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https://github.com/emilk/egui.git
synced 2026-09-03 07:10:04 -04:00
egui-wgpu renderer renaming (#2021)
- `RenderPass` -> `Renderer` - `RenderPass::execute` -> `Renderer::render` - `RenderPass::execute_with_renderpass` -> `Renderer::render_onto_renderpass` - reexport `Renderer` in `lib.rs`
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@@ -82,7 +82,7 @@ impl Custom3d {
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// instead of storing the pipeline in our `Custom3D` struct, we insert it into the
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// `paint_callback_resources` type map, which is stored alongside the render pass.
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wgpu_render_state
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.egui_rpass
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.renderer
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.write()
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.paint_callback_resources
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.insert(TriangleRenderResources {
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@@ -142,9 +142,9 @@ impl Custom3d {
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let resources: &TriangleRenderResources = paint_callback_resources.get().unwrap();
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resources.prepare(device, queue, angle);
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})
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.paint(move |_info, rpass, paint_callback_resources| {
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.paint(move |_info, render_pass, paint_callback_resources| {
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let resources: &TriangleRenderResources = paint_callback_resources.get().unwrap();
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resources.paint(rpass);
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resources.paint(render_pass);
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});
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let callback = egui::PaintCallback {
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@@ -168,10 +168,10 @@ impl TriangleRenderResources {
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queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[angle]));
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}
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fn paint<'rpass>(&'rpass self, rpass: &mut wgpu::RenderPass<'rpass>) {
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fn paint<'rp>(&'rp self, render_pass: &mut wgpu::RenderPass<'rp>) {
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// Draw our triangle!
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rpass.set_pipeline(&self.pipeline);
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rpass.set_bind_group(0, &self.bind_group, &[]);
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rpass.draw(0..3, 0..1);
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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(0, &self.bind_group, &[]);
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render_pass.draw(0..3, 0..1);
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}
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}
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