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Updates after merge, patch notes
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build/cache/shaderc.json.gz

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build/cache/spirv-cross.json.gz

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build/props/common.props

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<LangVersion>preview</LangVersion>
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<Authors>.NET Foundation and Contributors</Authors>
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<PackageReleaseNotes>
15-
Silk.NET Mobile Update
15+
Silk.NET Winter 2025 Update
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17-
- Added production-ready iOS support - wrap your Program.cs/IView code with SilkMobile.RunApp and run as-is!
18-
- Added the ability to programmatically focus a window using IWindow.Focus(). (thanks @mayatskiy/@Arugin)
19-
- Added a helper for custom IO in Assimp.
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- Added a ToString implementation for Vulkan handles to display the handle value.
21-
- Added some missing Flags attributes to enums, reducing the number of bitwise operation warnings on enums.
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- Updated to Vulkan 1.3.300.
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- Updated to OpenXR 1.1.42.
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- Updated to SDL 2.30.8.
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- Updated to MoltenVK 1.2.11.
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- Updated to DXVK 2.4.1.
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- Updated to OpenAL Soft 1.23.1.
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- Updated to shaderc 2024.3.
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- Updated to Assimp 5.4.1.
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- Added missing GenerateBoundingBoxes flag in Assimp. (thanks @LittleCodingFox)
18+
- Added full coverage of AV1 and VP9 support in Vulkan Video bindings.
19+
- Updated to Direct3D 12 Agility SDK 1.618.5.
20+
- Updated to DirectStorage 1.3.0.
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- Updated to Windows SDK 10.26100.
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- Updated to Vulkan 1.4.336.
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- Updated to OpenXR 1.1.54.
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- Updated to Assimp 6.0.2.
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- Updated to MoltenVK 1.4.1.
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- Updated to OpenAL Soft 1.24.3.
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- Updated to latest ANGLE.
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- Updated to latest OpenGL specifications.
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- Updated to latest OpenCL specifications.
32-
- Updated to ImGui.NET 1.90.8.1. (thanks @matt-edmondson)
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- Updated DirectX/Windows bindings to 10.0.26100.0.
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- Updated WebGPU/wgpu/dawn bindings.
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- Updated SPIR-V Reflect, Cross, Headers, and Tools to their latest Vulkan 1.3.296 version.
36-
- Updated ANGLE binaries for macOS. (thanks @ramezgerges/Uno Platform)
37-
- Improved native binary packaging. (thanks @joskuijpers, @alexrp)
38-
- Fixed Android 14/API 34 RECEIVER_EXPORTED/RECEIVER_NOT_EXPORTED errors.
39-
- Fixed WGPU binaries being out of sync with the bindings API surface and crashing as a result.
40-
- Fixed MultiNativeContext reporting present symbols as missing, affecting WGL, OpenAL, and Vulkan in some cases.
41-
- Fixed native packages not correctly applying when being referenced transitively on .NET Framework and .NET 6+ mobile.
42-
- Fixed windows being stuck when minimising where a recursive call to DoEvents in callbacks is used.
43-
- Fixed changes to the standard cursor type not being accurately reflected on the GLFW backend.
44-
- Fixed Silk.NET.Core not checking its own directory for native binaries.
45-
- Fixed an ImGui memory leak. (thanks @rbertels)
46-
- Fixed being unable to obtain Wayland window pointers when GLFW is compiled with both X11 and Wayland.
30+
- Updated to SDL 2.32.10 binaries.
31+
- Updated dependency versions, reducing the number of overrides required to satisfy vulnerability scans.
32+
- Removed manual `[RequiresLocationAttribute] in` in favour `ref readonly`.
33+
- Fixed UTF-8 string marshalling for a specific OpenGL ShaderSource overload.
34+
- Fixed erroneous mapping of the LeftDown joystick hat on the GLFW backend. (thanks @Spacelord-XaN)
35+
- Fixed string SilkMarshal methods not respecting the platform-native definition of wide characters. (thanks @Exanite)
36+
- Fixed PtrToStringArray ignoring encoding parameter. (thanks @Exanite)
37+
- Fixed Android native library duplication, resulting in Android build failures.
38+
- Fixed a marshalling exception when calling DelegateToPtr in some circumstances. (primarily NativeAOT, thanks @aquagoose)
39+
- Fixed UTF-8 characters not being accepted in OpenAL bindings. (thanks @Morilli)
40+
- Fixed native libraries not loading property on Pop!_OS. (thanks @WNP78)
41+
- Fixed inconsistencies and bugs across matrices of different sizes. (thanks @otac0n)
42+
- Fixed NullReferenceException in WGL. (thanks @Morilli)
43+
- Fixed unknown key names resulting in an ImGui extension crash. (thanks @Tweety-Lab)
44+
- Fixed a minor memory leak in GlfwPlatform/SdlPlatform IsApplicable checks. (thanks @Aragas)
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- Miscellaneous bugfixes and improvements.
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49-
Special thanks to Stride for sponsoring this 2.X update and our contributors for their contributions and continued interest in the project.
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The Silk.NET team are hard at work on 3.0, with 2.X updates continuing with the support of contributors and sponsors.
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Learn more at https://github.com/dotnet/Silk.NET
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</PackageReleaseNotes>
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<RepositoryUrl>https://github.com/dotnet/Silk.NET.git</RepositoryUrl>
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<RepositoryType>Git</RepositoryType>
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<PublishRepositoryUrl>true</PublishRepositoryUrl>
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<VersionPrefix>2.22.0</VersionPrefix>
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<VersionPrefix>2.23.0</VersionPrefix>
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<VersionSuffix Condition="'$(VersionSuffix)' == ''"></VersionSuffix>
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<Description Condition="'$(Description)' == ''">
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Silk.NET is a high-speed, advanced library, providing bindings to popular low-level APIs such as OpenGL, OpenCL, OpenAL, OpenXR, GLFW, SDL, Vulkan, Assimp, and DirectX.

src/Native/Silk.NET.Assimp.Native/Silk.NET.Assimp.Native.csproj

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<PropertyGroup>
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<TargetFrameworks>netstandard2.0;net4.6.1</TargetFrameworks>
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<PackageId>Ultz.Native.Assimp</PackageId> <!-- TODO change this in 3.0 -->
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<PackageVersion>5.4.1</PackageVersion>
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<PackageVersion>6.0.2</PackageVersion>
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<Authors>.NET Foundation and Contributors</Authors>
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<PackageRequireLicenseAcceptance>true</PackageRequireLicenseAcceptance>
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<PackageLicenseExpression>BSD-3-Clause</PackageLicenseExpression>

src/Native/Silk.NET.SDL.Native/Silk.NET.SDL.Native.csproj

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<PropertyGroup>
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<TargetFrameworks>netstandard2.0;net4.6.1</TargetFrameworks>
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<PackageId>Ultz.Native.SDL</PackageId> <!-- TODO change this in 3.0 -->
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<PackageVersion>2.30.8</PackageVersion>
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<PackageVersion>2.32.10</PackageVersion>
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<Authors>.NET Foundation and Contributors</Authors>
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<PackageRequireLicenseAcceptance>true</PackageRequireLicenseAcceptance>
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<PackageLicenseExpression>Zlib</PackageLicenseExpression>

src/OpenGL/Silk.NET.OpenGL.Legacy/GL.cs

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{
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unsafe
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{
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int length = @string.Length;
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int length = Encoding.UTF8.GetByteCount(@string);
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ShaderSource((uint)shader, 1, new string[] { @string }, &length);
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}
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}

src/OpenGL/Silk.NET.OpenGL/GL.cs

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{
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unsafe
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{
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var length = @string.Length;
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var length = Encoding.UTF8.GetByteCount(@string);
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ShaderSource((uint) shader, 1, new[] { @string }, &length);
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}
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}

src/OpenGL/Silk.NET.OpenGLES/GL.cs

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{
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unsafe
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{
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int length = @string.Length;
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int length = Encoding.UTF8.GetByteCount(@string);
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ShaderSource((uint)shader, 1, new string[] { @string }, &length);
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}
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}

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