Struct egui_wgpu::Renderer

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pub struct Renderer {
    pub callback_resources: CallbackResources,
    /* private fields */
}
Expand description

Renderer for a egui based GUI.

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§callback_resources: CallbackResources

Storage for resources shared with all invocations of CallbackTrait’s methods.

See also CallbackTrait.

Implementations§

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impl Renderer

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pub fn new( device: &Device, output_color_format: TextureFormat, output_depth_format: Option<TextureFormat>, msaa_samples: u32 ) -> Self

Creates a renderer for a egui UI.

output_color_format should preferably be wgpu::TextureFormat::Rgba8Unorm or wgpu::TextureFormat::Bgra8Unorm, i.e. in gamma-space.

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pub fn render<'rp>( &'rp self, render_pass: &mut RenderPass<'rp>, paint_jobs: &'rp [ClippedPrimitive], screen_descriptor: &ScreenDescriptor )

Executes the egui renderer onto an existing wgpu renderpass.

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pub fn update_texture( &mut self, device: &Device, queue: &Queue, id: TextureId, image_delta: &ImageDelta )

Should be called before render().

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pub fn free_texture(&mut self, id: &TextureId)

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pub fn texture(&self, id: &TextureId) -> Option<&(Option<Texture>, BindGroup)>

Get the WGPU texture and bind group associated to a texture that has been allocated by egui.

This could be used by custom paint hooks to render images that have been added through epaint::Context::load_texture.

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pub fn register_native_texture( &mut self, device: &Device, texture: &TextureView, texture_filter: FilterMode ) -> TextureId

Registers a wgpu::Texture with a epaint::TextureId.

This enables the application to reference the texture inside an image ui element. This effectively enables off-screen rendering inside the egui UI. Texture must have the texture format TextureFormat::Rgba8UnormSrgb and Texture usage TextureUsage::SAMPLED.

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pub fn update_egui_texture_from_wgpu_texture( &mut self, device: &Device, texture: &TextureView, texture_filter: FilterMode, id: TextureId )

Registers a wgpu::Texture with an existing epaint::TextureId.

This enables applications to reuse TextureIds.

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pub fn register_native_texture_with_sampler_options( &mut self, device: &Device, texture: &TextureView, sampler_descriptor: SamplerDescriptor<'_> ) -> TextureId

Registers a wgpu::Texture with a epaint::TextureId while also accepting custom wgpu::SamplerDescriptor options.

This allows applications to specify individual minification/magnification filters as well as custom mipmap and tiling options.

The Texture must have the format TextureFormat::Rgba8UnormSrgb and usage TextureUsage::SAMPLED. Any compare function supplied in the SamplerDescriptor will be ignored.

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pub fn update_egui_texture_from_wgpu_texture_with_sampler_options( &mut self, device: &Device, texture: &TextureView, sampler_descriptor: SamplerDescriptor<'_>, id: TextureId )

Registers a wgpu::Texture with an existing epaint::TextureId while also accepting custom wgpu::SamplerDescriptor options.

This allows applications to reuse TextureIds created with custom sampler options.

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pub fn update_buffers( &mut self, device: &Device, queue: &Queue, encoder: &mut CommandEncoder, paint_jobs: &[ClippedPrimitive], screen_descriptor: &ScreenDescriptor ) -> Vec<CommandBuffer>

Uploads the uniform, vertex and index data used by the renderer. Should be called before render().

Returns all user-defined command buffers gathered from CallbackTrait::prepare & CallbackTrait::finish_prepare callbacks.

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