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using a shared vertex & index buffer in wgpu renderer (#2148)

* using a shared vertex & index buffer in wgpu renderer
capacity each doubles when exceeded.
This change means a lot less allocation during egui's lifetime.

* changelog update

* minor code cleanup and changelog fix

* fix linter issue
This commit is contained in:
Andreas Reich
2022-10-14 10:53:19 +02:00
committed by GitHub
parent 02d1e7492a
commit 944159d514
2 changed files with 105 additions and 104 deletions

View File

@@ -9,7 +9,7 @@ All notable changes to the `egui-wgpu` integration will be noted in this file.
* Reexported `Renderer`.
* `Renderer` no longer handles pass creation and depth buffer creation ([#2136](https://github.com/emilk/egui/pull/2136))
* `PrepareCallback` now passes `wgpu::CommandEncoder` ([#2136](https://github.com/emilk/egui/pull/2136))
* Only a single vertex & index buffer is now created and resized when necessary (previously, vertex/index buffers were allocated for every mesh) ([#2148](https://github.com/emilk/egui/pull/2148)).
## 0.19.0 - 2022-08-20
* Enables deferred render + surface state initialization for Android ([#1634](https://github.com/emilk/egui/pull/1634)).