All notable changes to the egui-wgpu
integration will be noted in this file.
This file is updated upon each release.
Changes since the last release can be found at https://github.com/emilk/egui/compare/latest...HEAD or by running the scripts/generate_changelog.py
script.
Nothing new
- Upgrade to wgpu 22.0.0 #4847 by @KeKsBoTer
- Introduce dithering to reduce banding #4497 by @jwagner
- Ensure that
WgpuConfiguration
isSend + Sync
#4803 by @murl-digital - Wgpu render pass on paint callback has now
'static
lifetime #5149 by @Wumpf
- Update sampler along with texture on wgpu backend #5122 by @valadaptive
Nothing new
- Update to wgpu 0.20 #4433 by @KeKsBoTer
- Fix doclinks in egui-wgpu docs #4677 by @emilk
- Nothing new
- Nothing new
- Improve panic message in egui-wgpu when failing to create buffers #3986
- Nothing new
- Improve panic message in egui-wgpu when failing to create buffers #3986
- Update wgpu to 0.19 #3824
- Add
WgpuConfiguration::desired_maximum_frame_latency
#3874 - Disable the default features of
wgpu
#3875 - If WebGPU fails, re-try adapter creation with WebGL #3895 (thanks @Wumpf!)
- Delay call to
get_current_texture
(possible small performance win) #3914 - Add
x11
andwayland
features #3909 (thanks @YgorSouza!) - Pass
ScreenDescriptor
toegui_wgpu::CallbackTrait::prepare
#3960 (thanks @StratusFearMe21!) - Make
egui_wgpu::renderer
a private module #3979
- Only call wgpu paint callback if viewport is positive #3778 (thanks @msparkles!)
- Add a few
puffin
profile scopes
- Updated to wgpu 0.18 #3505 (thanks @Wumpf!)
- Update MSRV to Rust 1.72 #3595
- Properly clamp and round viewport values, preventing rare warnings #3604 (thanks @Wumpf!)
- Update to
wgpu
0.17.0 #3170 (thanks @Aaron1011!) - Improved wgpu callbacks #3253 (thanks @Wumpf!)
- Fix depth texture init with multisampling #3207 (thanks @mauliu!)
- Fix panic on wgpu GL backend due to new screenshot capability #3078 (thanks @amfaber!)
- 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.