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Updates

23-Nov-2024

  • sokol_app.h html5: Merged PR #1159 (related issue #1154).

    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    Additionally, please also note the simplified shell.html in the sokol-samples repository (some outdated cruft has been removed):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 :)

19-Nov-2024

  • Merged PR #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:

    • macOS+GL
    • iOS+GLES3
    • WebGL2
    • Android

    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).

13-Nov-2024

  • sokol_nuklear.h: merge PR #1150, this allows to connect the Nuklear mouse cursor handling to the sokol_app.h mouse cursor functions via the new 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!

09-Nov-2024

Please be aware of this regression fix in sokol-shdc:

https://github.com/floooh/sokol-tools/blob/master/CHANGELOG.md#09-nov-2024

07-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:

  • sokol-shdc input shader sources now require to annotate uniform blocks, textures, samplers and storage buffers with layout(binding=N) where N directly maps to sokol-gfx bindslots
  • the concept of 'shader stages' has mostly been removed from the sokol-gfx API
  • in the sg_bindings struct, the nested per-shader-stage binding arrays have been replaced with unified binding arrays
  • in the function sg_apply_uniforms(), the shader stage parameter has been removed
  • only relevant if you don't use sokol-shdc: the interior of the sg_shader_desc struct has been changed according to the new binding model, and additional information must be provided for each resource binding:
    • what shader change the binding appears in
    • backend 3D API specific resource bindslots to map sokol-gfx bindslots to 3D API bindslots

The update is implemented in PR #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:

  • Resource bindings can now have gaps, and validation of 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.
  • Likewise, uniform block bindslots can now have gaps (but currently it's still an error trying to apply uniform block data for a bindslot that's not used by the current shader)
  • In debug mode, sg_draw() now checks that sg_apply_bindings() and/or sg_apply_uniforms() has been called after sg_apply_pipeline() when required.
  • Lots of new validation checks for the new reflection information in sg_shader_desc.

Drive by fixes:

  • the sokol_gfx.h WebGPU backend is now compatible again with the latest Google Dawn library (Chrome's native WebGPU implementation)
  • the fips-dawn glue repository has been fixed to work with the latest Dawn build system changes (still only tested on macOS though)

24-Oct-2024

  • sokol_nuklear.h: Merged #1138 which allows to use Nuklear's software mouse cursors. Many thanks to @dlannan!

22-Oct-2024

  • sokol_imgui.h: Fixed for latest Dear ImGui version 1.91.4 (Dear ImGui has changed the ImTextureID handle from 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 (#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 :)

14-Oct-2024

  • sokol_gfx.h: The pixel format RG11B10F is now marked as renderable in the GL backend (generally on desktop GL, and on GLES3/WebGL2 when the necessary extensions are present). Many thanks to @kcbanner for the PR (#1121)!

17-Sep-2024

  • The sokol_app.h Linux backend now has clipboard support. Many thanks to @Dvad for the initial PR with most of the work and @qwx9 for the addtional updates. See PR #1108 for details (this isn't quite what ended up in sokol_app.h either, because I did a couple of code cleanup changes during the merge).

10-Sep-2024

  • Update sokol_imgui.h for Dear ImGui and cimgui version 1.91.1. This breaks compatibility with older ImGui versions. Fixes issue #1105.

02-Sep-2024

  • Minor breaking change in sokol_gfx.h: The enum item 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 #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 #1103.

01-Sep-2024

  • sokol_gfx.h d3d11: added a new configuration flag 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 #1043 and PR: #1101.

31-Aug-2024

  • Some cleanup work in the WebGPU backend bindgroups cache which fixes a number of issues: Destroying an image, sampler, storage buffer or pipeline object now properly evicts any associated item in the bindgroups cache and releases the associated WebGPU BindGroup object. Doing this while the BindGroup is in flight also no longer causes WebGPU errors.

    For details see issue #1066 and PR #1097

  • A fix in the sokol-zig bindings generator for a breaking naming convention change in the Zig stdlib. The fix supports both the old and new naming convention so that sokol-zig continues to be compatible with zig 0.13.0.

    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 #1100

26-Aug-2024

A small behaviour update for sokol_gl.h (may be breaking if you call sgl_error()):

  • Instead of skipping rendering completely for the current frame if an error is encountered (for instance the vertex- or command-buffer running full), sokol-gl will now render all successfully recorded draw commands before the error was recorded.
  • Minor breaking change: 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.
  • Two new functions to query the current number of recorded vertices and commands in the current frame:
    • int sgl_num_vertices(void)
    • int sgl_num_commands(void)

Also see ticket #1092 and PR #1096 for details!

14-Aug-2024

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 (#1090).

30-Jul-2024

Merged PR #1086 which adds Emscripten target platform support for the Nim bindings. Please also see PR floooh/sokol-nim#31 and the sokol-nim readme for details: https://github.com/floooh/sokol-nim

Many thanks to @Nazariglez for the PRs!

28-Jul-2024

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 #1085 and in this Chromium ticket: https://issues.chromium.org/issues/355605685.

The PR is here: #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:

  • on Emscripten only:
  • for textures without initial data, explicitly allocate texture storage via the glTexStorage functions
  • and otherwise call the glTexImage functions as before

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);

16-Jul-2024

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 (#1078) which unfortunately couldn't be used because it doesn't work on XWayland.

For more details see issue #1080 and PR #1081.

04-Jul-2024

The public sokol_audio.h functions now have an assert to make sure that saudio_setup() has already been called.

19-Jun-2024

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: #1063 ...and PR: #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

01-Jun-2024

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

14-May-2024

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: #1048).

13-May-2024

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 #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:

  • merged PR #1045, this sets 32-bit float textures to filterable if supported (depending on WGPUFeatureName_Float32Filterable), many thanks to @jdah!
  • in sokol_app.h, the WebGPU feature detection code has been fixed:
    • previously, BC and ETC2 texture compression support was mutually exclusive, which was a bug (for instance on Apple Silicon, both formats are available)
    • the missing ASTC texture compression detection has been added (sokol_gfx.h already checked the WebGPU device for support of ASTC compression, but this code never worked because the feature was not requested when the WebGPU device was created in sokol_app.h

10-May-2024

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
  • the pixel formats SG_PIXELFORMAT_EAC_R11 and SG_PIXELFORMAT_EAC_R11SN have been added
  • fixed a pixel format mapping bug in WebGPU (the EAC RG11 formats were actually mapped to R11)

See ticket #1041, and PR #1044 for details.

09-May-2024

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:

  • macOS + GL (stuck at GL 4.1)
  • iOS + GL (stuck at GLES 3.0)
  • WebGL2 (stuck at GLES 3.0)
  • Android (support may be implemented at a later time)

BREAKING CHANGES

  • the config define SOKOL_GLCORE33 has been renamed to SOKOL_GLCORE, this affects the following headers:
    • sokol_gfx.h
    • sokol_app.h
    • sokol_debugtext.h
    • sokol_fontstash.h
    • sokol_gl.h
    • sokol_imgui.h
    • sokol_nuklear.h
    • sokol_spine.h
  • likewise in the sokol_gfx.h enum sg_backend the enum item SG_BACKEND_GLCORE33 has been renamed to SG_BACKEND_GLCORE
  • sokol_gfx.h now expects a minimal desktop GL version of 4.1 on macOS, and 4.3 on other platforms (this only matters if you don't use sokol_app.h), storage buffer support is only available on GL 4.3 contexts
  • likewise, shaders passed into sokol_gfx.h when the desktop GL backend is active are now expected to be #version 410 or #version 430 (#version 330 may still work but is untested)
  • likewise, by default sokol_app.h now creates a GL 4.1 context on macOS and a GL 4.3 context on other desktop platforms when SOKOL_GLCORE is defined
  • if you're passing WGSL shaders directly into sokol_gfx.h (instead of using sokol-shdc), please be aware that the binding offsets for the different shader resource types have moved:
    • vertex shader stage:
      • textures: @group(1) @binding(0..15)
      • samplers: @group(1) @binding(16..31)
      • storage buffers: @group(1) @binding(32..47)
    • fragment shader stage:
      • textures: @group(1) @binding(48..63)
      • samplers: @group(1) @binding(64..79)
      • storage buffers @group(1) @binding(80..95)

NON-BREAKING CHANGES

  • 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:

    • The enum sg_buffer_type has a new member SG_BUFFERTYPE_STORAGEBUFFER, used in the sg_make_buffer() call to create a storage buffer
    • The struct sg_features has a new member bool storage_buffer, used to indicate that the current 3D backend supports storage buffers
    • The stats struct sg_frame_stats_metal_bindings has a new member num_set_fragment_buffer
    • There are various new error codes and validation checks related to storage buffers
    • A new struct 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 shader
  • sokol_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

    • sokol_debugtext.h
    • sokol_fontstash.h
    • sokol_gl.h
    • sokol_imgui.h
    • sokol_nuklear.h
    • sokol_spine.h

03-May-2024:

  • sokol_app.h win32: Merged PR #1034, this adds a NOAPI mode to the sokol_app.h Windows backend by defining SOKOL_NOAPI before including the implementation. Same thing as GLFW's NOAPI mode basically, to allow using the sokol_app.h windowing features without setting up D3D11 or OpenGL. NOAPI implementations for other platforms will follow in the future. Many thanks to @pplux and @castano!

13-Apr-2024:

  • sokol_gfx.h d3d11: resource label strings are now communicated to D3D11 resource objects, making it easier to identify those resources in tools like the Visual Studio Graphics Debugger or RenderDoc. See PR #1025 for details. Many thanks to @jakubtomsu for the PR!
  • Odin bindings: merged #1023 (and related PR floooh/sokol-odin#11 in the actual bindings repo). This changes the directory structure of the bindings to make them a bit friendlier to integrate with Odin projects, and also adds a couple of smaller improvements and fixes. Many thanks to @jakubtomsu for the PRs!
  • Also a couple of smaller 'drive-by PRs' I merged over the last couple of days but didn't mention yet in the changelog:
    • #1029: exclude NUM enum items in Odin bindings, many thanks to @jakubtomsu
    • #1028: in sokol_gfx.h fix GCC warnings in the d3d11 backend (when compiling via mingw on Windows), many thanks @edubart
    • #1026: in sokol_gfx.h increase the internal _SG_STRING_SIZE from 16 to 32, by @jakubtomsu
    • #1021, floooh/sokol-odin#10: re-enable Odin CI builds for macOS (by linking against LLVM 17), also by @jakubtomsu

21-Mar-2024:

  • sokol_imgui.h: merged PR #1010, this will automatically re-create the sokol-gfx font texture resources in the simgui_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!

02-Mar-2024:

  • sokol_app.h emscripten: two new flags in 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: #843

    Related PR: #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

  • sokol_imgui.h: PR #994 has been merged, this adds two font management helper functions which drastically reduce boilerplate code when injecting a custom font into Dear ImGui via sokol_imgui.h.

    See the PR for details, and the updated sample https://floooh.github.io/sokol-html5/imgui-highdpi-sapp.html via this PR: floooh/sokol-samples#135

    Many thanks to @Dvad for the PR!

01-Mar-2024:

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 #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:

29-Feb-2024:

BREAKING CHANGES in sokol_gfx.h, sokol_app.h, sokol_glue.h and sokol_gfx_imgui.h (the 'big render pass cleanup').

  • In sokol_gfx.h, the concepts of 'render contexts' and 'default render passes' have been removed and replaced with a unified 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: #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.

27-Feb-2024:

  • Merged PR #1001, this is a small fix for GLES3 to avoid calling glInvalidateFramebuffer() on non-existing depth/stencil surfaces.

    Many thanks to @danielchasehooper!

26-Feb-2024:

  • Minor fix in sokol_imgui.h: The drawing code now detects and skips the special 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: #1000

21-Feb-2024:

  • PR #993 has been merged, this allows to inject additional GL functions into the Win32 GL loader of sokol_gfx.h (TBH, it's a very specialized feature for people who know what they're doing, but it also fixes a very specific problem while at the same time resolving to 'nothing' when not used).

    Many thanks for @kcbanner for the PR!

31-Jan-2024:

  • sokol_app.h macOS: merged a workaround for the application window not being focused if the init callback takes a while (not reproducible on my M1 Mac with latest Sonoma, but might fix the issue for older Macs, and the change seems harmless enough - sokol_app.h essentially sends a focusEvent to itself)

    Related issue: #757 Implemented in PR: #982

    Many thanks to @zoo-3d for investigating the issue and the PR!

28-Jan-2024:

  • sokol_app.h web: the canvas resize callback is now unregistered on cleanup.

    Related issue: #983 and PR: #984 Many thanks to @edubart!

27-Jan-2024

  • sokol_app.h web: The HTML5 event bubbling changes introduced in the 02-Jan-2024 update have been reverted because they introduced some undesired side effects. By default, most input events now don't bubble up (which restores the old behaviour), but it's now possible to enable bubbling for categories of input events (mouse, touch, wheel, keys and chars) during sokol-app setup. It's then possible to control bubbling of individual events by calling sapp_consume_event() from within the sokol-app event callback.

    See issue #972 for details and PR #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.

  • sokol_gfx.h metal: Merged PR #980. When only the offset changes in a vertex buffer binding, only the buffer offset is now updated (e.g. instead of the Metal method 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: #979

23-Jan-2024

  • sokol_app.h android: Touch event coordinates are now using AMotionEvent_getX/Y() instead of AMotionEvent_getRawX/Y(). The raw functions don't work well in multi-window scenarios. See PR #974 for details. Many thanks to GitHub user @Comanx!

19-Jan-2024

  • sokol_app.h wgpu: tiny fix for a breaking API change in webgpu.h in the Emscripten 3.1.52 SDK
  • Merged PR #970 (many thanks to @waywardmonkeys) which fixes a couple of strict-prototype warnings (e.g. C functions using func() instead of func(void)). I also enabled -Wstrict-prototypes now in the CI tests for GCC and Clang, so such cases should be caught in the future.

18-Jan-2024

  • sokol_gfx.h: added support for the following pixel formats:

    • BC3_SRGBA
    • BC7_SRGBA
    • ETC2_SRGB8
    • ETC2_SRGB8A8
    • ASTC_4x4_RGBA
    • ASTC_4x4_SRGBA

    Related PR: #967

    Many thanks to GH user @allcreater!

07-Jan-2024

  • sokol_app.h (macos+metal): window content no longer 'wobbles' during window resizing. Many thanks to @Seb-degraff for picking up and investigating this longstanding issue (#700), finding a fix for the remaining problem and providing a really nice PR (#963)

06-Jan-2024

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):
    • the struct sg_pixel_format has two new items:

      • bool compressed: true if this is a hardware-compressed pixel format
      • int 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)
    • two previously private helper functions have been exposed to help with size computations for texture data, these may be useful when preparing image data for consumption by 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: #946, and PR: #962

03-Jan-2024

  • sokol_nuklear.h: 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: #958, fixed in PR: #959. Many thanks to @adamrt for the PR!

02-Jan-2024

Happy New Year! A couple of input-related changes in the sokol_app.h Emscripten backend:

  • Mouse and touch events now bubble up to the HTML document instead of being consumed, in some scenarios this allows better integration with the surrounding web page. To prevent event bubbling, call sapp_consume_event() from within the sokol_app.h event callback function.
  • NOTE: wheel/scroll events behave as before and are always consumed. This prevents an ugly "scroll bumping" effect when a wheel event bubbles up on a page where scrolling shouldn't be possible.
  • The hidden HTML text input field hack for text input on mobile browsers has been removed. This idea never really worked across all browsers, and it actually interfered with Dear ImGui text input fields because the hidden HTML text field generated focus-in/out events which confused the Dear ImGui input handling code.

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: #939

10-Nov-2023

A small change in the sokol_gfx.h GL backend on Windows only:

PR #839 has been merged, in debug mode this creates the GL context with WGL_CONTEXT_DEBUG_BIT_ARB. Thanks to @castano for the PR!

06-Nov-2023

A bugfix in the sokol_gfx.h D3D11 backend, and some related cleanup when creating depth-stencil render target images and resource views:

  • fixed: render target images with format SG_PIXELFORMAT_DEPTH_STENCIL triggered a validation error because the pixel format capabilities code marked them as non-renderable. Now the SG_PIXELFORMAT_DEPTH_STENCIL pixel format is properly reported as renderable.
  • the DXGIFormats for SG_PIXELFORMAT_DEPTH_STENCIL images are now as follows:
    • D3D11 texture object: DXGI_FORMAT_R24G8_TYPELESS
    • D3D11 shader-resource-view object: DXGI_FORMAT_R24_UNORM_X8_TYPELESS
    • D3D11 depth-stencil-view object: DXGI_FORMAT_D24_UNORM_S8_UINT

Related PR: #937

30-Oct-2023

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 #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 #930 for details.

For the detailed changes, see PR #932.

27-Oct-2023

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:

  • creating a texture in the GL backend now sets the GL_TEXTURE_MAX_LEVEL property (this is the fix to make everything work)
  • the framebuffer completeness check in the GL backend now has more detailed error logging
  • in the validation layer, the requirement that a sampler that's used with a single-mipmap-texture must use .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: #923

PR: #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).

26-Oct-2023

  • sokol_app.h gl: fix a regression introduced in #916 which could select the wrong framebuffer pixel format and break rendering on some GL drivers (in my case: an older Intel GPU).

    If you are using the GL backend on Windows, please make sure to upgrade!

23-Oct-2023

  • sokol_app.h gl: some further startup optimizations in the WGL code path via PR #916

21-Oct-2023

The major topic of this update is the 'finalized' WebGPU support in sokol_gfx.h and sokol_app.h.

  • WebGPU samples are hosted here:

    https://floooh.github.io/sokol-webgpu/

  • WebGL2 samples remain hosted here:

    https://floooh.github.io/sokol-html5/

  • Please read the following blog post as introduction:

    https://floooh.github.io/2023/10/16/sokol-webgpu.html

  • ...and the changelog and updated documentation in the sokol-shdc repository:

    https://github.com/floooh/sokol-tools

  • You'll also need to update the sokol-shdc binaries:

    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):

    • the following sg_sampler_type enum items have been renamed to better match their WebGPU counterparts:

      • SG_SAMPLERTYPE_SAMPLE => SG_SAMPLERTYPE_FILTERING
      • 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: false
  • sokol_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):

    • sokol_debugtext.h
    • sokol_fontstash.h
    • sokol_gl.h
    • sokol_spine.h
    • sokol_imgui.h (also required some more changes for embedding unfilterable-float textures, since these now require separate shader and pipeline objects)
    • sokol_nuklear.h (works in WebGPU, but doesn't contain the work from sokol_imgui.h to support 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:

    • cubemap-jpeg-sapp.c (load a cubemap from separate JPEG files)
    • cubemaprt-sapp.c (render into cubemap faces - this demo actually existed a while but wasn't "official" so far)
    • drawcallperf-sapp.c (a sample to explore the performance overhead of sg_apply_bindings, sg_apply_uniforms and sg_draw)

03-Oct-2023

  • sokol_app.h win/gl: PR #886 has been merged, this makes GL context initialization on Windows slightly more efficient. Many thanks to @dtrebilco!

25-Sep-2023

  • The allocator callback functions in all headers that support custom allocators have been renamed from 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 #903 and PR #908 for details.

23-Sep-2023

  • sokol_gfx.h gl: Allow to inject an external GL framebuffer id into the sokol-gfx default pass. See PR #899 and issue #892 for details. Many thanks to @danielchasehooper for the discussion and PR!

    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: #904

22-Sep-2023

  • sokol_gfx.h: Fixed a Metal validation error on Intel Macs when creating textures (Intel Macs have unified memory, but don't support textures in shared storage mode). This was a regression in the image/sampler split update in mid-July 2023. Fixes issue #905 via PR #907.

19-Sep-2023

  • sokol_fetch.h: fixed a minor issue where a request that was cancelled before it was dispatched had an incomplete response state set in the response callback (the finished, failed and error_code fields were not set). This fixes issue #882 via PR #898

18-Sep-2023

  • PR #893 has been merged, this fixes a minor issue in the GL backend when using an injected texture as framebuffer attachment.
  • Issue #884 has been fixed via PR #894, this adds missing error code paths in the Metal backend when Metal object creation fails.
  • Clarified sapp_run() behaviour in the sokol_app.h documentation header (search for OPTIONAL: DON'T HIJACK main())
  • sokol_args.h now fully supports "key-only args", see issue #876 for details, fixed via PR #896

17-Sep-2023

  • 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:

    • a push inside a render pass must have an associated pop inside the same render pass
    • a push outside any render pass must have an associated pop outside any render pass
    • Metal will ignore any push/pop calls outside render passes (this is because in Metal these are MTLCommandEncoder methods)

    Associated issue: #889, and PR: #890.

09-Sep-2023

  • a small PR has been merged which fixes a redundant glBindFramebuffer() in the GLES3 backend in sg_end_pass() (see: #878), many thanks to @danielchasehooper for catching that issue!
  • sokol_imgui.h has been fixed for cimgui 1.89.9 (see #879)

28-Aug-2023

sokol_gfx.h metal: A new attempt at fixing a rare Metal validation layer error about MTKView swapchain resource lifetimes. See PR #873 for details.

26-Jul-2023

sokol_nuklear.h: The same image+sampler support has been added as in sokol_imgui.h three days ago:

  • a new object type snk_image_t which wraps a sokol-gfx image and sampler under a common handle
  • new functions:
    • snk_make_image()
    • snk_destroy_image()
    • snk_query_image_desc()
    • snk_image_from_nkhandle()
  • the function snk_nkhandle() now takes an snk_image_t handle instead of an sg_image handle
  • the nuklear.h header needs to be included before the declaration (not just the implementation), this was already required before, but now you get a proper error message if the include is missing
  • the 'standard' logging- and error-reporting callback has been added as in the other sokol headers (don't forget to add a logging callback in snk_setup(), otherwise sokol-nuklear will be silent)
  • since sokol-nuklear now needs to allocate memory, an allocator can now be provided to the snk_setup() call (otherwise malloc/free will be used)

Please 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: #862

23-Jul-2023

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:

  • a new object type simgui_image_t which wraps a sokol-gfx image and sampler object under a common handle
  • two new function simgui_make_image() and simgui_destroy_image() to create and destroy such a new simgui_image_t object.
  • the existing function simgui_imtextureid() has been changed to take an simgui_image_t
  • sokol_imgui.h now also uses the same error-handling and logging callback as the other sokol headers (this was needed because creating an 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: #861

16-Jul-2023

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:

  • it's now possible to sample depth textures in shaders both with regular samplers, and with 'comparison samplers' (which is mainly useful for shadow mapping)
  • it's now possible to create render passes without color attachments for 'depth-only' rendering

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 switch

NOTE 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

sokol_gfx.h
  • 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:

    • min_filter = SG_FILTER_NEAREST | SG_FILTER_LINEAR
    • mag_filter = SG_FILTER_NEAREST | SG_FILTER_LINEAR
    • mipmap_filter = SG_FILTER_NONE | SG_FILTER_NEAREST | SG_FILTER_LINEAR

    ...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.

  • If you don't use sokol-shdc and instead provide your own backend-specific shaders, you need to provide more shader interface reflection info about the texture and sampler usage in a shader when calling 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:

  • 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 != 0
    • the Metal backend code started to use the if (@available(...)) statement to check for runtime-availability of macOS/iOS API features
    • NOTE: this change (if (@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).
    • on macOS the Metal backend now creates resources in Shared resource storage mode if supported by the device
    • on iOS the Metal backend now supports clamp-to-border-color if possible (depends on iOS version and GPU family)
sokol_gl.h
  • The function 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.
sokol_shape.h
  • 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()
sokol_spine.h
sokol_imgui.h
  • 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.

sokol_nuklear.h
  • 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.

20-May-2023

Some minor event-related cleanup in sokol_app.h and a touchscreen fix in sokol_imgui.h

  • in the event SAPP_EVENTTYPE_FILESDROPPED:
    • the 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)
    • on macOS, the 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)
    • on macOS and Linux, the sapp_event.mouse_dx/dy fields are now set to zero (this already was the case on Emscripten and Win32)
  • in the events SAPP_EVENTTYPE_MOUSE_ENTER and SAPP_EVENTTYPE_MOUSE_LEAVE:
    • the sapp_event.mouse_dx/dy fields are now set to zero, previously this could be a very big value on some desktop platforms

Many thanks to @castano for the initial PR (#830)!

  • In sokol_imgui.h, the new io.AddMouseSourceEvent() function in Dear ImGui 1.89.5 is called to differentiate between mouse- and touch-events, this makes ui tabs work with a single tap (previously a double-tap on the tab was needed). The code won't break if the ImGui version is older (in this case the function simply isn't called)

19-May-2023

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:

  • A new documentation section 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.
  • A new enum sg_store_action has been added.
  • In sg_pass_action:
    • .action has been renamed to .load_action.
    • .value has been renamed to .clear_value.
    • A new field .store_action has been added.
  • An sg_image object with a sample count > 1 no longer contains a second implicit texture for the msaa-resolve operation.
  • When creating a pass object, there's now an array of 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().
  • Pass attachments are now more flexible (there were a couple of gaps where specific image types were not allowed as pass attachments, especially for the depth-stencil- attachment - but this hadn't actually been checked by the validation layer).
  • Some gaps in the validation layer around images and passes have been tightened up, those usually don't work in one backend or another, but have been ignored so far in the validation layer, mainly:
    • MSAA images must have num_mipmaps = 1.
    • 3D images cannot have a sample_count > 1.
    • 3D images cannot have depth or depth-stencil image formats.
    • It's not allowed to bind MSAA images as texture.
    • It's not allowed to bind depth or depth-stencil images as texture.
    • (I'll see if I can relax some of those restrictions after the WebGPU backend release)
  • A lot of new tests have been added to cover validation layer checks when creating image and pass objects.

Next up: WebGPU!

30-Apr-2023

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:

  • (breaking change) the SOKOL_GLES2 config define is no longer accepted and will cause a compile error (use SOKOL_GLES3 instead)
  • (breaking change) on Emscripten use the linker option -s USE_WEBGL2=1
  • any embedded GLES shaders have been updated from glsl100 to glsl300es (but glsl100 shaders still work fine with the GLES3 backend)

Changes in sokol_gfx.h:

  • (breaking change) the following 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
  • (breaking change) the struct sg_gl_context_desc and its embedded instance sg_desc.gl have been removed
  • sg_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)
  • in the GL backend, SG_PIXELFORMAT_DEPTH now resolves to GL_DEPTH_COMPONENT32F (same as in the other backends), previously it was GL_DEPTH_COMPONENT16
  • in sg_begin_pass(), the GL backend now only uses the new glClearBuffer* functions, the old GLES2 clear functions have been removed
  • in sg_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: #816
  • the instanced rendering functions are no longer wrapped in C macros in the GL backend

Changes in sokol_app.h:

  • (breaking) the config item sapp_desc.gl_force_gles2 has been removed

  • (breaking) the function sapp_gles2() has been removed

  • any 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 and sg_image_info.height have been removed, this information is now returned by sg_query_image_desc().

    PR: #796, fixes: #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: #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 #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:

    #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 call abort() when a panic log message is issued.

    In 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 #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! (#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 (#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 #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: #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 #745
    • sokol_imgui.h: fixes for Dear ImGui 1.89 deprecations (via PR #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 #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 #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 #765 (comment))

  • 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: #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.

  • 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 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 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 structs sfetch_request_t and sfetch_response_t, and the function sfetch_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 an sfetch_range_t data item (data.ptr and data.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 sapp_html5_fetch_request and sapp_html5_fetch_response.
  • 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 #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): odin-lang/Odin#2121 Many thanks to @thePHTest for the PR! (#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 (#645) because this is now triggering a Metal validation layer error (#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 item sapp_android_tooltype android_tooltype;. This exposes the result of the Android NDK function AMotionEvent_getToolType(). Many thanks to @Wertzui123 for the initial PR (#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 of ccall() 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 and SAPP_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 via sapp_set_mouse_cursor(). This can be disabled with the new simgui_desc_t item disable_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 new simgui_desc_t item disable_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 new simgui_desc_t item write_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 to sg_append_buffer() would overflow the buffer. This is an alternative to the sg_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: sapp_desc.gl_major_version and sapp_desc.gl_minor_version. The 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:

    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 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, SAPP_KEYCODE_*) 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:

    • sokol_imgui.h's input code has been rewritten to use the new evented IO system and extended virtual key codes in Dear ImGui
    • on non-Emscripten platforms, mouse buttons are no longer "cancelled" when the mouse leaves the window (since the native desktop platforms automatically capture the mouse when mouse buttons are pressed, but mouse capture is not supported in the sokol_app.h Emscripten backend)
  • 28-Jan-2022: some window size behaviour changes in sokol_app.h.

    • Asking for a default-sized window (via sapp_desc.width/height = 0) now behaves a bit differently on desktop platforms. Previously this set the window size to 640x480, now a default window covers more screen area:
      • on Windows CW_USEDEFAULT will be used for the size
      • on macOS and Linux, the window size will be 4/5 of the display size
      • no behaviour changes on other platforms
    • On Windows and Linux, the window is now centered (in a later update, more control over the initial window position, and new functions for positioning and sizing might be provided)
    • On Windows, when toggling between windowed and fullscreen, the window position and size will now be restored (on other platforms this already happened automatically through the window system)
    • On all desktop platforms if an application starts in fullscreen and then is toggled back to windowed, the window will now be of the expected size (provided in sapp_desc.width/height)
  • 20-Jan-2022:

    • sokol_audio.h: A compatibility fix in the sokol_audio.h WASAPI backend (Windows): On some configs the IAudioClient::Initialize() call could fail because of a mismatch between the requested number of channels and speaker config. See #614 for details.
    • sokol_app.h D3D11/DXGI: Fix an (uncritical) COM interface leak warning for IDXGIAdapter and IDXGIFactory at shutdown, introduced with the recent disabling of Alt-Enter.
  • 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 sapp_desc.high_dpi=true, otherwise the dpi scale value remains 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):
      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:
      simgui_new_frame({ sapp_width(), sapp_height(), sapp_frame_duration(), sapp_dpi_scale() });
      ...or in C++20:
      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), 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 for details, and this new sample/test. 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 glUniform() calls in the GL backends (which have different '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
    • documentation of sg_uniform_layout
    • enhanced sokol-shdc documentation
    • a new sample 'uniformtypes-sapp'

    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:

    • In the iOS Metal backend, high-dpi vs low-dpi works again. Some time ago (around iOS 12.x) MTKView started to ignore the contentScaleFactor property, which lead to sokol_app.h always setting up a HighDPI framebuffer even when sapp_desc.high_dpi wasn't set. The fix is to set the MTKView's drawableSize explicitly now.
    • The iOS GL backend didn't support MSAA multisampling so far, this has been fixed now, but only one MSAA mode (4x) is available, which will be selected when sapp_desc.sample_count is greater than 1.
  • 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 SAUDIO_OSX_USE_SYSTEM_HEADERS before including the sokol_audio.h 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: ziglang/zig#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. 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. 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 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 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 for details.

  • 13-Feb-2021: A new utility header sokol_nuklear.h has been added which implements a rendering backend for Nuklear on top of sokol_gfx.h. Also see the new sample nuklear-sapp. 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 and the updates sokol samples 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 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

  • 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: #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: #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 sapp_html5_fetch_dropped_file(). Please read the documentation 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: #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, DXGI_SWAP_EFFECT_FLIP_DISCARD is now used. This gets rid of a 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: #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 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: #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:

    • sokol_app.h now has a mouse-lock feature (aka pointer-lock) via two new functions 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.
    • sokol_app.h Linux: mouse pointer visibility (via void sapp_show_mouse(bool show)) has been implemented for Linux/X11
    • sokol_app.h WASM: mouse wheel scroll deltas are now 'normalized' between the different scroll modes (pixels, lines, pages). See this issue: #339. Many thanks to @bqqbarbhg for investigating the issue and providing a solution!
    • sokol_app.h now has better documentation what system libraries must be linked on the various platforms (and on Linux two additional libraries must be linked now: Xcursor and Xi)
  • 22-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_mouse_shown() has been implemented for macOS (thanks to @slmjkdbtl for providing the initial PR!)
    • On macOS, the lower-level functions CGDisplayShowCursor and CGDisplayHideCursor are now used instead of the NSCursor class. This is in preparation for the 'pointer lock' feature which will also use CGDisplay* functions.
    • Calling 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()
    • The mouse show/hide behaviour can now be tested in the events-sapp sample (so far this only works on Windows and macOS).
  • 13-Jul-2020:

    • On macOS and iOS, sokol_app.h and sokol_gfx.h can now be compiled with ARC (Automatic Reference Counting) disabled (previously ARC had to be enabled).
    • Compiling with ARC enabled is still supported but with a little caveat: if you're compiling sokol_app.h or sokol_gfx.h in ObjC mode (not ObjC++ mode) AND ARC is enabled, then the Xcode version must be more recent than before (the language feature __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.
    • Various internal code cleanup things:
      • sokol_app.h had the same 'structural cleanup' as sokol_gfx.h in January, all internal state (including ObjC id's) has been merged into a single big state structure. Backend specific struct declarations have been moved closer together in the header, and backend-specific structures and functions have been named more consistently for better 'searchability'
      • The 'mini GL' loader in the sokol_app.h Win32+WGL backend has been rewritten to use X-Macros (less redundant lines of code)
      • All macOS and iOS code has been revised and cleaned up
      • On macOS a workaround for a (what looks like) post-Catalina NSOpenGLView issue has been added: if the sokol_app.h window doesn't fit on screen (and was thus 'clamped' by Cocoa) AND the content-size was not set to native Retina resolution, the initial content size was reported as if it was in Retina resolution. This caused an empty screen to be rendered in the imgui-sapp demo. The workaround is to hook into the NSOpenGLView reshape event at which point the reported content size is correct.
      • On macOS and iOS, the various 'view delegate' objects have been removed, and rendering happens instead in the subclasses of MTKView, GLKView and NSOpenGLView.
      • On macOS and iOS, there's now proper cleanup code in the applicationWillTerminate callback (although note that on iOS this function isn't guaranteed to be called, because an application can also simply be killed by the operating system.
  • 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:

    • sg_make_shader() now by default compiles HLSL shader code as shader model 4.0 (previously shader model 5.0 which caused problems with some older Intel GPUs still in use, see this issue: #179)
    • A new string item 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.
    • The sokol-shdc shader compiler tool has a new output option hlsl4 to generate HLSL4 source code and shader model 4.0 byte code.
    • All embedded D3D shader byte code in the sokol utility headers has been changed from shader model 5.0 to 4.0

    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 sapp_quit() will invoke the cleanup callback function, perform 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 has been updated with WebGPU support (currently outputs SPIRV bytecode), and to output the new sg_sampler_type enum in sg_shader_image_desc
    • sokol-samples has a new set of backend-specific WebGPU samples, and the other samples have been updated for the new sokol-gfx initialization
    • 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 details
  • 05-Apr-2020: A bugfix in sokol_gl.h, the (fairly recent) optimization for merging draw calls contained a bug that could be triggered in an "empty" sgl_begin/sgl_end pair (with no vertices recorded inbetween). This could lead to the following draw call being rendered with the wrong uniform data.

  • 30-Jan-2020: Some cleanup in sokol_gfx.h in the backend implementation code, internal data structures and documentation comments. The public API hasn't changed, so the change should be completely invisible 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:

    • the enum sg_wrap has a new member SG_WRAP_CLAMP_TO_BORDER
    • there's a new enum sg_border_color
    • the struct sg_image_desc has a new member sg_border_color border_color
    • new feature flag in 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:

    • a new utility header sokol_fontstash.h which implements a renderer for fontstash.h on top of sokol_gl.h
    • sokol_gl.h updates:
      • Optimization: If no relevant state between two begin/end pairs has changed, draw commands will be merged into a single sokol-gfx draw call. This is especially useful for text- and sprite-rendering (previously, each begin/end pair would always result in one draw call).
      • Bugfix: When calling sgl_disable_texture() the previously active texture would still remain active which could lead to rendering artefacts. This has been fixed.
      • Feature: It's now possible to provide a custom shader in the 'desc' argument of sgl_make_pipeline(), as long as the shader is "compatible" with sokol_gl.h, see the sokol_fontstash.h header for an example. This feature isn't "advertised" in the sokol_gl.h documentation because it's a bit brittle (for instance if sokol_gl.h updates uniform block structures, custom shaders would break), but it may still come in handy in some situations.
  • 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:

    • Pixelformat and runtime capabilities modernization in sokol_gfx.h (breaking changes):
      • The list of pixel formats supported in sokol_gfx.h has been modernized, many new formats are available, and some formats have been removed. The supported pixel formats are now identical with what WebGPU provides, minus the SRGB formats (if SRGB conversion is needed it should be done in the pixel shader)
      • The pixel format list is now more "orthogonal":
        • one, two or four color components (R, RG, RGBA)
        • 8-, 16- or 32-bit component width
        • unsigned-normalized (no postfix), signed-normalized (SN postfix), unsigned-integer (UI postfix) and signed-integer (SI postfix) and float (F postfix) component types.
        • special pixel formats BGRA8 (default render target format on Metal and D3D11), RGB10A2 and RG11B10F
        • DXT compressed formats replaced with BC1 to BC7 (BC1 to BC3 are identical to the old DXT pixel formats)
        • packed 16-bit formats (like RGBA4) have been removed
        • packed 24-bit formats (RGB8) have been removed
      • Use the new function 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...).
      • Use the new function sg_query_limits() to query "numeric limits" like maximum texture dimensions for different texture types.
      • The enumeration 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).
      • The default pixelformat for render target images and pipeline objects now depends on the backend:
        • for GL backends, the default pixelformat stays the same: RGBA8
        • for the Metal and D3D11 backends, the default pixelformat for render target images is now BGRA8 (the reason is because MTKView's pixelformat was always BGRA8 but this was "hidden" through an internal hack, and a BGRA swapchain is more efficient than RGBA in D3D11/DXGI)
      • Because of the above RGBA/BGRA change, you may see pixelformat validation errors in existing code if the code assumes that a render target image is always created with a default pixelformat of RGBA8.
    • Changes in sokol_app.h:
      • The D3D11 backend now creates the DXGI swapchain with BGRA8 pixelformat (previously: RGBA8), this allows more efficient presentation in some situations since no format-conversion-blit needs to happen.
  • 18-Jul-2019:

    • sokol_fetch.h has been fixed and can be used again :)
  • 11-Jul-2019:

    • Don't use sokol_fetch.h for now, the current version assumes that it is possible to obtain the content size of a file from the HTTP server without downloading the entire file first. Turns out that's not possible with vanilla HTTP when the web server serves files compressed (in that case the Content-Length is the compressed size, yet JS/WASM only has access to the uncompressed data). Long story short, I need to go back to the drawing board :)
  • 06-Jul-2019:

  • 10-Jun-2019: sokol_app.h now has proper "application quit handling":

    • a pending quit can be intercepted, for instance to show a "Really Quit?" dialog box
    • application code can now initiate a "soft quit" (interceptable) or "hard quit" (not interceptable)
    • on the web platform, the standard "Leave Site?" dialog box implemented by browsers can be shown when the user leaves the site
    • Android and iOS currently don't have any of those features (since the operating system may decide to terminate mobile applications at any time anyway, if similar features are added they will most likely have similar limitations as the web platform) For details, search for 'APPLICATION QUIT' in the sokol_app.h documentation header: https://github.com/floooh/sokol/blob/master/sokol_app.h

    The imgui-highdpi-sapp contains sample code for all new quit-related features.

  • 08-Jun-2019: some new stuff in sokol_app.h:

    • the 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: uint64_t sapp_frame_count(void), previously the frame counter was only available via sapp_event.
    • also check out the new event-inspector sample
  • 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 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, see the sokol-shdc docs 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 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, and sokol_gfx_cimgui.h is used for the debugging UI here

  • 15-May-2019 there's now an optional shader-cross-compiler solution for sokol_gfx.h: see here for details. 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 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:

    • SG_BACKEND_GLCORE33
    • SG_BACKEND_GLES2
    • SG_BACKEND_GLES3
    • SG_BACKEND_D3D11
    • SG_BACKEND_METAL_MACOS
    • SG_BACKEND_METAL_IOS

    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
                }
            },
        });

    sg_shader_desc has a new embedded struct attrs which 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:

  • 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:

    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:

    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():

    sgl_load_pipeline(additive_pip);
    sgl_begin_triangles();
    ...
    sgl_end();

    Or to preserve and restore the previously active pipeline state:

    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:

  • 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 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. 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 (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! See the sokol-samples readme 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 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
    • 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

  • 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:

// 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!