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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
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@@ -9,7 +9,7 @@ All notable changes to the `egui-wgpu` integration will be noted in this file.
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* Reexported `Renderer`.
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* `Renderer` no longer handles pass creation and depth buffer creation ([#2136](https://github.com/emilk/egui/pull/2136))
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* `PrepareCallback` now passes `wgpu::CommandEncoder` ([#2136](https://github.com/emilk/egui/pull/2136))
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* 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)).
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## 0.19.0 - 2022-08-20
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* Enables deferred render + surface state initialization for Android ([#1634](https://github.com/emilk/egui/pull/1634)).
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