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Update thirdparty to latest
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10
thirdparty/sokol/c/sokol_gfx.h
vendored
10
thirdparty/sokol/c/sokol_gfx.h
vendored
@@ -452,7 +452,7 @@
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sg_apply_scissor_rect[f]
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sg_draw
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The folling function may be called inside a render- or compute-pass, but
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The following function may be called inside a render- or compute-pass, but
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not outside a pass:
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sg_apply_pipeline
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@@ -818,7 +818,7 @@
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- for the GLES3 backend, source code must be provided in '#version 300 es' syntax
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- for the D3D11 backend, shaders can be provided as source or binary
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blobs, the source code should be in HLSL4.0 (for compatibility with old
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low-end GPUs) or preferrably in HLSL5.0 syntax, note that when
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low-end GPUs) or preferably in HLSL5.0 syntax, note that when
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shader source code is provided for the D3D11 backend, sokol-gfx will
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dynamically load 'd3dcompiler_47.dll'
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- for the Metal backends, shaders can be provided as source or binary blobs, the
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@@ -883,7 +883,7 @@
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- a boolean 'readonly' flag, this is used for validation and hazard
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tracking in some 3D backends. Note that in render passes, only
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readonly storage buffer bindings are allowed. In compute passes, any
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read/write storage buffer binding is assumbed to be written to by the
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read/write storage buffer binding is assumed to be written to by the
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compute shader.
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- a backend-specific bind slot:
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- D3D11/HLSL:
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@@ -978,7 +978,7 @@
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- for Metal: https://github.com/floooh/sokol-samples/tree/master/metal
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- for OpenGL: https://github.com/floooh/sokol-samples/tree/master/glfw
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- for GLES3: https://github.com/floooh/sokol-samples/tree/master/html5
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- for WebGPI: https://github.com/floooh/sokol-samples/tree/master/wgpu
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- for WebGPU: https://github.com/floooh/sokol-samples/tree/master/wgpu
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ON SG_IMAGESAMPLETYPE_UNFILTERABLE_FLOAT AND SG_SAMPLERTYPE_NONFILTERING
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@@ -4124,7 +4124,7 @@ typedef struct sg_frame_stats {
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_SG_LOGITEM_XMACRO(VALIDATE_PIPELINEDESC_COMPUTE_SHADER_EXPECTED, "sg_pipeline_desc.shader must be a compute shader") \
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_SG_LOGITEM_XMACRO(VALIDATE_PIPELINEDESC_NO_COMPUTE_SHADER_EXPECTED, "sg_pipeline_desc.compute is false, but shader is a compute shader") \
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_SG_LOGITEM_XMACRO(VALIDATE_PIPELINEDESC_NO_CONT_ATTRS, "sg_pipeline_desc.layout.attrs is not continuous") \
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_SG_LOGITEM_XMACRO(VALIDATE_PIPELINEDESC_ATTR_BASETYPE_MISMATCH, "sg_pipeline_desc.layout.attrs[].format is incompatble with sg_shader_desc.attrs[].base_type") \
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_SG_LOGITEM_XMACRO(VALIDATE_PIPELINEDESC_ATTR_BASETYPE_MISMATCH, "sg_pipeline_desc.layout.attrs[].format is incompatible with sg_shader_desc.attrs[].base_type") \
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_SG_LOGITEM_XMACRO(VALIDATE_PIPELINEDESC_LAYOUT_STRIDE4, "sg_pipeline_desc.layout.buffers[].stride must be multiple of 4") \
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_SG_LOGITEM_XMACRO(VALIDATE_PIPELINEDESC_ATTR_SEMANTICS, "D3D11 missing vertex attribute semantics in shader") \
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_SG_LOGITEM_XMACRO(VALIDATE_PIPELINEDESC_SHADER_READONLY_STORAGEBUFFERS, "sg_pipeline_desc.shader: only readonly storage buffer bindings allowed in render pipelines") \
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