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egui-wgpu renderer renaming (#2021)

- `RenderPass` -> `Renderer`
- `RenderPass::execute` -> `Renderer::render`
- `RenderPass::execute_with_renderpass` -> `Renderer::render_onto_renderpass`
- reexport `Renderer` in `lib.rs`
This commit is contained in:
Luis Wirth
2022-09-07 14:20:21 +02:00
committed by GitHub
parent 0e62c0e50b
commit 4b6826575e
5 changed files with 62 additions and 56 deletions

View File

@@ -82,7 +82,7 @@ impl Custom3d {
// instead of storing the pipeline in our `Custom3D` struct, we insert it into the
// `paint_callback_resources` type map, which is stored alongside the render pass.
wgpu_render_state
.egui_rpass
.renderer
.write()
.paint_callback_resources
.insert(TriangleRenderResources {
@@ -142,9 +142,9 @@ impl Custom3d {
let resources: &TriangleRenderResources = paint_callback_resources.get().unwrap();
resources.prepare(device, queue, angle);
})
.paint(move |_info, rpass, paint_callback_resources| {
.paint(move |_info, render_pass, paint_callback_resources| {
let resources: &TriangleRenderResources = paint_callback_resources.get().unwrap();
resources.paint(rpass);
resources.paint(render_pass);
});
let callback = egui::PaintCallback {
@@ -168,10 +168,10 @@ impl TriangleRenderResources {
queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[angle]));
}
fn paint<'rpass>(&'rpass self, rpass: &mut wgpu::RenderPass<'rpass>) {
fn paint<'rp>(&'rp self, render_pass: &mut wgpu::RenderPass<'rp>) {
// Draw our triangle!
rpass.set_pipeline(&self.pipeline);
rpass.set_bind_group(0, &self.bind_group, &[]);
rpass.draw(0..3, 0..1);
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.bind_group, &[]);
render_pass.draw(0..3, 0..1);
}
}