6.2 KiB
6.2 KiB
Changelog for egui-wgpu
All notable changes to the egui-wgpu integration will be noted in this file.
This file is updated upon each release.
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.
0.28.1 - 2024-07-05
Nothing new
0.28.0 - 2024-07-03
- Update to wgpu 0.20 #4433 by @KeKsBoTer
- Fix doclinks in egui-wgpu docs #4677 by @emilk
0.27.2 - 2024-04-02
- Nothing new
0.27.1 - 2024-03-29
- Nothing new
0.27.0 - 2024-03-26
- Improve panic message in egui-wgpu when failing to create buffers #3986
0.26.2 - 2024-02-14
- Nothing new
0.26.1 - 2024-02-11
- Improve panic message in egui-wgpu when failing to create buffers #3986
0.26.0 - 2024-02-05
- Update wgpu to 0.19 #3824
- Add
WgpuConfiguration::desired_maximum_frame_latency#3874 - Disable the default features of
wgpu#3875 - If WebGPU fails, re-try adapter creation with WebGL #3895 (thanks @Wumpf!)
- Delay call to
get_current_texture(possible small performance win) #3914 - Add
x11andwaylandfeatures #3909 (thanks @YgorSouza!) - Pass
ScreenDescriptortoegui_wgpu::CallbackTrait::prepare#3960 (thanks @StratusFearMe21!) - Make
egui_wgpu::renderera private module #3979
0.25.0 - 2024-01-08
- Only call wgpu paint callback if viewport is positive #3778 (thanks @msparkles!)
0.24.1 - 2023-11-30
- Add a few
puffinprofile scopes
0.24.0 - 2023-11-23
- Updated to wgpu 0.18 #3505 (thanks @Wumpf!)
- Update MSRV to Rust 1.72 #3595
- Properly clamp and round viewport values, preventing rare warnings #3604 (thanks @Wumpf!)
0.23.0 - 2023-09-27
- Update to
wgpu0.17.0 #3170 (thanks @Aaron1011!) - Improved wgpu callbacks #3253 (thanks @Wumpf!)
- Fix depth texture init with multisampling #3207 (thanks @mauliu!)
- Fix panic on wgpu GL backend due to new screenshot capability #3078 (thanks @amfaber!)
0.22.0 - 2023-05-23
- Update to wgpu 0.16 #2884 (thanks @niklaskorz!)
- Device configuration is now dependent on adapter #2951 (thanks @Wumpf!)
- Expose
wgpu::AdapterviaRenderState#2954 (thanks @Wumpf!) - Add
read_screen_rgbato the egui-wgpuPainter, to allow for capturing the current frame when using wgpu. Used in conjunction withFrame::request_screenshot#2676 - Improve performance of
update_buffers#2820 (thanks @Wumpf!) - Added support for multisampling (MSAA) #2878 (thanks @PPakalns!)
0.21.0 - 2023-02-08
- Update to
wgpu0.15 (#2629) - Return
Errinstead of panic if we can't find a device (#2428). winit::Painter::set_windowis nowasync(#2434).egui-wgpunow only depends onepaintinstead of the entireegui(#2438).winit::Painternow supports transparent backbuffer (#2684).
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.