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wgpu: add support for user-level command buffers + viewport clarification (#2230)

* wgpu: add support for user-level command buffers
* updated wgpu demo app
This commit is contained in:
Clement Rey
2022-11-04 09:54:29 +01:00
committed by GitHub
parent 4d1e858a52
commit fcb00723bc
5 changed files with 88 additions and 42 deletions

View File

@@ -9,6 +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))
* `PrepareCallback` can now returns `wgpu::CommandBuffer` that are bundled into a single `wgpu::Queue::submit` call ([#2230](https://github.com/emilk/egui/pull/2230))
* 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)).
* `Renderer::update_texture` no longer creates a new `wgpu::Sampler` with every new texture ([#2198](https://github.com/emilk/egui/pull/2198))
* `Painter`'s instance/device/adapter/surface creation is now configurable via `WgpuConfiguration` ([#2207](https://github.com/emilk/egui/pull/2207))