Struct egui_wgpu_backend::RenderPass[][src]

pub struct RenderPass { /* fields omitted */ }
Expand description

RenderPass to render a egui based GUI.

Implementations

Creates a new render pass to render a egui UI.

If the format passed is not a *Srgb format, the shader will automatically convert to sRGB colors in the shader.

Executes the egui render pass. When clear_on_draw is set, the output target will get cleared before writing to it.

Executes the egui render pass onto an existing wgpu renderpass.

Updates the texture used by egui for the fonts etc. Should be called before execute().

Updates the user textures that the app allocated. Should be called before execute().

Registers a wgpu::Texture with a egui::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.

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

This enables applications to reuse TextureIds.

Registers a wgpu::Texture with a egui::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.

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

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

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

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