Update: merge happened on 02-Dec-2025 . In a couple of days I will merge the first implementation of a sokol-gfx Vulkan backend. Please consider this backend as ‘experimental’, it has only received limited testing, has limited platform coverage and some known shortcomings and feature gaps which I will address in followup updates. The related PRs are here: sokol/#1350 - this one also has all the…
Update: merge happened on 23-Aug-2025. In a couple of days I will merge the next big (and breaking) sokol-gfx update which adds resource view objects and in turn removes pre-baked pass-attachment objects. The update also requires to update sokol-shdc and recompile shaders. The root PR is here: https://github.com/floooh/sokol/pull/1287 After merging the update I will spend a couple of weeks to take…
Update: merge happened on 24-May-2025 In a couple of days I will merge the next breaking sokol_gfx.h update (aka the compute-ms2 update) which makes working with buffer objects a bit more flexible and will allow compute shaders to write to sg_image objects via ‘compute pass attachments’. The update also comes with a matching sokol-shdc update which writes additional reflection information for…
Update: merged happened on 08-Mar-2025 In the next couple of days I will merge initial compute shader support for sokol_gfx.h (and sokol-shdc). The update is surprisingly ‘low-profile’ in terms of API changes, the only breaking change is that the runtime feature flag sg_features.storage_buffer has been renamed to sg_features.compute (this is because the same backends that supported storage buffers…
Update: the ‘bindings cleanup’ update has been merged on 07-Nov-2024 In a couple of days I will merge the next breaking sokol_gfx.h update (aka the “Bindings Cleanup”). The update also affects sokol-shdc, so if you’re using sokol-shdc for shader compilation make sure to update that as well. Overview Updated documentation and example code When using sokol-shdc: When not using sokol-shdc Change…
Some quick Zig feedback in the context of a new 8-bit emulator project I started a little while ago: https://github.com/floooh/chipz Currently the project consists of: a cycle-stepped Z80 CPU emulator (similar to the emulator described here: https://floooh.github.io/2021/12/17/cycle-stepped-z80.html chip emulators for Z80 PIO, Z80 CTC and three variants of the AY-3-8910 sound chip system emulators…
Aka: “the storage buffer update” In a couple of days I will merge the next sokol-gfx feature update which adds initial storage buffer support. The update also affects other headers and tools (most notably sokol_app.h, all headers with embedded shaders, and sokol-shdc - the cross-backend shader compiler). The bad news first: This is ‘gpu-readonly’ support, e.g. it’s not possible (yet) to write to…
In a couple of days I will merge the first big API update of 2024 for sokol_gfx.h (with some related changes in sokol_app.h, sokol_glue.h and sokol_gfx_imgui.h). NOTE: most links to code examples will only point to the right code after PR #985 has been merged! The API update in sokol_gfx.h is a BREAKING CHANGE for all code, but for most use cases the required changes are fairly minimal. Apologies…
I did a neat little thing during my year-end vacation: A VSCode extension for retro-assembly coding with the assembler and home computer emulator integrated right into VSCode via WASM and WASI. The extension is here (careful: it must be installed as pre-release , otherwise installing a dependency extension won’t work, more on that later):…
TL;DR : glueing together VSCode, Cmake and the Emscripten SDK to enable an IDE-like workflow (including debugging). 17-Nov-2024 : looks like the problem that ‘early breakpoints’ are not caught is fixed, woohoo! 09-Oct-2024 : updated for the latest sokol_gfx.h and VSCode extension versions. This is written from the perspective of a UNIX-like OS (macOS or Linux), but should also work on Windows with…