0.20 has a bunch of bugs that will be fixed by:
* https://github.com/gfx-rs/wgpu/pull/5681
At Rerun, we don't want to wait for the wgpu 0.20.1 patch release before
we update egui, so we will temporarily downgrade to wgpu 0.19
After reverting I'll open a new PR that will update to 0.20 again, with
the intention of merging that once 0.20.1 is released.
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Related to #3482
Not sure what the "best practice" is, to me it seems like one should
import from "the original location" if possible, but now it should at
least be possible to not re-export ahash without any breakage in the
egui code base (but possibly in projects using egui, so one should
probably deprecate it if one would like to go that path). It also seems
like epaint re-exports ahash.
updates the wgpu version to 0.20 and changes the API calls accordingly.
I had to update wasm-bindgen to "0.2.92". Otherwise, I got this error
for the demo app:
```
error: failed to select a version for `wasm-bindgen`.
... required by package `js-sys v0.3.69`
... which satisfies dependency `js-sys = "^0.3.69"` of package `eframe v0.27.2 (/home/user/Projects/egui/crates/eframe)`
... which satisfies path dependency `eframe` (locked to 0.27.2) of package `confirm_exit v0.1.0 (/home/user/Projects/egui/examples/confirm_exit)`
versions that meet the requirements `^0.2.92` are: 0.2.92
all possible versions conflict with previously selected packages.
previously selected package `wasm-bindgen v0.2.90`
... which satisfies dependency `wasm-bindgen = "=0.2.90"` of package `egui_demo_app v0.27.2 (/home/user/Projects/egui/crates/egui_demo_app)`
failed to select a version for `wasm-bindgen` which could resolve this conflict
```
Why is it locked to this version right now?
I ran the tests, checked the web demo and my own projects, and
everything seems to work fine with wgpu 0.20.
---------
Co-authored-by: Andreas Reich <r_andreas2@web.de>
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`glyphon` requires the screen resolution during the `prepare` stage, and
passing that to the callback's `prepare` function seems pretty trivial.
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
Exposes support in both glow and wgpu for texture wrap modes
This would be breaking for manual creations of TextureOptions but would
work with the current TextureOptions::NEAREST and LINEAR without change,
keeping those clamp to edge
I wasn't sure how best to expose the options to the user and added
consts for LINEAR_REPEAT LINEAR_MIRRORED_REPEAT NEAREST_REPEAT
NEAREST_MIRRORED_REPEAT
This does not include wrap mode clamp to border as it worked fine with
glow but with wgpu it panics due to Features
Features(ADDRESS_MODE_CLAMP_TO_BORDER) are required but not enabled on
the device, and I thought it was probably best not to try to enable that
feature, but happy to include that functionality also if that is okay to
be toggled

---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
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Closes#3759
* Fixes https://github.com/rerun-io/rerun/issues/4297
* tested against a very hasty and incomplete port of egui/trunk, found
[here](https://github.com/rerun-io/rerun/tree/andreas/experimental-egui-trunk)
In rare cases in can happen that the viewport returned by
`PaintCallbackInfo` is outside the bounds of the screen.
for at least [wgpu/webgpu in
particular](https://www.w3.org/TR/webgpu/#dom-gpurenderpassencoder-setviewport)
this is invalid usage, other backends might be affected as well.
Since this happened due to a float rounding error (in one repro case I
had I got (width==1126.5625) + (offset=715.4376) = 1842.0001 for a
resolution of 1842) I decided to do away with fractional values on the
viewport alltogether. They _technically_ make sense since a viewport is
only specifying the NDC to pixel coordinate conversion, but practically
this may lead to surprising sub-sampling issues.
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
Introduced in the recent multi-viewports work, we accidentally recreated
the wgpu surfaces every frame. This is now fixed.
I found this while improving the profiling of `eframe`
* Imoprove docs for callback shapes
* Improve docs for loader traits
* Use snake_case for feature `all_loaders`
* Make loaders publix
* Slightly better error message on image load failure
* Improve image loading error messages
* Use `bytes://` schema for included bytes loader
* Try user loaders first
* Move `image_loading_spinners` to `Visuals`
* Unify and simplify code
* Make the main text of `Button` optional
This largely makes ImageButton obsolete
* Fix docstrings
* Better docs
* typos
* Use the more explicit `egui_extras::install_image_loaders`
* Simplify `Image::paint_at` function
* add egui logo to widget gallery
* improve "no image loaders" error message
* rework static URIs to accept `Cow<'static>`
* remove `RetainedImage` from `http_app` in `egui_demo_app`
* hide `RetainedImage` from docs
* use `ui.image`/`Image` over `RawImage`
* remove last remanant of `RawImage`
* remove unused doc link
* add style option to disable image spinners
* use `Into<Image>` instead of `Into<ImageSource>` to allow configuring the underlying image
* propagate `image_options` through `ImageButton`
* calculate image size properly in `Button`
* properly calculate size in `ImageButton`
* Update crates/egui/src/widgets/image.rs
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* improve no image loaders error message
* add `size()` helper to `TexturePoll`
* try get size from poll in `Button`
* add `paint_at` to `Spinner`
* use `Spinner::paint_at` and hover on image button response
* `show_spinner` -> `show_loading_spinner`
* avoid `allocate_ui` in `Image` when painting spinner
* make icon smaller + remove old texture
* add `load_and_calculate_size` + expose `paint_image_at`
* update `egui_plot` to paint image in the right place
* Add helpers for painting an ImageSource directly
* Use max_size=INF as default
* Use new API in WidgetGallery
* Make egui_demo_app work by default
* Remove Option from scale
* Refactor ImageSize
* Fix docstring
* Small refactor
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* Improved wgpu callbacks
* update documentation on egui_wgpu callbacks
* make shared callback resource map pub
* make it nicer to create epaint::PaintCallback from egui_wgpu callback
* constrain ClippedPrimitive lifetime to outlive wgpu::RenderPass
* Revert callback resources to TypeMap, put finish_prepare on callback trait
* doc string fixes
* Replace tracing crate with log
It's just so much simpler to use
* Add `bacon wasm` job
* eframe: add a WebLogger for piping log events to the web console
* [egui-wgpu] Do vertex & index buffer in a single copy each
Also, copy uniform buffer only if necessary.
Previously, we did hundreds of small copies via queue.write_buffer which would create a new buffer for each of these copies. Now, there are only two gpu sided copy operations and the memory goes directly to the staging buffer.
In a quick debug test on Rerun this decreased time for the `update_buffer` method from about 0.87ms to 0.37ms!
* fix comparing padding on UniformBuffer in wgpu renderer
---------
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* 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
* wgpu renderer now always requires a RenderPass being passed in
This also implies that it no longer owns the depth buffer! (why would it anyways!)
* wgpu-renderer now passes a command encoder to prepare
* add changelog entries
* fixup changelogs, fix variable name
* basic working wgpu @ webgl on websys
* fix glow compile error
* introduced WebPainter trait, provide wgpu renderstate
* WebPainterWgpu destroy implemented
* make custom3d demo work on wgpu backend
* changelog entry for wgpu support eframe wasm
* remove temporary logging hack
* stop using pollster for web
we're actually not allowed to block - this only worked because wgpu on webgl doesn't actually cause anything blocking. However, when trying webgpu this became an issue
* revert cargo update
* compile error if neither glow nor wgpu features are enabled
* code cleanup
* Error handling
* Update changelog with link
* Make sure --all-features work
* Select best framebuffer format from the available ones
* update to wasm-bindgen 0.2.83
* Fix typo
* Clean up Cargo.toml
* Log about using the wgpu painter
* fixup wgpu labels
* fix custom3d_wgpu_shader ub padding
* remove duplicated uniforms struct in wgsl shader for custom3d
* Update docs: add async/await to the web 'start' function
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>