Results 812 comments of Andre Weissflog

Ah hmm right, maybe we need a runtime option for that in sg_shader_desc. For Metal it's enough to run sokol-shdc without the --binary option (e.g. MSL shaders are passed into...

We can incrementally solve those backend-specific issues as they show up, and there's also no need to wrap this all under a single backend-agnostic flag, it's ok to have backend-specific...

Working on a solution now, I'm adding a `.d3d11_shader_debugging` boolean to `sg_desc` which then uses the `D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION` for all shaders that are provided as HLSL source code. Works...

Ok, fixed via https://github.com/floooh/sokol/pull/1101

Yeah would make sense. They're definitely not supported in WebGL2, but now that WebGPU is "around the corner" it's not such a big deal as a couple of years ago...

I'll try to investigate soon-ish. When testing in the `events-sapp` sample, the focused/unfocused events don't seem to be fired reliably when going into and out of fullscreen via the window...

Hmm yeah, I haven't been sure tbh whether it should be the responsibility of the user code to drop key presses that were stuck when the window loses focus, or...

...on further thought, it's tricky to handle inside sokol_app.h I would basically need to remember any pressed key, and then send a KEY_UP event on unfocused (and probably other events...

Hmm ok, makes sense that there's no inertia for touch events... on macOS when scrolling withe the touchpad I *do* see inertia, but that's because the scroll input is coming...

+1, I'm also hitting this problem on my Ubuntu laptop. For some reason, specifically github.com takes 10 seconds to resolve when pinging (github.io is fast). Git operations are also delayed...