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CHANGELOG.md

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Changelog for egui-wgpu

All notable changes to the egui-wgpu integration will be noted in this file.

Unreleased

  • Add read_screen_rgba to the egui-wgpu Painter, to allow for capturing the current frame when using wgpu. Used in conjunction with Frame::request_screenshot. (#2676)
  • Improve performance of update_buffers (#2820)
  • Added support for multisampling (MSAA) (#2878)

0.21.0 - 2023-02-08

  • Update to wgpu 0.15 (#2629)
  • Return Err instead of panic if we can't find a device (#2428).
  • winit::Painter::set_window is now async (#2434).
  • egui-wgpu now only depends on epaint instead of the entire egui (#2438).
  • winit::Painter now supports transparent backbuffer (#2684).

0.20.0 - 2022-12-08 - web support

  • Renamed RenderPass to Renderer.
  • Renamed RenderPass::execute to RenderPass::render.
  • Renamed RenderPass::execute_with_renderpass to Renderer::render (replacing existing Renderer::render)
  • Reexported Renderer.
  • You can now use egui-wgpu on web, using WebGL (#2107).
  • Renderer no longer handles pass creation and depth buffer creation (#2136)
  • PrepareCallback now passes wgpu::CommandEncoder (#2136)
  • PrepareCallback can now returns wgpu::CommandBuffer that are bundled into a single wgpu::Queue::submit call (#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_texture no longer creates a new wgpu::Sampler with every new texture (#2198)
  • Painter's instance/device/adapter/surface creation is now configurable via WgpuConfiguration (#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 RenderPass Send and Sync (#1883).

0.18.0 - 2022-05-15

First published version since moving the code into the egui repository from https://github.com/LU15W1R7H/eww.