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* eframe::run_native: return errors instead of crashing * Detect and handle glutin errors * egui_demo_app: silence wgpu log spam * Add trace logs for why eframe is shutting down * Fix: only save App state once on Mac * Handle Winit failure * Log where we load app state from * Don't panic on zero-sized window * Clamp loaded window size to not be too tiny to see * Simplify code: more shared code in window_builder * Improve code readability * Fix wasm32 build * fix android * Update changelog
1.9 KiB
1.9 KiB
Changelog for egui-wgpu
All notable changes to the egui-wgpu integration will be noted in this file.
Unreleased
- Return
Errinstead of panic if we can't find a device (#2428).
0.20.0 - 2022-12-08 - web support
- Renamed
RenderPasstoRenderer. - Renamed
RenderPass::executetoRenderPass::render. - Renamed
RenderPass::execute_with_renderpasstoRenderer::render(replacing existingRenderer::render) - Reexported
Renderer. - You can now use
egui-wgpuon web, using WebGL (#2107). Rendererno longer handles pass creation and depth buffer creation (#2136)PrepareCallbacknow passeswgpu::CommandEncoder(#2136)PrepareCallbackcan now returnswgpu::CommandBufferthat are bundled into a singlewgpu::Queue::submitcall (#2230)- Only a single vertex & index buffer is now created and resized when necessary (previously, vertex/index buffers were allocated for every mesh) (#2148).
Renderer::update_textureno longer creates a newwgpu::Samplerwith every new texture (#2198)Painter's instance/device/adapter/surface creation is now configurable viaWgpuConfiguration(#2207)- Fix panic on using a depth buffer (#2316)
0.19.0 - 2022-08-20
- Enables deferred render + surface state initialization for Android (#1634).
- Make
RenderPassSendandSync(#1883).
0.18.0 - 2022-05-15
First published version since moving the code into the egui repository from https://github.com/LU15W1R7H/eww.