE 2: if you use sokol-gfx with the sokol-shdc shader compiler, you'll also need to update the sokol-shdc binaries from https://github.com/floooh/sokol-tools-bin
texture sampler state has been removed from sg_image_desc
, instead you now
need to create separate sampler objects:
sg_sampler smp = sg_make_sampler(&(sg_sampler_desc){
.min_filter = SG_FILTER_LINEAR,
.mag_filter = SG_FILTER_LINEAR,
.wrap_u = SG_WRAP_CLAMP_TO_EDGE,
.wrap_v = SG_WRAP_CLAMP_TO_EDGE
});
texture filtering is now described by 3 separate filters:
...this basically switches from the esoteric GL convention to a convention
that's used by all other 3D APIs. There's still a limitation that's caused by
GL though: a sampler which is going to be used with an image that has a
mipmap_count = 1
requires that .mipmap_filter = SG_FILTER_NONE
.
another new sampler state in sg_sampler_desc
is sg_compare_func compare;
,
this allows to create 'comparison samplers' for shadow mapping
when calling sg_apply_bindings()
the struct sg_bindings
now has changed
to also include sampler objects, note that there is no 1:1 relationship
between images and samplers required:
sg_apply_bindings(&(sg_bindings){
.vertex_buffers[0] = vbuf,
.fs = {
.images = {
[SLOT_tex0] = img0,
[SLOT_tex1] = img1,
[SLOT_tex2] = img2,
},
.samplers[SLOT_smp] = smp,
}
});
if you use sokol-shdc, you need to rewrite your shaders from 'OpenGL GLSL style' (with combined image samplers) to 'Vulkan GLSL style' (with separate textures and samplers):
E.g. the old GL-style shader with combined image samplers:
uniform sampler2D tex;
void main() {
frag_color = texture(tex, uv);
}
...now needs to look like this:
uniform texture2D tex;
uniform sampler smp;
void main() {
frag_color = texture(sampler2D(tex, smp), uv);
}
sokol-shdc will now throw an error if it encounters an 'old' shader using combined image-samplers, this helps you to catch all places where a rewrite to separate texture and sampler objects is required.
sg_make_shader
.
Please see the new documentation block ON SHADER CREATION
in sokol_gfx.h for more details!Also refer to the updated 3D-backend-specific samples here:
for Metal: https://github.com/floooh/sokol-samples/tree/master/metal
it's now possible to create sg_pass
objects without color attachments to
enable depth-only rendering, see the new sample shadows-depthtex-sapp for details,
specifically be aware of the caveat that a depth-only-compatible sg_pipeline
object
needs to 'deactivate' the first color target by setting its pixel format
to NONE
:
sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){
...
.colors[0].pixel_format = SG_PIXELFORMAT_NONE,
...
});
the following struct names have been changed to be more in line with related struct names, this also makes those names similar to WebGPU types:
sg_buffer_layout_desc
=> sg_vertex_buffer_layout_state
sg_vertex_attr_desc
=> sg_vertex_attr_state
sg_layout_desc
=> sg_vertex_layout_state
sg_color_state
=> sg_color_target_state
bugfixes and under-the-hood changes
sg_begin_pass()
used the wrong framebuffer size when rendering to a mip-level != 0if (@available(...))
statement
to check for runtime-availability of macOS/iOS API featuresif (@available(...))
) caused linking problems in
the Zig and Rust bindings on GH Actions (missing symbol
___isPlatformVersionAtLeast
) which I could not reproduce locally on my
M1 Mac. On Zig this could be fixed by moving to the latest zig-0.11.0-dev
version, but for Rust this still needs to be fixed).sgl_texture(sg_image img)
has been changed to accept a sampler
object to sgl_texture(sg_image img, sg_sampler smp)
. Passing an invalid image handle
will use the builtin default (white) texture, and passing an invalid sampler
handle will use the builtin default sampler.Some sokol-shape functions have been renamed to match renamed structs in sokol-gfx:
sshape_buffer_layout_desc()
=> sshape_vertex_buffer_layout_state()
sshape_position_attr_desc()
=> sshape_position_vertex_attr_state()
sshape_normal_attr_desc()
=> sshape_normal_vertex_attr_state()
sshape_texcoord_attr_desc()
=> sshape_texcoord_vertex_attr_state()
sshape_color_attr_desc()
=> sshape_color_vertex_attr_state()
sg_image
and sg_sampler
handle
and expects the user code to initialize those handles to complete image and
sampler objects. Check the updated sokol-spine samples here for more details:https://github.com/floooh/sokol-samples/tree/master/sapp
sokol_imgui.h has a new public function to create an ImTextureID handle from
an sg_image
handle which can be used like this:
ImTextureID tex_id = simgui_imtextureid(img);
Note that sokol-imgui currently doesn't currently allow to pass user-provided sg_sampler
object with the user-provided image.
similar to sokol_imgui.h, there's a new public function snk_nkhandle()
which creates a Nuklear handle from a sokol-gfx image handle which can be
used like this to create a Nuklear image handle:
nk_image nki = nk_image_handle(snk_nkhandle(img));
As with sokol_imgui.h, it's currently not possible to pass a user-provided sg_sampler
object with the image.
Some minor event-related cleanup in sokol_app.h and a touchscreen fix in sokol_imgui.h
SAPP_EVENTTYPE_FILESDROPPED
:
sapp_event.modifier
field now contains the active modifier keys
at the time of the file drop operations on the platforms macOS, Emscripten
and Win32 (on Linux I haven't figured out how this might work with the
Xlib API)sapp_event.mouse_x/y
fields now contain the window-relative
mouse position where the drop happened (this already worked as expected on
the other desktop platforms)sapp_event.mouse_dx/dy
fields are now set to zero
(this already was the case on Emscripten and Win32)SAPP_EVENTTYPE_MOUSE_ENTER
and SAPP_EVENTTYPE_MOUSE_LEAVE
:
sapp_event.mouse_dx/dy
fields are now set to zero, previously this
could be a very big value on some desktop platformsMany thanks to @castano for the initial PR (https://github.com/floooh/sokol/pull/830)!
BREAKING CHANGES_ in sokol_gfx.h: Render passes are now more 'harmonized' with Metal and WebGPU by exposing a 'store action', and making MSAA resolve attachments explicit. The changes in detail:
ON RENDER PASSES
has been added to sokol_gfx.h, this
gives a much more detailed overview of the new render pass behaviour than this
changelog, please make sure to give it a read - especially when you are using
MSAA offscreen render passes in your code.sg_action
has been renamed to sg_load_action
.sg_store_action
has been added.sg_pass_action
:
.action
has been renamed to .load_action
..value
has been renamed to .clear_value
..store_action
has been added.sg_image
object with a sample count > 1 no longer contains a second implicit
texture for the msaa-resolve operation.sg_image
objects
called resolve_attachments[]
. When a resolve attachment image is set, the
color attachment at the same slot index must be an image with a sample count >
1, and an 'msaa-resolve' operation from the color attachment into the
resolve attachment will take place in sg_end_pass()
.Next up: WebGPU!
GLES2/WebGL1 support has been removed from the sokol headers (now that all browsers support WebGL2, and WebGPU is around the corner I feel like it's finally time to ditch GLES2.
This is a breaking API change in sokol_gfx.h and sokol_app.h.
Common changes across all headers:
SOKOL_GLES2
config define is no longer accepted and will cause a compile error
(use SOKOL_GLES3
instead)-s USE_WEBGL2=1
Changes in sokol_gfx.h:
sg_features
members have been removed (because those features
are no longer optional, but guaranteed across all backends):
sg_features.instancing
sg_features.multiple_render_targets
sg_features.msaa_render_targets
sg_features.imagetype_3d
sg_features.imagetype_array
sg_gl_context_desc
and its embedded instance sg_desc.gl
have been removedsg_image
objects with SG_PIXELFORMAT_DEPTH
or SG_PIXELFORMAT_DEPTH_STENCIL
with
a sample_count == 1
are now regular textures in the GL backend (this is not true
for MSAA depth textures unfortunately, those are still GL render buffer objects)SG_PIXELFORMAT_DEPTH
now resolves to GL_DEPTH_COMPONENT32F
(same
as in the other backends), previously it was GL_DEPTH_COMPONENT16
sg_begin_pass()
, the GL backend now only uses the new glClearBuffer*
functions, the
old GLES2 clear functions have been removedsg_end_pass()
, the GLES3 backend now invalidates MSAA render buffers after they have
been resolved (via glInvalidateFramebuffer
) - more control over this will come soon-ish
when this ticket is implemented: https://github.com/floooh/sokol/issues/816Changes in sokol_app.h:
sapp_desc.gl_force_gles2
has been removedsapp_gles2()
has been removedany fallback logic from GLES3 to GLES2 has been removed (in the Emscripten, Android and iOS backends)
20-Feb-2023: sokol_gfx.h has a new set of functions to get a 'best-effort' desc struct with the creation parameters of a specific resource object:
sg_buffer_desc sg_query_buffer_desc(sg_buffer buf);
sg_image_desc sg_query_image_desc(sg_image img);
sg_shader_desc sg_query_shader_desc(sg_shader shd);
sg_pipeline_desc sg_query_pipeline_desc(sg_pipeline pip);
sg_pass_desc sg_query_pass_desc(sg_pass pass);
The returned structs will not be an exact copy of the desc struct that was used for creation the resource object, instead:
- references to external data (like buffer and image content or
shader sources) will be zeroed
- any attributes that have not been kept around internally after
creation will be zeroed (the ```sg_shader_desc``` struct is most
affected by this, the other structs are fairly complete).
Calling the functions with an invalid or dangling resource handle
will return a completely zeroed struct (thus it may make sense
to first check the resource state via sg_query_*_state()
)
Nevertheless, those functions may be useful to get a partially filled out 'creation blueprint' for creating similar resources without the need to keep and pass around the original desc structs.
MINOR BREAKING CHANGE: the struct members
sg_image_info.width
andreturned by ```sg_query_image_desc()```. PR: https://github.com/floooh/sokol/pull/796, fixes: https://github.com/floooh/sokol/issues/568 - **17-Feb-2023**: sokol_app.h on macOS now has a proper fix for the problem that macOS doesn't send key-up events while the Cmd key is held down. Previously this was handled through a workaround of immediately sending a key-up event after its key-down event if the Cmd key is currently held down to prevent a 'stuck key'. The proper fix is now to install an "event monitor" callback (many thanks to GLFW for finding and implementing the solution). Unfortunately there's no such solution for the Emscripten code path, which also don't send a key-up event while Cmd is pressed on macOS (the workaround there to send a key-up event right on key-down while Cmd is held down to prevent a stuck key is still in place) For more details, see: https://github.com/floooh/sokol/issues/794 - **15-Feb-2023**: A fix in the sokol_gfx.h GL backend: due to a bug in the state cache, the GL backend could only bind a total of SG_MAX_SHADERSTAGE_IMAGES (= 12) when it actually should be twice that amount (12 per shader stage). Note however that the total amount of texture bindings is still internally limited by the GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS runtime variable (~~currently this is not exposed in sg_limits though~~). Many thanks to @allcreater for PR https://github.com/floooh/sokol/pull/787. PS: sg_limits now exposes GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS as
sg_limits.gl_max_combined_texture_image_units```, and the value can also be inspected via the debug UI in sokol_gfx_imgui.h.
- 13-Feb-2023: The way logging works has been completely revamped in the sokol headers. UWP support has been removed from sokol_audio.h and sokol_app.h (this also means that the sokol headers no longer contain any C++ code).
REQUIRED ACTION: Since the sokol headers are now completely silent without a logging callback (explanation below), it is highly recommended to use the standard logging callback provided by the new header
sokol_log.h
. For instance for sokol_gfx.h it looks like this:```c #include "sokol_log.h" //... sg_setup(&(sg_desc){ //... .logger.func = slog_func, }); ```
All sokol samples have been updated to use sokol_log.h for logging.
The former logging callback is now a combined logging- and error-reporting callback, and more information is available to the logging function:
- a 'tag string' which identifies the sokol headers, this string is identical with the API prefix (e.g. "sg" for sokol_gfx.h, "sapp" for sokol_app.h etc...) - a numeric log level: 0=panic, 1=error, 2=warning, 3=info - a numeric 'log item id' (think of it as error code, but since not only errors are reported I called it a log item id) - a human readable error message - a source file line number where the log item was reported - the file path of the sokol header
Log level
panic
is special in that it terminates execution inside the log function. When a sokol header issues a panic log message, it means that the problem is so big that execution can not continue. By default, the sokol headers and the standard log function in sokol_log.h callIn debug mode (NDEBUG not defined, or SOKOL_DEBUG defined), a log message (in this case from sokol_spine.h) will look like this:
[sspine][error][id:12] /Users/floh/projects/sokol/util/sokol_spine.h:3472:0:
SKELETON_DESC_NO_ATLAS: no atlas object provided in sspine_skeleton_desc.atlas
The information can be 'parsed' like this: - ```[sspine]```: it's a message from sokol_spine.h - ```[error]```: it's an error - ```[id:12]```: the numeric log item id (associated with ```SKELETON_DESC_NO_ATLAS``` below) - source file path and line number in a compiler-specific format - in some IDEs and terminals this is a clickable link - the line below is the human readable log item id and message In release mode (NDEBUG is defined and SOKOL_DEBUG is not defined), log messages are drastically reduced (the reason is to not bloat the executable with all the extra string data):
[sspine][error][id:12][line:3472]
...this reduced information still gives all the necessary information to identify the location and type of error. A custom logging function must adhere to a few rules: - must be re-entrant because it might be called from different threads - must treat **all** provided string pointers as optional (can be null) - don't store the string pointers, copy the string data instead - must not return for log level panic A new header ```sokol_log.h``` has been added to provide a standard logging callback implementation which provides logging output on all platforms to stderr and/or platform specific logging facilities. ```sokol_log.h``` only uses fputs() and platform specific logging function instead of fprintf() to preserve some executable size. **QUESTION**: Why are the sokol headers now silent, unless a logging callback is installed? This is mainly because a standard logging function which does something meaningful on all platforms (including Windows and Android) isn't trivial. E.g. printing to stderr is not enough. It's better to move that stuff into a centralized place in a separate header, but since the core sokol headers must not (statically) depend on other sokol headers the only solution that made sense was to provide a standard logging function which must be 'registered' as a callback. - **26-Jan-2023**: Work on SRGB support in sokol_gfx.h has started, but this requires more effort to be really usable. For now, only a new pixel format has been added: SG_PIXELFORMAT_SRGB8A8 (see https://github.com/floooh/sokol/pull/758, many thanks to @allcreater). The sokol-gfx GL backend has a temporary workaround to align behaviour with D3D11 and Metal: automatic SRGB conversion is enabled for offscreen render passes, but disabled for the default framebuffer. A proper fix will require separate work on sokol_app.h to support an SRGB default framebuffer and communicate to sokol-gfx whether the default framebuffer is SRGB enabled or not. - **24-Jan-2023**: sokol_gfx.h Metal: A minor inconsistency has been fixed in the validation layer and an assert for the function ```sg_apply_uniforms()``` which checks the size of the incoming data against the uniform block size. The validation layer and Metal backend did a ```<=``` test while the D3D11 and GL backends checked for an exact size match. Both the validation layer and the Metal backend now also check for an exact match. Thanks to @nmr8acme for noticing the issue and providing a PR! (https://github.com/floooh/sokol/pull/776) - **23-Jan-2023**: A couple more sokol_audio.h updates: - an AAudio backend has been added for Android, and made the default. This means you now need to link with ```aaudio``` instead of ```OpenSLES``` when using sokol_audio.h on Android. The OpenSLES backend code still exists (for now), but must be explicitly selected by compiling the sokol_audio.h implementation with the define ```SAUDIO_ANDROID_SLES``` (e.g. there is no runtime fallback from AAudio to OpenSLES). AAudio is fully supported since Android 8.1. Many thanks to @oviano for the initial AAudio PR (https://github.com/floooh/sokol/pull/484) - in the WebAudio backend, WebAudio is now properly activated on the first input action again on Chrome for Android (at some point activating WebAudio via a ```touchstart``` event stopped working and had to be moved to the ```touchend``` event, see https://github.com/floooh/sokol/issues/701) - audio backend initialization on iOS and macOS is now a bit more fault-tolerant, errors during initialization now properly set sokol_audio.h to 'silent mode' instead of asserting (or in release mode ignoring the error) - ...and some minor general code cleanup things in sokol_audio.h: backend-specific functions now generally have a matching prefix (like ```_saudio_alsa_...()```) for better searchability - **16-Jan-2023**: - sokol_audio.h android: https://github.com/floooh/sokol/pull/747 has been merged which adds a couple more error checks at OpenSLES startup. - sokol_gfx.h: support for half-float vertex formats has been added via PR https://github.com/floooh/sokol/pull/745 - sokol_imgui.h: fixes for Dear ImGui 1.89 deprecations (via PR https://github.com/floooh/sokol/pull/761) - **15-Jan-2023**: two bugfixes in sokol_app.h and sokol_gfx.h: - sokol_app.h x11: Mouse button events now always return valid mouse coordinates, also when no mouse movement happened yet (fixes https://github.com/floooh/sokol/issues/770) - sokol_gfx.h gl: The GL context is now configured with GL_UNPACK_ALIGNMENT = 1, this should bring texture creation and updating behaviour in line with the other backends for tightly packed texture data that doesn't have a row-pitch with a multiple of 4 (fixes https://github.com/floooh/sokol/issues/767) - **14-Jan-2023**: sokol_app.h x11: a drag'n'drop related bugfix, the XdndFinished reply event was sent with the wrong window handle which confused some apps where the drag operation originated (see https://github.com/floooh/sokol/pull/765#issuecomment-1382750611) - **16-Dec-2022**: In the sokol_gfx.h Metal backend: A fix for a Metal validation layer error which I just discovered yesterday (seems to be new in macOS 13). When the validation layer is active, and the application window becomes fully obscured, the validation layer throws an error after a short time (for details see: https://github.com/floooh/sokol/issues/762). The reason appears to be that sokol_gfx.h creates a command buffer with 'unretained references' (e.g. the command buffer doesn't manage the lifetime of resources used by the commands stored in the buffer). This seems to clash with MTKView's and/or CAMetalLayer's expectations. I fixed this now by creating a second command buffer with 'retained references', which only holds the ```presentDrawable``` command. That way, regular draw commands don't have the refcounting overhead (because they're stored in an unretained-references cmdbuffer), while the drawable surface is still properly lifetime managed (because it's used in a separate command buffer with retained references). - **15-Dec-2022**: A small but important update in sokol_imgui.h which fixes touch input handling on mobile devices. Many thanks to GitHub user @Xadiant for the bug investigation and [PR](https://github.com/floooh/sokol/pull/760). - **25-Nov-2022**: Some code cleanup around resource creation and destruction in sokol_gfx.h: - It's now safe to call the destroy, uninit and dealloc functions in any resource state, in general, the functions will do the right thing without assertions getting in the way (there are however new log warnings in some cases though, such as attempting to call an ```sg_dealloc_*()``` function on a resource object that's not in ALLOC state) - A related **minor breaking change**: the ```sg_uninit_*()``` functions now return void instead of bool, this is because ```sg_dealloc_*()``` no longer asserts when called in the wrong resource state - Related internal code cleanup in the backend-agnostic resource creation and cleanup code, better or more consistent function names, etc... - The validation layer can now be disabled in debug mode with a runtime flag during setup: ```sg_desc.disable_validation```. This is mainly useful for test code. - Creating a pass object with invalid image objects now no longer asserts, but instead results in a pass object in FAILED state. In debug mode, the validation layer will still stop at this problem though (it's mostly an 'undefined API behaviour' fix in release mode). - Calling ```sg_shutdown()``` with existing resources in ALLOC state will no longer print a log message about an 'active context mismatch'. - A new header documentation blurb about the two-step resource creation and destruction functions (search for RESOURCE CREATION AND DESTRUCTION IN DETAIL) - **16-Nov-2022**: Render layer support has been added to sokol_debugtext.h, same general changes as in sokol_gl.h with two new functions: sdtx_layer(layer_id) to select the layer to record text into, and sdtx_draw_layer(layer_id) to draw the recorded text in that layer inside a sokol-gfx render pass. The new sample [debugtext-layers-sapp](https://floooh.github.io/sokol-html5/debugtext-layers-sapp) demonstrates the feature together with sokol-gl. - **11-Nov-2022**: sokol_gl.h has 2 new public API functions which enable layered rendering: sgl_layer(), sgl_draw_layer() (technically it's three functions: there's also sgl_context_draw_layer(), but that's just a variant of sgl_draw_layer()). This allows to 'interleave' sokol-gl rendering with other render operations. The [spine-layers-sapp](https://floooh.github.io/sokol-html5/spine-layers-sapp.html) sample has been updated to use multiple sokol-gl layers. - **09-Nov-2022**: sokol_gfx.h now allows to add 'commit listeners', these are callback functions which are called from inside sg_commit(). This is mainly useful for libraries which build on top of sokol-gfx to be notified about the start/end point of a frame, which in turn may simplify the public API, or the internal implementation, because the library no longer needs to 'guess' when a new frame starts. For more details, search for 'COMMIT LISTENERS' in the sokol_gfx.h header. This also results in a minor breaking change in sokol_spine.h: The function
sspine_new_frame()``` has been removed and replaced with an internal commit listener.
Likewise, sokol_gl.h now uses a commit listener in the implementation, but without changing the public API (the feature will be important for an upcoming sokol-gl feature to support rendering layers, and for this a 'new-frame-function' would have been needed).
05-Nov-2022 A breaking change in sokol_fetch.h, and a minor change in sokol_app.h which should only break for very few users:
- An
sfetch_range_t
ptr/size pair struct has been added to sokol_fetch.h, and discrete ptr/size pairs have been replaced with sfetch_range_t items. This affects the structssfetch_request_t
andsfetch_response_t
, and the functionsfetch_bind_buffer()
.- The required changes in
sfetch_response_t
might be a bit non-obviois: To access the fetched data, previous.buffer_ptr
and.fetched_size
was used. The fetched data is now accessible through ansfetch_range_t data
item (data.ptr
anddata.size
). The old.fetched_offset
item has been renamed to.data_offset
to better conform with the new naming.The last two occurrences of discrete ptr/size pairs in sokol_app.h now have also been replaced with
sapp_range_t
items, this only affects the structs- **03-Nov-2022** The language bindings generation has been updated for Zig 0.10.0, and clang-14 (there was a minor change in the JSON ast-dump format). Many thanks to GitHub user @kcbanner for the Zig PR! - **02-Nov-2022** A new header sokol_spine.h (in the util dir), this is a renderer and 'handle wrapper' around the spine-c runtime (Spine is a popular 2D character anim system: http://esotericsoftware.com/). This turned out a much bigger rabbit-hole than I initially expected, but the effort is justified by being a experimentation testbed for a couple of things I want to add to other sokol headers (for instance cleaned up handle pool code, a new logging- and error-reporting system, render layers which will be useful for sokol_gl.h and sokol_debugtext.h). - **22-Oct-2022** All sokol headers now allow to override logging with a callback function (installed in the setup call) instead of defining a SOKOL_LOG macro. Overriding SOKOL_LOG still works as default fallback, but this is no longer documented, consider this deprecated. Many thanks to GitHub user @Manuzor for the PR (see https://github.com/floooh/sokol/pull/721 for details) - **21-Oct-2022** RGB9E5 pixel format support in sokol_gfx.h and a GLES2 related bugfix in the sokol_app.h Android backend: - sokol_gfx.h now supports RGB9E5 textures (3*9 bit RGB + 5 bit shared exponent), this works in all backends except GLES2 and WebGL1 (use ```sg_query_pixelformat()``` to check for runtime support). Many thanks to GitHub user @allcreater for the PR! - a bugfix in the sokol_app.h Android backend: when forcing a GLES2 context via sapp_desc.gl_force_gles2, the Android backend correctly created a GLES2 context, but then didn't communicate this through the function ```sapp_gles2()``` (which still returned false in this case). This caused the sokol_gfx.h GL backend to use the GLES3 code path instead GLES2 (which surprisingly seemed to have worked fine, at least for the sokol samples which force GLES2). - **19-Oct-2022** Some fixes in the embedded Javascript code blocks (via EM_JS) in sokol_app.h, sokol_args.h, sokol_audio.h and sokol_fetch.h: - the JS code has been 'modernized' (e.g. const and let instead of var,
() => { ... }
instead of
function () { ... }``` for callbacks)false positives in the Closure static analysis have been suppressed via inline hints
16-Oct-2022 The Odin bindings generator and the generated bindings have been simplified (the Odin binding now don't have separate wrapper functions). Requires the latest Odin release. Also note: On M1 Macs I'm currently seeing what looks like an ABI problem (in functions which pass color values to the C side as uint8_t, the colors come out wrong). This also happened with the previous binding version, so it looks like a regression in Odin. Might be related to this recent bugfix (which I haven't tested yet): https://github.com/odin-lang/Odin/issues/2121 Many thanks to @thePHTest for the PR! (https://github.com/floooh/sokol/pull/719)
15-Oct-2022
- fixes for Emscripten 3.1.24: the sokol headers now use the new EM_JS_DEPS() macro to declare 'indirect dependencies on JS library functions'. This is a (much more robust) follow-up fix to the Emscripten related fixes from 10-Sep-2022. The new Emscripten SDK also displays a couple of Javascript "static analyzer" warnings by the Closure compiler (used in release mode to optimize and minify the generated JS code). I fixed a couple of those warnings, but some warnings persist (all of them false positives). Not sure yet if these can be fixed or need to be suppressed, but that's for another time.
- the webkitAudioContext() fallback in sokol_audio.h's Emscripten backend has been removed (only AudioContext is supported now), the fallback also triggered a Closure warning, so it probably never worked as intended anyway.
- I also had to undo an older workaround in sokol_app.h on iOS (https://github.com/floooh/sokol/issues/645) because this is now triggering a Metal validation layer error (https://github.com/floooh/sokol/issues/726). The original case is no longer reproducible, so undoing the old workaround seems to be a quick fix. Eventually I want to get rid of MTKView though, and go down to CAMetalLayer.
08-Oct-2022 sokol_app.h Android backend: the
sapp_touchpoint
struct now has a new itemsapp_android_tooltype android_tooltype;
. This exposes the result of the Android NDK functionAMotionEvent_getToolType()
. Many thanks to @Wertzui123 for the initial PR (https://github.com/floooh/sokol/pull/717).25-Sep-2022: sokol_app.h on Linux now optionally supports EGL instead of GLX for the window system glue code and can create a GLES2 or GLES3 context instead of a 'desktop GL' context. To get EGL+GLES2/GLES3, just define SOKOL_GLES2 or SOKOL_GLES3 to compile the implementation. To get EGL+GL, define SOKOL_GLCORE and SOKOL_FORCE_EGL. By default, defining just SOKOL_GLCORE uses GLX for the window system glue (just as before). Many thanks to GH user @billzez for the PR!
10-Sep-2022: sokol_app.h and sokol_args.h has been fixed for Emscripten 3.21, those headers used the Emscripten Javascript helper function
ccall()
which is now part of the 'legacy runtime' and causes linker errors. Instead ofccall()
sokol_app.h and sokol_args.h now drop down to a lower level set of Emscripten JS helper functions (which hopefully won't go away anytime soon).05-Aug-2022: New officially supported and automatically updated language bindings for Odin: https://github.com/floooh/sokol-odin (also see gen_odin.py)
10-Jul-2022: New features in sokol_app.h and sokol_imgui.h:
- In sokol_app.h it's now possible to set a mouse cursor type from a number of predefined types via the new function
sapp_set_mouse_cursor(sapp_mouse_cursor cursor)
. The available cursor types are compatible with GLFW and Dear ImGui. Supported platforms are: macOS, linux, win32, uwp and web.sapp_show_mouse(bool shown)
now also works on the web platform. - In sokol_app.h, the poorly defined 'user cursor' feature has been removed (sapp_desc.user_cursor
andSAPP_EVENTTYPE_UPDATE_CURSOR
). This was a hack to allow changing the mouse cursor and only worked on Win32 and macOS (with different behaviour). Since setting the cursor type is now 'properly supported, this hack was removed. - sokol_imgui.h will now set the cursor type viasapp_set_mouse_cursor()
. This can be disabled with the newsimgui_desc_t
itemdisable_set_mouse_cursor
. - sokol_imgui.h now automatically enables resizing windows from edges (not just the bottom-right corner), this behaviour can be disabled with the newsimgui_desc_t
itemdisable_windows_resize_from_edges
. - sokol_imgui.h can now optionally write to the alpha channel (useful if you want to render the UI into a separate render target, which is later composed onto the default framebuffer). The feature is enabled with the newsimgui_desc_t
itemwrite_alpha_channel
.Many thanks to @tomc1998 for the initial Linux/X11 mouse cursor type PR and @luigi-rosso for the sokol_imgui.h alpha channel PR!
03-Jul-2022: A new sokol_gfx.h function
bool sg_query_buffer_will_overflow(sg_buffer buf, size_t size)
which allows to check if a call tosg_append_buffer()
would overflow the buffer. This is an alternative to thesg_query_buffer_overflow()
function which only reports the overflow after the fact. Many thanks to @RandyGaul for the PR!29-Jun-2022: In sokol_app.h with the D3D11 backend, if SOKOL_DEBUG is defined, and the D3D11 device creation fails, there's now a fallback code path which tries to create the device again without the D3D11_CREATE_DEVICE_DEBUG flag. Turns out the D3D11 debug support may suddenly stop working (just happened to me, indicated by the Win10 "Graphics Tool" feature being silently uninstalled and failing to install when asked to do so). This fix at least allows sokol_app.h applications compiled in debug mode to run, even if the D3D11 debug layer doesn't work.
29-May-2022: The code generation scripts for the sokol-nim language bindings have been revised and updated, many thanks to Gustav Olsson for the PR! (I'm planning to spend a few more days integrating the bindings generation with GitHub Actions, so that it's easier to publish new bindings after updates to the sokol headers).
26-May-2022: The GL backend in sokol_app.h now allows to override the GL context version via two new items in the
sapp_desc
struct:default GL context version remains at 3.2. Overriding the GL version might make sense if you're not using sokol_app.h together with sokol_gfx.h, or otherwise want to call GL functions directly. Note that this only works for the 'desktop GL' backends (Windows, Linux and macOS), but not for the GLES backends (Android, iOS, web). Furthermore, on macOS only the GL versions 3.2 and 4.1 are available (plus the special config major=1 minor=0 creates an NSOpenGLProfileVersionLegacy context). In general: use at your risk :) Many thanks to GitHub user @pplux for the PR! - **15-May-2022**: The way internal memory allocation can be overridden with your own functions has been changed from global macros to callbacks provided in the API setup call. For instance in sokol_gfx.h:
c
void* my_malloc(size_t size, void* userdata) {
(void)userdata; // unused return malloc(size);
}
void my_free(void* ptr, void* userdata) {
(void)userdata; // unused
free(ptr);
}
//...
sg_setup(&(sg_desc){
//...
.allocator = {
.alloc = my_malloc,
.free = my_free,
.user_data = ...,
}
});
sokol_gfx.h will now call ```my_malloc()``` and ```my_free()``` whenever it needs
to allocate or free memory (note however that allocations inside OS
functions or 3rd party libraries are not affected).
If no override functions are provided, the standard library functions ```malloc()``` and ```free()```
will be used, just as before.
This change breaks source compatibility in the following headers:
- **sokol_fontstash.h**: the function signature of ```sfons_create()``` has changed,
this now takes a pointer to a new ```sfons_desc_t``` struct instead of
individual parameters.
- **sokol_gfx_imgui.h** (NOT sokol_imgui.h!): likewise, the function signature of
```sg_imgui_init()``` has changed, this now takes an additional parameter
which is a pointer to a new ```sg_imgui_desc_t``` struct.
All affected headers also have a preprocessor check for the outdated
macros ```SOKOL_MALLOC```, ```SOKOL_CALLOC``` and ```SOKOL_FREE``` and throw
a compilation error if those macros are detected.
(if configuration through macros is still desired this could be added back in
the future, but I figured that the new way is more flexible in most situations).
The header sokol_memtrack.h and the sample [restart-sapp](https://floooh.github.io/sokol-html5/restart-sapp.html) have been updated accordingly.
Also search for ```MEMORY ALLOCATION OVERRIDE``` in the header documentation block
for more details.
- **14-May-2022**: added a helper function ```simgui_map_keycode()``` to
sokol_imgui.h to map sokol_app.h keycodes (```sapp_keycode```,
SAPPKEYCODE) to Dear ImGui keycodes (
ImGuiKey,
ImGuiKey_```).
If you're using Dear ImGui function to check for key input, you'll need to
update the code like this:
Old:
ImGui::IsKeyPressed(SAPP_KEYCODE_A);
New:
ImGui::IsKeyPressed(simgui_map_keycode(SAPP_KEYCODE_A));
This was basically 'fallout' from rewriting the input system in sokol_imgui.h to the new evented IO system in Dear ImGui.
08-Feb-2022: sokol_imgui.h has been updated for Dear ImGui 1.87:
28-Jan-2022: some window size behaviour changes in sokol_app.h.
20-Jan-2022:
18-Jan-2022:
sokol_app.h now has per-monitor DPI support on Windows and macOS: when the application window is moved to a monitor with different DPI, the values returned by sapp_dpi_scale(), sapp_width() and sapp_height() will update accordingly (only if the application requested high-dpi rendering with
fixed at 1.0f). The application will receive an SAPP_EVENTTYPE_RESIZED event
if the default framebuffer size has changed because of a DPI change.
On Windows this feature requires Win10 version 1703 or later (aka the
'Creators Update'), older Windows version simply behave as before.
Many thank to @tjachmann for the initial PR with the Windows implementation!
- sokol_app.h: DPI scale computation on macOS is now more robust using the
NSScreen.backingScaleFactor value
- sokol_app.h: the new frame timing code in sokol_app.h now detects if the display
refresh rate changes and adjusts itself accordingly (for instance if the
window is moved between displays with different refresh rate)
- sokol_app.h D3D11/DXGI: during window movement and resize, the frame is now
presented with DXGI_PRESENT_DO_NOT_WAIT, this fixes some window system
stuttering issues on Win10 configs with recent NVIDIA drivers.
- sokol_app.h D3D11/DXGI: the application will no longer appear to freeze for
0.5 seconds when the title bar is grabbed with the mouse for movement, but
then not moving the mouse.
- sokol_app.h D3D11/DXGI: DXGI's automatic windowed/fullscreen switching via
Alt-Enter has been disabled, because this switched to 'real' fullscreen mode,
while sokol_app.h's fullscreen mode uses a borderless window. Use the
programmatic fullscreen/window switching via ```sapp_toggle_fullscreen()```
instead.
- **BREAKING CHANGE** in sokol_imgui.h: because the applications' DPI scale
can now change at any time, the DPI scale value is now communicated to
sokol_imgui.h in the ```simgui_new_frame()``` function. This has been
changed to accept a pointer to a new ```simgui_frame_desc_t``` struct.
With C99, change the simgui_new_frame() call as follows (if also using
sokol_app.h):
c simgui_new_frame(&(simgui_frame_desc_t){ .width = sapp_width(), .height = sapp_height(), .delta_time = sapp_frame_duration(), .dpi_scale = sapp_dpi_scale() });
On C++ this works:
c++ simgui_new_frame({ sapp_width(), sapp_height(), sapp_frame_duration(), sapp_dpi_scale() });
...or in C++20:
c++ simgui_new_frame({ .width = sapp_width(), .height = sapp_height(), .delta_time = sapp_frame_duration(), .dpi_scale = sapp_dpi_scale() });
- **KNOWN ISSUE**: the recent change in sokol-audio's WASAPI backend to directly consume
float samples doesn't appear to work on some configs (see [#614](https://github.com/floooh/sokol/issues/614)),
investigation is underway
- **15-Jan-2022**:
- A bugfix in the GL backend for uniform arrays using the 'native' uniform block layout.
The bug was a regression in the recent 'uniform data handling' update. See
[PR #611](https://github.com/floooh/sokol/pull/611) for details, and this [new sample/test](https://github.com/floooh/sokol-samples/blob/master/glfw/uniformarrays-glfw.c).
Many thanks to @nmr8acme for the PR!
- **08-Jan-2022**: some enhancements and cleanup to uniform data handling in sokol_gfx.h
and the sokol-shdc shader compiler:
- *IMPORTANT*: when updating sokol_gfx.h (and you're using the sokol-shdc shader compiler),
don't forget to update the sokol-shdc binaries too!
- The GLSL uniform types int, ivec2, ivec3 and
ivec4 can now be used in shader code, those are exposed to the GL
backends with the new ```sg_uniform_type``` items
SG_UNIFORM_TYPE_INT[2,3,4]```.
A new enum sg_uniform_layout
, currently with the values SG_UNIFORMLAYOUT_NATIVE
and SG_UNIFORMLAYOUT_STD140. The enum is used in sg_shader_uniform_block_desc
as a 'packing rule hint', so that the GL backend can properly locate the offset
of uniform block members. The default (SG_UNIFORMLAYOUT_NATIVE) keeps the same
behaviour, so existing code shouldn't need to be changed. With the packing
rule SG_UNIFORMLAYOUT_STD140 the uniform block interior is expected to be
laid out according to the OpenGL std140 packing rule.
Note that the SG_UNIFORMLAYOUT_STD140 only allows a subset of the actual std140 packing rule: arrays are only allowed for the types vec4, int4 and mat4. This is because the uniform data must still be compatible with
'interior alignment' for arrays).
- The sokol-shdc compiler supports the new uniform types and will annotate the
code-generated sg_shader_desc structs with SG_UNIFORMLAYOUT_STD140,
and there are new errors to make sure that uniform blocks are compatible
with all sokol_gfx.h backends.
- Likewise, sokol_gfx.h has tighter validation for the ```sg_shader_uniform_block```
desc struct, but only when the GL backend is used (in general, the interior
layout of uniform blocks is only relevant for GL backends, on all other backends
sokol_gfx.h just passes the uniform data as an opaque block to the shader)
For more details see:
- [new sections in the sokol_gfx.h documentation](https://github.com/floooh/sokol/blob/ba64add0b67cac16fc86fb6b64d1da5f67e80c0f/sokol_gfx.h#L343-L450)
- [documentation of ```sg_uniform_layout```](https://github.com/floooh/sokol/blob/ba64add0b67cac16fc86fb6b64d1da5f67e80c0f/sokol_gfx.h#L1322-L1355)
- [enhanced sokol-shdc documentation](https://github.com/floooh/sokol-tools/blob/master/docs/sokol-shdc.md#glsl-uniform-blocks-and-c-structs)
- [a new sample 'uniformtypes-sapp'](https://floooh.github.io/sokol-html5/uniformtypes-sapp.html)
PS: and an unrelated change: the frame latency on Win32+D3D11 has been slightly improved
via IDXGIDevice1::SetMaximumFrameLatency()
- **27-Dec-2021**: sokol_app.h frame timing improvements:
- A new function ```double sapp_frame_duration(void)``` which returns the frame
duration in seconds, averaged over the last 256 frames to smooth out
jittering spikes. If available, this uses platform/backend specific
functions of the swapchain API:
- On Windows: DXGI's GetFrameStatistics().SyncQPCTime.
- On Emscripten: the timestamp provided by the RAF callback, this will
still be clamped and jittered on some browsers, but averaged over
a number of frames yields a pretty accurate approximation
of the actual frame duration.
- On Metal, ```MTLDrawable addPresentedHandler + presentedTime```
doesn't appear to function correctly on macOS Monterey and/or M1 Macs, so
instead mach_absolute_time() is called at the start of the MTKView
frame callback.
- In all other situations, the same timing method is used as
in sokol_time.h.
- On macOS and iOS, sokol_app.h now queries the maximum display refresh rate
of the main display and uses this as base to compute the preferred frame
rate (by multiplying with ```sapp_desc.swap_interval```), previously the
preferred frame rate was hardwired to ```60 * swap_interval```. This means
that native macOS and iOS applications may now run at 120Hz instead of
60Hz depending on the device (I realize that this isn't ideal, there
will probably be a different way to hint the preferred interval at
which the frame callback is called, which would also support disabling
vsync and probably also adaptive vsync).
- **19-Dec-2021**: some sokol_audio.h changes:
- on Windows, sokol_audio.h no longer converts audio samples
from float to int16_t, but instead configures WASAPI to directly accept
float samples. Many thanks to GitHub user iOrange for the PR!
- sokol_audio.h has a new public function ```saudio_suspended()``` which
returns true if the audio device/context is currently in suspended mode.
On all backends except WebAudio this always returns false. This allows
to show a visual hint to the user that audio is muted until the first
input event is received.
- **18-Dec-2021**: the sokol_gfx.h ```sg_draw()``` function now uses the currently applied
pipeline object to decide if the GL or D3D11 backend's instanced drawing function
should be called instead of the ```num_instances``` argument. This fixes a
bug on some WebGL configs when instanced rendering is configured
but ```sg_draw()``` is called with an instance count of 1.
- **18-Nov-2021**: sokol_gl.h has a new function to control the point size for
point list rendering: ```void sgl_point_size(float size)```. Note that on D3D11
the point size is currently ignored (since D3D11 doesn't support a point size at
all, the feature will need to be emulated in sokol_gl.h when the D3D11 backend is active).
Also note that points cannot currently be textured, only colored.
- **08-Oct-2021**: texture compression support in sokol_gfx.h has been revisited:
- tighter validation checks on texture creation:
- content data validation now also happens in ```sg_make_image()``` (previously only in ```sg_update_image()```)
- validate that compressed textures are immutable
- separate "no data" validation checks for immutable vs dynamic/stream textures
- provided data size for creating or updating textures must match the expected surface sizes exactly
- fix PVRTC row and surface pitch computation according to the GL PVRTC extension spec
- better adhere to Metal documentation for the ```MTLTexture.replaceRegion``` parameters (when bytesPerImage is expected to be zero or not)
- **02-Sep-2021**: some minor non-breaking additions:
- sokol_app.h: new events FOCUSED and UNFOCUSED to indicate that the
window has gained or lost the focused state (Win32: WM_SETFOCUS/WM_KILLFOCUS,
macOS: windowDidBecomeKey/windowDidResignKey, X11: FocusIn/FocusOut,
HTML5: focus/blur).
- sokol_app.h Emscripten backend: the input event keycode is now extracted
from the HTML5 code string which yields the actual unmapped virtual key code.
- **21-Aug-2021**: some minor API tweaks in sokol_gl.h and sokol_debugtext.h,
one of them breaking (still minor though):
- sokol_gl.h has a new function ```sgl_default_context()``` which returns the
default context handle, it's the same as the global constant SGL_DEFAULT_CONTEXT,
but wrapping this in a function is better for language bindings
- ...and a similar function in sokol_debugtext.h: ```sdtx_default_context()```
- The sokol_gl.h function ```sgl_default_pipeline()``` has been renamed to
sgl_load_default_pipeline()```. This fits better with the related
function sgl_load_pipeline()
and doesn't 'semantically clash'
with the new function sgl_default_context(). The sgl_default_pipeline()
function is rarely used, so it's quite unlikely that this change breaks
your code.
19-Aug-2021: sokol_gl.h gained rendering context support, this allows sokol-gl to render into different sokol-gfx render passes. No changes are needed for existing sokol-gl code. Check the updated header documentation and the new sample sgl-context-sapp for details!
21-Jun-2021: A new utility header sokol_color.h has been added, which adds sokol_gfx.h-compatible named color constants and a handful initial utility functions. See the header documentation for details. Many thanks to Stuart Adams (@nyalloc) for contributing the header!
12-Apr-2021: Minor new feature in sokol_app.h: mouse buttons are now also reported as modifier flags in most input events (similar to the Ctrl-, Alt-, Shift- and Super-key modifiers). This lets you quickly check what mouse buttons are currently pressed in any input event without having to keep track of pressed mouse buttons yourself. This is implemented in the following sokol_app.h backends: Win32, UWP, Emscripten, X11 and macOS. Example code is in the events-sapp.cc sample
10-Apr-2021: followup fixes from yesterday: custom icon support on macOS has been added (since macOS has no regular window icons, the dock icon is updated instead), and a bugfix in the internal helper which select the best matching candidate image (this actually always selected the first candidate image)
09-Apr-2021: sokol_app.h now allows to programmatically set the window icon in the Win32, X11 and HTML5 backends. Search for "WINDOW ICON SUPPORT" in sokol_app.h for documentation, and see the new icon sample for example code.
01-Apr-2021: some fixes in sokol_app.h's iOS backend:
31-Mar-2021: sokol_audio.h on macOS no longer includes system framework headers (AudioToolbox/AudioToolbox.h), instead the necessary declarations are embedded directly in sokol_audio.h (to get the old behaviour and force inclusion of AudioToolbox/AudioToolbox.h, define
implementation). This "fix" is both an experiment and an immediate workaround
for a current issue in Zig's HEAD version (what will eventually become
zig 0.8.0). See this issue for details: https://github.com/ziglang/zig/issues/8360).
The experiment is basically to see whether this approach generally makes sense
(replacing system headers with embedded declarations, so that the sokol headers
only depend on C standard library headers). This approach might
simplify cross-compilation and integration with other languages than C and C++.
- **20-Mar-2021**: The Windows-specific OpenGL loader, and the platform-specific
GL header includes have been moved from sokol_app.h to sokol_gfx.h. This means:
- In general, the sokol_gfx.h implementation can now simply be included
without having to include other headers which provide the GL API declarations
first (e.g. when sokol_gfx.h is used without sokol_app.h, you don't need to
use a GL loader, or include the system-specific GL headers yourself).
- When sokol_gfx.h is used together with sokol_app.h, the include order
for the implementations doesn't matter anymore (until now, the sokol_app.h
implementation had to be included before the sokol_gfx.h implementation).
- The only "downside" (not really a downside) is that sokol_gfx.h now has
platform detection ifdefs to include the correct GL headers for a given
platform. Until now this problem was "delegated" to the library user.
- The old macro **SOKOL_WIN32_NO_GL_LOADER** has been removed, and replaced
with a more general **SOKOL_EXTERNAL_GL_LOADER**. Define this before
including the sokol_gfx.h implementation if you are using your own GL
loader or provide the GL API declarations in any other way. In this case,
sokol_gfx.h will not include any platform GL headers, and the embedded
Win32 GL loader will be disabled.
- **22-Feb-2021**: Mouse input latency in sokol_app.h's macOS backend has been
quite significantly reduced, please see the detailed explanation [in this
PR](https://github.com/floooh/sokol/pull/483). Many thanks to @randrew for
the PR!
- **19-Feb-2021**: sokol_app.h learned some Windows-specific config options
to redirect stdout/stderr to the parent terminal or a separate console
window, and allow outputting UTF-8 encoded text. For details, search for
"WINDOWS CONSOLE OUTPUT" in
[sokol_app.h](https://github.com/floooh/sokol/blob/master/sokol_app.h). Many
thanks to @garettbass for the initial PR!
- **17-Feb-2021**: When compiled for iOS, the sokol_audio.h CoreAudio backend now
uses the **AVAudioSession** class to activate and deactivate audio output as needed.
This fixes sokol_audio.h for iPhones (so far, sokol_audio.h accidentally only worked
for iPads). Please see [this issue](https://github.com/floooh/sokol/issues/431) for details.
A somewhat unfortunate side effect of this fix is that sokol_audio.h must now be compiled
as Objective-C when targeting iOS, also note that a new framework must be linked: ```AVFoundation```.
Many thanks to @oviano for providing the PR!
- **14-Feb-2021**: The Dear ImGui rendering backend in [sokol_imgui.h](https://github.com/floooh/sokol/blob/master/util/sokol_imgui.h) has been rewritten to only do a single
buffer-update per frame each for vertex- and index-data. This addresses performance-problems
with sg_append_buffer() in the GL backend on some platforms (see [this issue](https://github.com/floooh/sokol/issues/399) for details.
- **13-Feb-2021**: A new utility header [sokol_nuklear.h](https://github.com/floooh/sokol/blob/master/util/sokol_nuklear.h)
has been added which implements a rendering backend for [Nuklear](https://github.com/Immediate-Mode-UI/Nuklear)
on top of sokol_gfx.h. Also see the new sample [nuklear-sapp](https://floooh.github.io/sokol-html5/nuklear-sapp.html).
Many thanks to **@wmerrifield** for the PR!
- **10-Feb-2021**: The breaking API-update has been merged (mainly sokol_gfx.h).
Please see [this blogpost](https://floooh.github.io/2021/02/07/sokol-api-overhaul.html)
and the updates [sokol samples](https://floooh.github.io/sokol-html5/) for details.
I also created a git tag named 'pre-feb2021-api-changes' which captures the previous
state in all related projects. Please also update the [sokol-tools-bin](https://github.com/floooh/sokol-tools-bin) if you're using the sokol-shdc shader compiler.
- **07-Feb-2021**: A PSA about upcoming breaking changes in (mainly) sokol_gfx.h: https://floooh.github.io/2021/02/07/sokol-api-overhaul.html
- **20-Dec-2020**: A couple of minor breaking changes in the sokol_gfx.h and
sokol_app.h APIs as preparation for the upcoming automatic language binding
generation:
- in **sokol_gfx.h** nested unions have been removed:
- **sg_image_desc.depth/.layers** has been renamed to **.num_slices**
- **sg_attachment_desc.face/.layer/.slice** has been unified to **.slice**
- in **sokol_app.h** the return value of **sapp_run()** has been changed from
**int** to **void** (the function always returned zero anyway)
Non-breaking (or at most potentially breaking) changes:
- expressions in enums have been replaced with integer literals (e.g. (1<<2) becomes 4)
- the value of **SAPP_MOUSEBUTTON_INVALID** has been changed from -1 to 0x100
For more information about the upcoming automatic language-bindings generation [see this bog post](https://floooh.github.io/2020/08/23/sokol-bindgen.html)
- **02-Dec-2020**: sokol_gfx.h has a couple new public API functions for
destroying resources in two steps:
- sg_uninit_buffer + sg_dealloc_buffer
- sg_uninit_image + sg_dealloc_image
- sg_uninit_shader + sg_dealloc_shader
- sg_uninit_pipeline + sg_dealloc_pipeline
- sg_uninit_pass + sg_dealloc_pass
Calling both functions in this order is identical with calling the
traditional sg_destroy_xxx() functions. See this PR for more details:
https://github.com/floooh/sokol/pull/435. Many thanks to @oviano for the
PR!
- **28-Nov-2020**: In addition to the generic SOKOL_API_DECL and SOKOL_IMPL
defines there are now header-specific versions SOKOL_xxx_API_DECL and
SOKOL_xxx_IMPL (for instance SOKOL_GFX_API_DECL and SOKOL_GFX_IMPL). The
original motivation for splitting the SOKOL_API_DECL defines up is described
here: https://github.com/floooh/sokol/issues/428). The same change for
SOKOL_IMPL also finally unifies the approach used in the utility headers (in
the ```util``` subdirectory), which exclusively used the SOKOL_xxx_IMPL
pattern with the core headers which exclusively used SOKOL_IMPL before (all
headers accept both patterns now). Many thanks to @iboB for providing the
API_DECL PR!
- **17-Nov-2020**: A new utility header **sokol_shape.h** to generate
vertices+indices for simple shapes (plane, box, sphere, cylinder and torus),
which seamlessly plug into the sokol_gfx.h resource creation functions. As
with most new utility headers, the initial functionality is a bit bare bones
and the public API shouldn't be considered stable yet. Check the sokol-samples
webpage for new and updates samples: https://floooh.github.io/sokol-html5/
- **08-Nov-2020** PSA: It appears that RenderDoc v1.10 chokes on the new
D3D11/DXGI swapchain code from 10-Oct-2020 in sokol_app.h. The current
RenderDoc Nightly Build works, so I guess in v1.11 everything will be fine.
- **03-Nov-2020**: sokol_app.h: the missing drag'n'drop support for HTML5/WASM
has been added. This adds two platform-specific functions
sapp_html5_get_dropped_file_size()``` and
section in sokol_app.h under 'DRAG AND DROP SUPPORT' for additional
details and example code. Also consult the source code of the new
droptest-sapp``` sample for an example of how to load the content
of dropped files on the web and native platforms:
https://floooh.github.io/sokol-html5/droptest-sapp.html
27-Oct-2020: I committed a bugfix for a longstanding WebGL canvas id versus css-selector confusion in the emscripten/WASM backend code in sokol_app.h. I think the fix should not require any changes in your code (because if you'd be using a canvas name different from the default "canvas" it wouldn't have worked before anyway). See this bug for details: https://github.com/floooh/sokol/issues/407
22-Oct-2020: sokol_app.h now has file drag'n'drop support on Win32, macOS and Linux. WASM/HTML5 support will be added soon-ish. This will work a bit differently because of security-related restrictions in the HTML5 drag'n'drop API, but more on that later. For documentation, search for 'DRAG AND DROP SUPPORT' in sokol_app.h.
Check out events-sapp.c for a simple usage example (I will also add a more real-world example to my chips emulators once the WASM/HTML5 implementation is ready).
Many thanks for @prime31 and @hb3p8 for the initial PRs and valuable feature discussions!
10-Oct-2020: Improvements to the sokol_app.h Win32+D3D11 and UWP+D3D11 swapchain code:
In the Win32+D3D11 backend and when running on Win10,
deprecation warning in the debugger console and also should allow slightly
more efficient swaps in some situations. When running on Win7 or Win8, the
traditional ```DXGI_SWAP_EFFECT_DISCARD``` is used.
- The UWP backend now supports MSAA multisampling (the required fixes for
this are the same as in the Win32 backend with the new swap effect: a
separate MSAA texture and render-target-view is created where
rendering goes into, and this MSAA texture is resolved into the actual
swapchain surface before presentation).
- **07-Oct-2020**:
A fix in the ALSA/Linux backend initialization in sokol_audio.h: Previously,
initialization would fail if ALSA can't allocate the exact requested
buffer size. Instead sokol_audio.h let's now pick ALSA a suitable buffer
size. Also better log messages in the ALSA initialization code if something
goes wrong. Unfortunately I'm not able to reproduce the buffer allocation
problem on my Linux machine. Details are in this issue: https://github.com/floooh/sokol/issues/400
**NARRATOR**: the fix didn't work.
- **02-Oct-2020**:
The sokol_app.h Win32 backend can now render while moving and resizing
the window. NOTE that resizing the swapchain buffers (and receiving
SAPP_EVENTTYPE_RESIZED events) is deferred until the resizing finished.
Resizing the swapchain buffers each frame created a substantial temporary
memory spike of up to several hundred MBytes. I need to figure out a better
swapchain resizing strategy.
- **30-Sep-2020**:
sokol_audio.h now works on UWP, thanks again to Alberto Fustinoni
(@albertofustinoni) for the PR!
- **26-Sep-2020**:
sokol_app.h gained a new function sapp_set_window_title() to change
the window title on Windows, macOS and Linux. Many thanks to
@medvednikov for the initial PR!
- **23-Sep-2020**:
sokol_app.h now has initial UWP support using the C++/WinRT set of APIs.
Currently this requires "bleeding edge" tools: A recent VS2019 version,
and a very recent Windows SDK version (at least version 10.0.19041.0).
Furthermore the sokol_app.h implementation must be compiled as C++17
(this is a requirement of the C++/WinRT headers). Note that the Win32
backend will remain the primary and recommended backend on Windows. The UWP
backend should only be used when the Win32 backend is not an option.
The [sokol-samples](https://github.com/floooh/sokol-samples) project
has two new build configs ```sapp-uwp-vstudio-debug``` and
sapp-uwp-vstudio-release``` to build the sokol-app samples for UWP.
Many thanks to Alberto Fustinoni (@albertofustinoni) for providing the initial PR!
(also NOTE: UWP-related fixes in other sokol headers will follow)
22-Sep-2020: A small fix in sokol_app.h's Win32 backend: when a mouse button is pressed, mouse input is now 'captured' by calling SetCapture(), and when the last mouse button is released, ReleaseCapture() is called. This also provides mouse events outside the window area as long as a mouse button is pressed, which is useful for windowed UI applicactions (this is not the same as the more 'rigorous' and explicit pointer-lock feature which is more useful for camera-controls)
31-Aug-2020: Internal change: The D3D11/DXGI backend code in sokol_gfx.h and sokol_app.h now use the D3D11 and DXGI C++-APIs when the implementation is compiled as C++, and the C-APIs when the implementation is compiled as C (before, the C API was also used when the implementation is compiled as C++). The new behaviour is useful when another header must use the D3D11/DXGI C++ APIs but should be included in the same compilation unit as sokol_gfx.h an sokol_app.h (for example see this PR: https://github.com/floooh/sokol/pull/351).
24-Aug-2020:
The backend-specific callback functions that are provided to sokol_gfx.h
in the sg_setup()
initialization call now have alternative
versions which accept a userdata-pointer argument. The userdata-free functions
still exist, so no changes are required for existing code.
02-Aug-2020:
void sapp_lock_mouse(bool lock)
and bool sapp_mouse_locked(void)
.
For documentation, please search for 'MOUSE LOCK' in sokol_app.h.
The sokol-app samples events-sapp
and cgltf-sapp have been
updated to demonstrate the feature.void sapp_show_mouse(bool show)
)
has been implemented for Linux/X1122-Jul-2020: PLEASE NOTE cmake 3.18 breaks some of sokol samples when compiling with the Visual Studio toolchain because some C files now actually compile as C++ for some reason (see: https://twitter.com/FlohOfWoe/status/1285996526117040128). Until this is fixed, or I have come up with a workaround, please use an older cmake version to build the sokol samples with the Visual Studio compiler.
(Update: I have added a workaround to fips: https://github.com/floooh/fips/commit/89997b8ebdca6fc9455a5cfe6145eecaa017df49 which fixes the issue at least for fips projects)
14-Jul-2020:
sapp_show_mouse(bool visible)
no longer 'stacks' (e.g. there's
no 'hidden counter' underneath anymore, instead calling sapp_show_mouse(true)
will always show the cursor and sapp_show_mouse(false)
will always
hide it. This is a different behaviour than the underlying Win32 and
macOS functions ShowCursor() and CGDisplaShow/HideCursor()events-sapp
sample
(so far this only works on Windows and macOS).13-Jul-2020:
__has_feature(objc_arc_fields)
must be supported, which I think has been added in Xcode 10.2, I couldn't
find this mentioned in any Xcode release notes though). Compiling with
ARC disabled should also work on older Xcode versions though.22-Jun-2020: The X11/GLX backend in sokol_app.h now has (soft-)fullscreen support, bringing the feature on par with Windows and macOS. Many thanks to @medvednikov for the PR!
20-Jun-2020: Some work to better support older DX10-level GPUs in the sokol_gfx.h D3D11 backend:
const char* d3d11_target
in sg_shader_stage_desc
now allows
to pass in the D3D shader model for compiling shaders. This defaults to
"vs_4_0" for the vertex shader stage and "ps_4_0" for the fragment shader stage.
The minimal DX shader model for use with the sokol_gfx.h D3D11 backend is
shader model 4.0, because that's the first shader model supporting
constant buffers.hlsl4
to generate HLSL4 source code and shader model 4.0 byte code.If you are using sokol_gfx.h with sokol-shdc, please update both at the same time
to avoid compilation errors caused by the new sg_shader_stage_desc.d3d11_target
item. The sg_shader_desc initialization code in sokol-shdc has now been made more
robust to prevent similar problems in the future.
14-Jun-2020: I have added a very simple utility header sokol_memtrack.h
which allows to track memory allocations in sokol headers (number and overall
size of allocations) by overriding the macros SOKOL_MALLOC, SOKOL_CALLOC and
SOKOL_FREE. Simply include sokol_memtrack.h
before the other sokol
header implementation includes to enable memory tracking in those headers
(but remember that the sokol_memtrack.h implementation must only be included
once in the whole project, so this only works when all other sokol header
implementations are included in the same compilation unit).
06-Jun-2020: Some optimizations in the sokol_gfx.h GL backend to avoid redundant GL calls in two areas: in the sg_begin_pass() calls when not clearing the color- and depth-stencil-attachments, and in sg_apply_bindings() when binding textures. Everything should behave exactly as before, but if you notice any problems in those areas, please file a bug. Many thanks to @edubart for the PRs!
01-Jun-2020: sokol_app.h now allows to toggle to and from fullscreen
programmatically and to query the current fullscreen state via 2 new
functions: sapp_toggle_fullscreen()
and sapp_is_fullscreen()
.
Currently this is only implemented for Windows and macOS (not Linux).
Thanks to @mattiasljungstrom for getting the feature started and providing
the Win32 implementation!
28-May-2020: a small quality-of-life improvement for C++ coders: when the sokol headers are included into C++, all public API functions which take a pointer to a struct now have a C++ overload which instead takes a const-ref. This allows to move the struct initialization right into the function call just like in C99. For instance, in C99 one can write:
sg_buffer buf = sg_make_buffer(&(sg_buffer_desc){
.size = sizeof(vertices),
.type = SG_BUFFERTYPE_VERTEXBUFFER,
.content = vertices
});
In C++ it isn't possible to take the address of an 'adhoc-initialized' struct like this, but with the new reference-wrapper functions (and C++20 designated initialization) this should work now:
sg_buffer buf = sg_make_buffer({
.size = sizeof(vertices),
.type = SG_BUFFERTYPE_VERTEXBUFFER,
.content = vertices
});
Many thanks to @garettbass for providing the PR!
27-May-2020: a new utility header sokol_debugtext.h for rendering simple ASCII text using vintage home computer fonts via sokol_gfx.h
13-May-2020: a new function in sokol_time.h to round a measured frame time
to common display refresh rates: stm_round_to_common_refresh_rate()
.
See the header documentation for the motivation behind this function.
02-May-2020: sokol_app.h: the 'programmatic quit' behaviour on the web-platform is now more in line with other platforms: calling
platform-specific cleanup (like unregistering JS event handlers), and finally
exit the frame loop. In typical scenarios this isn't very useful (because
usually the user will simply close the tab, which doesn't allow to run
cleanup code), but it's useful for situations where the same
code needs to run repeatedly on a web page. Many thanks to @caiiiycuk
for providing the PR!
- **30-Apr-2020**: experimental WebGPU backend and a minor breaking change:
- sokol_gfx.h: a new WebGPU backend, expect frequent breakage for a while
because the WebGPU API is still in flux
- a new header sokol_glue.h, with interop helper functions when specific combinations
of sokol headers are used together
- changes in the way sokol_gfx.h is initialized via a new layout of the
sg_desc structure
- sokol_gfx.h: a new ```sg_sampler_type``` enum which is required for
shader creation to tell the WebGPU backend about the sampler data types
(float, signed int, or unsigned int) used in the shader
- sokol_app.h: a handful new functions to query default framebuffer attributes (color- and
depth-buffer pixel formats, and MSAA sample count)
- sokol_app.h: WebGPU device and swapchain initialization (currently only
in the emscripten code path)
- [sokol-shdc](https://github.com/floooh/sokol-tools/blob/master/docs/sokol-shdc.md) has
been updated with WebGPU support (currently outputs SPIRV bytecode), and to output the new
sg_sampler_typeenum in
sg_shader_image_desc```
pre-webgpu
tags have been added to the sokol, sokol-samples, sokol-tools
and sokol-tools-bin github repositories (in case you need to continue working with
the older versions)
- please see this blog post
for more details05-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 from the outside.
02-Dec-2019: Initial clipboard support in sokol_app.h for Windows, macOS and HTML5. This allows to read and write UTF-8 encoded strings from and to the target platform's shared clipboard.
A 'real-world' example usage is in the Visual6502 Remix project.
Unfortunately clipboard support on the HTML5 platform comes with a lot of platform-specific caveats which can't be solved in sokol_app.h alone because of the restrictions the web platform puts on clipboard access and different behaviours and support levels of the various HTML5 clipboard APIs. I'm not really happy with the current HTML5 clipboard implementation. It sorta works, but it sure ain't pretty :)
Maybe the situation will improve in a few years when all browsers agree on and support the new permission-based clipboard API.
For documentation of the clipboard feature, search for CLIPBOARD SUPPORT in sokol_app.h
08-Sep-2019: sokol_gfx.h now supports clamp-to-border texture sampling:
sg_wrap
has a new member SG_WRAP_CLAMP_TO_BORDER
sg_border_color
sg_image_desc
has a new member sg_border_color border_color
sg_features
: image_clamp_to_border
Note the following caveats:
- clamp-to-border is only supported on a subset of platforms, support can
be checked at runtime via ```sg_query_features().image_clamp_to_border```
(D3D11, desktop-GL and macOS-Metal support clamp-to-border,
all other platforms don't)
- there are three hardwired border colors: transparent-black,
opaque-black and opaque-white (modern 3D APIs have moved away from
a freely programmable border color)
- if clamp-to-border is not supported, sampling will fall back to
clamp-to-edge without a validation warning
Many thanks to @martincohen for suggesting the feature and providing the initial D3D11 implementation!
31-Aug-2019: The header sokol_gfx_cimgui.h has been merged into sokol_gfx_imgui.h. Same idea as merging sokol_cimgui.h into sokol_imgui.h, the implementation is now "bilingual", and can either be included into a C++ file or into a C file. When included into a C++ file, the Dear ImGui C++ API will be called directly, otherwise the C API bindings via cimgui.h
28-Aug-2019: The header sokol_cimgui.h has been merged into sokol_imgui.h. The sokol_cimgui.h header had been created to implement Dear ImGui UIs from pure C applications, instead of having to fall back to C++ just for the UI code. However, there was a lot of code duplication between sokol_imgui.h and sokol_cimgui.h, so that it made more sense to merge the two headers. The C vs C++ code path will be selected automatically: When the implementation of sokol_imgui.h is included into a C++ source file, the Dear ImGui C++ API will be used. Otherwise, when the implementation is included into a C source file, the C API via cimgui.h
27-Aug-2019: sokol_audio.h now has an OpenSLES backend for Android. Many thanks to Sepehr Taghdisian (@septag) for the PR!
26-Aug-2019: new utility header for text rendering, and fixes in sokol_gl.h:
20-Aug-2019: sokol_gfx.h has a couple new query functions to inspect the default values of resource-creation desc structures:
sg_buffer_desc sg_query_buffer_defaults(const sg_buffer_desc* desc);
sg_image_desc sg_query_image_defaults(const sg_image_desc* desc);
sg_shader_desc sg_query_shader_defaults(const sg_shader_desc* desc);
sg_pipeline_desc sg_query_pipeline_defaults(const sg_pipeline_desc* desc);
sg_pass_desc sg_query_pass_defaults(const sg_pass_desc* desc);
These functions take a pointer to a resource creation desc struct that may contain zero-initialized values (to indicate default values) and return a new struct where the zero-init values have been replaced with concrete values. This is useful to inspect the actual creation attributes of a resource.
18-Aug-2019:
sg_query_pixelformat()
to get detailed
runtime capability information about a pixelformat (for instance
whether it is supported at all, can be used as render target etc...).sg_query_limits()
to query "numeric limits"
like maximum texture dimensions for different texture types.sg_feature
and the function sg_query_feature()
has been replaced with the new function sg_query_features()
, which
returns a struct sg_features
(this contains a bool for each
optional feature).18-Jul-2019:
11-Jul-2019:
06-Jul-2019:
10-Jun-2019: sokol_app.h now has proper "application quit handling":
The imgui-highdpi-sapp contains sample code for all new quit-related features.
08-Jun-2019: some new stuff in sokol_app.h:
sapp_event
struct has a new field bool key_repeat
which is true when a keyboard event is a key-repeat (for the
event types SAPP_EVENTTYPE_KEY_DOWN
and SAPP_EVENTTYPE_CHAR
).
Many thanks to Scott Lembcke for
the pull request!a new function to poll the internal frame counter:
was only available via ```sapp_event```.
- also check out the new [event-inspector sample](https://floooh.github.io/sokol-html5/wasm/events-sapp.html)
- **04-Jun-2019**: All sokol headers now recognize a config-define ```SOKOL_DLL```
if sokol should be compiled into a DLL (when used with ```SOKOL_IMPL```)
or used as a DLL. On Windows, this will prepend the public function declarations
with ```__declspec(dllexport)``` or ```__declspec(dllimport)```.
- **31-May-2019**: if you're working with emscripten and fips, please note the
following changes:
https://github.com/floooh/fips#public-service-announcements
- **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
for macOS or iOS when the build is running on macOS. This is enabled
automatically with the fips-integration files in [sokol-tools-bin](https://github.com/floooh/sokol-tools-bin),
see the [sokol-shdc docs](https://github.com/floooh/sokol-tools/blob/master/docs/sokol-shdc.md) for more
details.
- **16-May-2019** two new utility headers: *sokol_cimgui.h* and *sokol_gfx_cimgui.h*,
those are the same as their counterparts sokol_imgui.h and sokol_gfx_imgui.h, but
use the [cimgui](https://github.com/cimgui/cimgui) C-API for Dear ImGui. This
is useful if you don't want to - or cannot - use C++ for creating Dear ImGui UIs.
Many thanks to @prime31 for contributing those!
sokol_cimgui.h [is used
here](https://floooh.github.io/sokol-html5/wasm/cimgui-sapp.html), and
sokol_gfx_cimgui.h is used for the [debugging UI
here](https://floooh.github.io/sokol-html5/wasm/sgl-microui-sapp-ui.html)
- **15-May-2019** there's now an optional shader-cross-compiler solution for
sokol_gfx.h: [see here for details](https://github.com/floooh/sokol-tools/blob/master/docs/sokol-shdc.md).
This is "V1.0" with two notable features missing:
- an include-file feature for GLSL shaders
- compilation to Metal- and D3D-bytecode (currently
only source-code generation is supported)
The [sokol-app samples](https://floooh.github.io/sokol-html5/) have been
ported to the new shader-cross-compilation, follow the ```src``` and
glsl``` links on the specific sample webpages to see the C- and GLSL-
source-code.
02-May-2019 sokol_gfx.h has a new function sg_query_backend()
, this
will return an enum sg_backend
identifying the backend sokol-gfx is
currently running on, which is one of the following values:
When compiled with SOKOL_GLES3, sg_query_backend() may return SG_BACKEND_GLES2 when the runtime platform doesn't support GLES3/WebGL2 and had to fallback to GLES2/WebGL2.
When compiled with SOKOL_METAL, sg_query_backend() will return SG_BACKEND_METAL_MACOS when the compile target is macOS, and SG_BACKEND_METAL_IOS when the target is iOS.
26-Apr-2019 Small but breaking change in sokol_gfx.h how the vertex layout definition in sg_pipeline_desc works:
Vertex component names and semantics (needed by the GLES2 and D3D11 backends) have moved from sg_pipeline_desc
into sg_shader_desc
.
This may seem like a rather pointless small detail to change, especially for breaking existing code, but the whole thing will make a bit more sense when the new shader-cross-compiler will be integrated which I'm currently working on (here: https://github.com/floooh/sokol-tools).
While working on getting reflection data out of the shaders (e.g. what uniform blocks and textures the shader uses), it occurred to me that vertex-attribute-names and -semantics are actually part of the reflection info and belong to the shader, not to the vertex layout in the pipeline object (which only describes how the incoming vertex data maps to vertex-component slots. Instead of (optionally) mapping this association through a name, the pipeline's vertex layout is now always strictly defined in terms of numeric 'bind slots' for all sokol_gfx.h backends. For 3D APIs where the vertex component slot isn't explicitly defined in the shader language (GLES2/WebGL, D3D11, and optionally GLES3/GL), the shader merely offers a lookup table how vertex-layout slot-indices map to names/semantics (and the underlying 3D API than maps those names back to slot indices, which shows that Metal and GL made the right choice defining the slots right in the shader).
Here's how the code changes (taken from the triangle-sapp.c sample):
OLD:
/* create a shader */
sg_shader shd = sg_make_shader(&(sg_shader_desc){
.vs.source = vs_src,
.fs.source = fs_src,
});
/* create a pipeline object (default render states are fine for triangle) */
pip = sg_make_pipeline(&(sg_pipeline_desc){
/* if the vertex layout doesn't have gaps, don't need to provide strides and offsets */
.shader = shd,
.layout = {
.attrs = {
[0] = { .name="position", .sem_name="POS", .format=SG_VERTEXFORMAT_FLOAT3 },
[1] = { .name="color0", .sem_name="COLOR", .format=SG_VERTEXFORMAT_FLOAT4 }
}
},
});
NEW:
/* create a shader */
sg_shader shd = sg_make_shader(&(sg_shader_desc){
.attrs = {
[0] = { .name="position", .sem_name="POS" },
[1] = { .name="color0", .sem_name="COLOR" }
},
.vs.source = vs_src,
.fs.source = fs_src,
});
/* create a pipeline object (default render states are fine for triangle) */
pip = sg_make_pipeline(&(sg_pipeline_desc){
/* if the vertex layout doesn't have gaps, don't need to provide strides and offsets */
.shader = shd,
.layout = {
.attrs = {
[0].format=SG_VERTEXFORMAT_FLOAT3,
[1].format=SG_VERTEXFORMAT_FLOAT4
}
},
});
contains a vertex attribute _name_ (for GLES2/WebGL) and
_sem_name/sem_index_ (for D3D11). For the Metal backend this struct is
ignored completely, and for GLES3/GL it is optional, and not required
when the vertex shader inputs are annotated with ```layout(location=N)```.
The remaining attribute description members in ```sg_pipeline_desc``` are:
- **.format**: the format of input vertex data (this can be different
from the vertex shader's inputs when data is extended during
vertex fetch (e.g. input can be vec3 while the vertex shader
expects vec4)
- **.offset**: optional offset of the vertex component data (not needed
when the input vertex has no gaps between the components)
- **.buffer**: the vertex buffer bind slot if the vertex data is coming
from different buffers
Also check out the various samples:
- for GLSL (explicit slots via ```layout(location=N)```): https://github.com/floooh/sokol-samples/tree/master/glfw
- for D3D11 (semantic names/indices): https://github.com/floooh/sokol-samples/tree/master/d3d11
- for GLES2: (vertex attribute names): https://github.com/floooh/sokol-samples/tree/master/html5
- for Metal: (explicit slots): https://github.com/floooh/sokol-samples/tree/master/metal
- ...and all of the above combined: https://github.com/floooh/sokol-samples/tree/master/sapp
- **19-Apr-2019** I have replaced the rather inflexible render-state handling
in **sokol_gl.h** with a *pipeline stack* (like the GL matrix stack, but with
pipeline-state-objects), along with a couple of other minor API tweaks.
These are the new pipeline-stack functions:
c sgl_pipeline sgl_make_pipeline(const sg_pipeline_desc* desc); void sgl_destroy_pipeline(sgl_pipeline pip); void sgl_default_pipeline(void); void sgl_load_pipeline(sgl_pipeline pip); void sgl_push_pipeline(void); void sgl_pop_pipeline(void);
A pipeline object is created just like in sokol_gfx.h, but without shaders,
vertex layout, pixel formats, primitive-type and sample count (these details
are filled in by the ```sgl_make_pipeline()``` wrapper function. For instance
to create a pipeline object for additive transparency:
c sgl_pipeline additive_pip = sgl_make_pipeline(&(sg_pipeline_desc){
.blend = {
.enabled = true,
.src_factor_rgb = SG_BLENDFACTOR_ONE,
.dst_factor_rgb = SG_BLENDFACTOR_ONE
}
});
And to render with this, simply call ```sgl_load_pipeline()```:
c sgl_load_pipeline(additive_pip); sgl_begin_triangles(); ... sgl_end();
Or to preserve and restore the previously active pipeline state:
c sgl_push_pipeline(); sgl_load_pipeline(additive_pip); sgl_begin_quads(); ... sgl_end(); sgl_pop_pipeline();
You can also load the 'default pipeline' explicitly on the top of the
pipeline stack with ```sgl_default_pipeline()```.
The other API change is:
- ```sgl_state_texture(bool b)``` has been replaced with ```sgl_enable_texture()```
and ```sgl_disable_texture()```
The code samples have been updated accordingly:
- [sgl-sapp.c](https://github.com/floooh/sokol-samples/blob/master/sapp/sgl-sapp.c)
- [sgl-lines-sapp.c](https://github.com/floooh/sokol-samples/blob/master/sapp/sgl-lines-sapp.c)
- [sgl-microui-sapp.c](https://github.com/floooh/sokol-samples/blob/master/sapp/sgl-microui-sapp.c)
- **01-Apr-2019** (not an April Fool's joke): There's a new **sokol_gl.h**
util header which implements an 'OpenGL-1.x-in-spirit' rendering API on top
of sokol_gfx.h (vertex specification via begin/end, and a matrix stack). This is
only a small subset of OpenGL 1.x, mainly intended for debug-visualization or
simple tasks like 2D UI rendering. As always, sample code is in the
[sokol-samples](https://github.com/floooh/sokol-samples) project.
- **15-Mar-2019**: various Dear ImGui related changes:
- there's a new utility header sokol_imgui.h with a simple drop-in
renderer for Dear ImGui on top of sokol_gfx.h and sokol_app.h
(sokol_app.h is optional, and only used for input handling)
- the sokol_gfx_imgui.h debug inspection header no longer
depends on internal data structures and functions of sokol_gfx.h, as such
it is now a normal *utility header* and has been moved to the *utils*
directory
- the implementation macro for sokol_gfx_imgui.h has been changed
from SOKOL_IMPL to SOKOL_GFX_IMGUI_IMPL (so when you suddenly get
unresolved linker errors, that's the reason)
- all headers now have two preprocessor defines for the declaration
and implementation (for instance in sokol_gfx.h: SOKOL_GFX_INCLUDED
and SOKOL_GFX_IMPL_INCLUDED) these are checked in the utility-headers
to provide useful error message when dependent headers are missing
- **05-Mar-2019**: sokol_gfx.h now has a 'trace hook' API, and I have started
implementing optional debug-inspection-UI headers on top of Dear ImGui:
- sokol_gfx.h has a new function *sg_install_trace_hooks()*, this allows
you to install a callback function for each public sokol_gfx.h function
(and a couple of error callbacks). For more details, search for "TRACE HOOKS"
in sokol_gfx.h
- when creating sokol_gfx.h resources, you can now set a 'debug label'
in the desc structure, this is ignored by sokol_gfx.h itself, but is
useful for debuggers or profilers hooking in via the new trace hooks
- likewise, two new functions *sg_push_debug_group()* and *sg_pop_debug_group()*
can be used to group related drawing functions under a name, this
is also ignored by sokol_gfx.h itself and only useful when hooking
into the API calls
- I have started a new 'subproject' in the 'imgui' directory, this will
contain a slowly growing set of optional debug-inspection-UI headers
which allow to peek under the hood of the Sokol headers. The UIs are
implemented with [Dear ImGui](https://github.com/ocornut/imgui). Again,
see the README in the 'imgui' directory and the headers in there
for details, and check out the live demos on the [Sokol Sample Webpage](https://floooh.github.io/sokol-html5/)
(click on the little UI buttons in the top right corner of each thumbnail)
- **21-Feb-2019**: sokol_app.h and sokol_audio.h now have an alternative
set of callbacks with user_data arguments. This is useful if you don't
want or cannot store your own application state in global variables.
See the header documentation in sokol_app.h and sokol_audio.h for details,
and check out the samples *sapp/noentry-sapp.c* and *sapp/modplay-sapp.c*
in https://github.com/floooh/sokol-samples
- **19-Feb-2019**: sokol_app.h now has an alternative mode where it doesn't
"hijack" the platform's main() function. Search for SOKOL_NO_ENTRY in
sokol_app.h for details and documentation.
- **26-Jan-2019**: sokol_app.h now has an Android backend contributed by
[Gustav Olsson](https://github.com/gustavolsson)!
See the [sokol-samples readme](https://github.com/floooh/sokol-samples/blob/master/README.md)
for build instructions.
- **21-Jan-2019**: sokol_gfx.h - pool-slot-generation-counters and a dummy backend:
- Resource pool slots now have a generation-counter for the resource-id
unique-tag, instead of a single counter for the whole pool. This allows
to create many more unique handles.
- sokol_gfx.h now has a dummy backend, activated by defining SOKOL_DUMMY_BACKEND
(instead of SOKOL_METAL, SOKOL_D3D11, ...), this allows to write
'headless' tests (and there's now a sokol-gfx-test in the sokol-samples
repository which mainly tests the resource pool system)
- **12-Jan-2019**: sokol_gfx.h - setting the pipeline state and resource
bindings now happens in separate calls, specifically:
- *sg_apply_draw_state()* has been replaced with *sg_apply_pipeline()* and
*sg_apply_bindings()*
- the *sg_draw_state* struct has been replaced with *sg_bindings*
- *sg_apply_uniform_block()* has been renamed to *sg_apply_uniforms()*
All existing code will still work. See [this blog
post](https://floooh.github.io/2019/01/12/sokol-apply-pipeline.html) for
details.
- **29-Oct-2018**:
- sokol_gfx.h has a new function **sg_append_buffer()** which allows to
append new data to a buffer multiple times per frame and interleave this
with draw calls. This basically implements the
D3D11_MAP_WRITE_NO_OVERWRITE update strategy for buffer objects. For
example usage, see the updated Dear ImGui samples in the [sokol_samples
repo](https://github.com/floooh/sokol-samples)
- the GL state cache in sokol_gfx.h handles buffers bindings in a
more robust way, previously it might have happened that the
buffer binding gets confused when creating buffers or updating
buffer contents in the render loop
- **17-Oct-2018**: sokol_args.h added
- **26-Sep-2018**: sokol_audio.h ready for prime time :)
- **11-May-2018**: sokol_gfx.h now autodetects iOS vs MacOS in the Metal
backend during compilation using the standard define TARGET_OS_IPHONE defined
in the TargetConditionals.h system header, please replace the old
backend-selection defines SOKOL_METAL_MACOS and SOKOL_METAL_IOS with
**SOKOL_METAL**
- **20-Apr-2018**: 3 new context-switching functions have been added
to make it possible to use sokol together with applications that
use multiple GL contexts. On D3D11 and Metal, the functions are currently
empty. See the new section ```WORKING WITH CONTEXTS``` in the sokol_gfx.h
header documentation, and the new sample [multiwindow-glfw](https://github.com/floooh/sokol-samples/blob/master/glfw/multiwindow-glfw.c)
- **31-Jan-2018**: The vertex layout declaration in sg\_pipeline\_desc had
some fairly subtle flaws and has been changed to work like Metal or Vulkan.
The gist is that the vertex-buffer-layout properties (vertex stride,
vertex-step-rate and -step-function for instancing) is now defined in a
separate array from the vertex attributes. This removes some brittle backend
code which tries to guess the right vertex attribute slot if no attribute
names are given, and which was wrong for shader-code-generation pipelines
which reorder the vertex attributes (I stumbled over this when porting the
Oryol Gfx module over to sokol-gfx). Some code samples:
c
// a complete vertex layout declaration with a single input buffer // with two vertex attributes sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){
.layout = {
.buffers = {
[0] = {
.stride = 20,
.step_func = SG_VERTEXSTEP_PER_VERTEX,
.step_rate = 1
}
},
.attrs = {
[0] = {
.name = "pos",
.offset = 0,
.format = SG_VERTEXFORMAT_FLOAT3,
.buffer_index = 0
},
[1] = {
.name = "uv",
.offset = 12,
.format = SG_VERTEXFORMAT_FLOAT2,
.buffer_index = 0
}
}
},
...
});
// if the vertex layout has no gaps, we can get rid of the strides and offsets: sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){
.layout = {
.buffers = {
[0] = {
.step_func = SG_VERTEXSTEP_PER_VERTEX,
.step_rate=1
}
},
.attrs = {
[0] = {
.name = "pos",
.format = SG_VERTEXFORMAT_FLOAT3,
.buffer_index = 0
},
[1] = {
.name = "uv",
.format = SG_VERTEXFORMAT_FLOAT2,
.buffer_index = 0
}
}
},
...
});
// we can also get rid of the other default-values, which leaves buffers[0] // as all-defaults, so it can disappear completely: sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){
.layout = {
.attrs = {
[0] = { .name = "pos", .format = SG_VERTEXFORMAT_FLOAT3 },
[1] = { .name = "uv", .format = SG_VERTEXFORMAT_FLOAT2 }
}
},
...
});
// and finally on GL3.3 and Metal and we don't need the attribute names // (on D3D11, a semantic name and index must be provided though) sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){
.layout = {
.attrs = {
[0] = { .format = SG_VERTEXFORMAT_FLOAT3 },
[1] = { .format = SG_VERTEXFORMAT_FLOAT2 }
}
},
...
}); ```
Please check the sample code in https://github.com/floooh/sokol-samples for more examples!
Enjoy!