All notable changes to the egui-wgpu
integration will be noted in this file.
- Update to wgpu 0.16 #2884 (thanks @niklaskorz!)
- Device configuration is now dependent on adapter #2951 (thanks @Wumpf!)
- Expose
wgpu::Adapter
viaRenderState
#2954 (thanks @Wumpf!) - Add
read_screen_rgba
to the egui-wgpuPainter
, to allow for capturing the current frame when using wgpu. Used in conjunction withFrame::request_screenshot
#2676 - Improve performance of
update_buffers
#2820 (thanks @Wumpf!) - Added support for multisampling (MSAA) #2878 (thanks @PPakalns!)
- Update to
wgpu
0.15 (#2629) - Return
Err
instead of panic if we can't find a device (#2428). winit::Painter::set_window
is nowasync
(#2434).egui-wgpu
now only depends onepaint
instead of the entireegui
(#2438).winit::Painter
now supports transparent backbuffer (#2684).
- Renamed
RenderPass
toRenderer
. - Renamed
RenderPass::execute
toRenderPass::render
. - Renamed
RenderPass::execute_with_renderpass
toRenderer::render
(replacing existingRenderer::render
) - Reexported
Renderer
. - You can now use
egui-wgpu
on web, using WebGL (#2107). Renderer
no longer handles pass creation and depth buffer creation (#2136)PrepareCallback
now passeswgpu::CommandEncoder
(#2136)PrepareCallback
can now returnswgpu::CommandBuffer
that are bundled into a singlewgpu::Queue::submit
call (#2230)- Only a single vertex & index buffer is now created and resized when necessary (previously, vertex/index buffers were allocated for every mesh) (#2148).
Renderer::update_texture
no longer creates a newwgpu::Sampler
with every new texture (#2198)Painter
's instance/device/adapter/surface creation is now configurable viaWgpuConfiguration
(#2207)- Fix panic on using a depth buffer (#2316)
- Enables deferred render + surface state initialization for Android (#1634).
- Make
RenderPass
Send
andSync
(#1883).
First published version since moving the code into the egui
repository from https://github.com/LU15W1R7H/eww.