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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.

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.

0.29.1 - 2024-10-01

Nothing new

0.29.0 - 2024-09-26 - wgpu 22.0

⭐ Added

  • Add opt-out fragile-send-sync-non-atomic-wasm feature for wgpu #5098 by @9SMTM6

🔧 Changed

🐛 Fixed

0.28.1 - 2024-07-05

Nothing new

0.28.0 - 2024-07-03

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 x11 and wayland features #3909 (thanks @YgorSouza!)
  • Pass ScreenDescriptor to egui_wgpu::CallbackTrait::prepare #3960 (thanks @StratusFearMe21!)
  • Make egui_wgpu::renderer a 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 puffin profile 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

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::Adapter via RenderState #2954 (thanks @Wumpf!)
  • 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 (thanks @Wumpf!)
  • Added support for multisampling (MSAA) #2878 (thanks @PPakalns!)

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.