pub struct Renderer {
    pub paint_callback_resources: TypeMap,
    /* private fields */
}
Expand description

Renderer for a egui based GUI.

Fields§

§paint_callback_resources: TypeMap

Storage for use by epaint::PaintCallback’s that need to store resources such as render pipelines that must have the lifetime of the renderpass.

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: &[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 with egui_extras::RetainedImage or 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 prepare callbacks.

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