100 lines
5.9 KiB
Markdown
100 lines
5.9 KiB
Markdown
# Changelog for egui-wgpu
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All notable changes to the `egui-wgpu` integration will be noted in this file.
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This file is updated upon each release.
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Changes since the last release can be found at <https://github.com/emilk/egui/compare/latest...HEAD> or by running the `scripts/generate_changelog.py` script.
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## 0.27.2 - 2024-04-02
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* Nothing new
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## 0.27.1 - 2024-03-29
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* Nothing new
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## 0.27.0 - 2024-03-26
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* Improve panic message in egui-wgpu when failing to create buffers [#3986](https://github.com/emilk/egui/pull/3986)
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## 0.26.2 - 2024-02-14
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* Nothing new
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## 0.26.1 - 2024-02-11
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* Improve panic message in egui-wgpu when failing to create buffers [#3986](https://github.com/emilk/egui/pull/3986)
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## 0.26.0 - 2024-02-05
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* Update wgpu to 0.19 [#3824](https://github.com/emilk/egui/pull/3824)
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* Add `WgpuConfiguration::desired_maximum_frame_latency` [#3874](https://github.com/emilk/egui/pull/3874)
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* Disable the default features of `wgpu` [#3875](https://github.com/emilk/egui/pull/3875)
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* If WebGPU fails, re-try adapter creation with WebGL [#3895](https://github.com/emilk/egui/pull/3895) (thanks [@Wumpf](https://github.com/Wumpf)!)
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* Delay call to `get_current_texture` (possible small performance win) [#3914](https://github.com/emilk/egui/pull/3914)
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* Add `x11` and `wayland` features [#3909](https://github.com/emilk/egui/pull/3909) (thanks [@YgorSouza](https://github.com/YgorSouza)!)
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* Pass `ScreenDescriptor` to `egui_wgpu::CallbackTrait::prepare` [#3960](https://github.com/emilk/egui/pull/3960) (thanks [@StratusFearMe21](https://github.com/StratusFearMe21)!)
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* Make `egui_wgpu::renderer` a private module [#3979](https://github.com/emilk/egui/pull/3979)
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## 0.25.0 - 2024-01-08
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* Only call wgpu paint callback if viewport is positive [#3778](https://github.com/emilk/egui/pull/3778) (thanks [@msparkles](https://github.com/msparkles)!)
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## 0.24.1 - 2023-11-30
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* Add a few `puffin` profile scopes
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## 0.24.0 - 2023-11-23
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* Updated to wgpu 0.18 [#3505](https://github.com/emilk/egui/pull/3505) (thanks [@Wumpf](https://github.com/Wumpf)!)
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* Update MSRV to Rust 1.72 [#3595](https://github.com/emilk/egui/pull/3595)
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* Properly clamp and round viewport values, preventing rare warnings [#3604](https://github.com/emilk/egui/pull/3604) (thanks [@Wumpf](https://github.com/Wumpf)!)
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## 0.23.0 - 2023-09-27
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* Update to `wgpu` 0.17.0 [#3170](https://github.com/emilk/egui/pull/3170) (thanks [@Aaron1011](https://github.com/Aaron1011)!)
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* Improved wgpu callbacks [#3253](https://github.com/emilk/egui/pull/3253) (thanks [@Wumpf](https://github.com/Wumpf)!)
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* Fix depth texture init with multisampling [#3207](https://github.com/emilk/egui/pull/3207) (thanks [@mauliu](https://github.com/mauliu)!)
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* Fix panic on wgpu GL backend due to new screenshot capability [#3078](https://github.com/emilk/egui/pull/3078) (thanks [@amfaber](https://github.com/amfaber)!)
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## 0.22.0 - 2023-05-23
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* Update to wgpu 0.16 [#2884](https://github.com/emilk/egui/pull/2884) (thanks [@niklaskorz](https://github.com/niklaskorz)!)
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* Device configuration is now dependent on adapter [#2951](https://github.com/emilk/egui/pull/2951) (thanks [@Wumpf](https://github.com/Wumpf)!)
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* Expose `wgpu::Adapter` via `RenderState` [#2954](https://github.com/emilk/egui/pull/2954) (thanks [@Wumpf](https://github.com/Wumpf)!)
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* 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](https://github.com/emilk/egui/pull/2676)
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* Improve performance of `update_buffers` [#2820](https://github.com/emilk/egui/pull/2820) (thanks [@Wumpf](https://github.com/Wumpf)!)
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* Added support for multisampling (MSAA) [#2878](https://github.com/emilk/egui/pull/2878) (thanks [@PPakalns](https://github.com/PPakalns)!)
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## 0.21.0 - 2023-02-08
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* Update to `wgpu` 0.15 ([#2629](https://github.com/emilk/egui/pull/2629))
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* Return `Err` instead of panic if we can't find a device ([#2428](https://github.com/emilk/egui/pull/2428)).
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* `winit::Painter::set_window` is now `async` ([#2434](https://github.com/emilk/egui/pull/2434)).
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* `egui-wgpu` now only depends on `epaint` instead of the entire `egui` ([#2438](https://github.com/emilk/egui/pull/2438)).
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* `winit::Painter` now supports transparent backbuffer ([#2684](https://github.com/emilk/egui/pull/2684)).
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## 0.20.0 - 2022-12-08 - web support
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* Renamed `RenderPass` to `Renderer`.
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* Renamed `RenderPass::execute` to `RenderPass::render`.
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* Renamed `RenderPass::execute_with_renderpass` to `Renderer::render` (replacing existing `Renderer::render`)
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* Reexported `Renderer`.
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* You can now use `egui-wgpu` on web, using WebGL ([#2107](https://github.com/emilk/egui/pull/2107)).
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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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* `PrepareCallback` can now returns `wgpu::CommandBuffer` that are bundled into a single `wgpu::Queue::submit` call ([#2230](https://github.com/emilk/egui/pull/2230))
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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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* `Renderer::update_texture` no longer creates a new `wgpu::Sampler` with every new texture ([#2198](https://github.com/emilk/egui/pull/2198))
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* `Painter`'s instance/device/adapter/surface creation is now configurable via `WgpuConfiguration` ([#2207](https://github.com/emilk/egui/pull/2207))
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* Fix panic on using a depth buffer ([#2316](https://github.com/emilk/egui/pull/2316))
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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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* Make `RenderPass` `Send` and `Sync` ([#1883](https://github.com/emilk/egui/pull/1883)).
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## 0.18.0 - 2022-05-15
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First published version since moving the code into the `egui` repository from <https://github.com/LU15W1R7H/eww>.
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