Update egui and wgpu

This commit is contained in:
2024-12-25 23:29:27 -05:00
parent becf3517e6
commit a13c1e622f
4 changed files with 142 additions and 236 deletions
+16 -13
View File
@@ -231,22 +231,13 @@ impl Viewport {
icon: Option<Arc<IconData>>,
mut app: Box<dyn AppWindow>,
) -> Self {
let mut painter = egui_wgpu::winit::Painter::new(
egui_wgpu::WgpuConfiguration {
present_mode: wgpu::PresentMode::AutoNoVsync,
..egui_wgpu::WgpuConfiguration::default()
},
1,
None,
false,
true,
);
let ctx = Context::default();
let mut fonts = FontDefinitions::default();
fonts.font_data.insert(
"Selawik".into(),
FontData::from_static(include_bytes!("../assets/selawik.ttf")),
Arc::new(FontData::from_static(include_bytes!(
"../assets/selawik.ttf"
))),
);
fonts
.families
@@ -260,6 +251,18 @@ impl Viewport {
});
egui_extras::install_image_loaders(&ctx);
let mut painter = egui_wgpu::winit::Painter::new(
ctx.clone(),
egui_wgpu::WgpuConfiguration {
present_mode: wgpu::PresentMode::AutoNoVsync,
..egui_wgpu::WgpuConfiguration::default()
},
1,
None,
false,
true,
);
let mut info = ViewportInfo::default();
let mut builder = app.initial_viewport();
if let Some(icon) = icon {
@@ -325,7 +328,7 @@ impl Viewport {
[0.0, 0.0, 0.0, 0.0],
&clipped_primitives,
&output.textures_delta,
false,
vec![],
);
self.state
+3 -3
View File
@@ -63,13 +63,13 @@ impl GameScreen {
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
entry_point: Some("vs_main"),
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point,
entry_point: Some(entry_point),
targets: &[Some(wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8Unorm,
blend: Some(wgpu::BlendState::REPLACE),
@@ -235,7 +235,7 @@ impl egui_wgpu::CallbackTrait for GameScreenCallback {
.get(&self.display_mode)
.unwrap_or_else(|| panic!("Unrecognized display mode {:?}", self.display_mode));
render_pass.set_pipeline(pipeline);
render_pass.set_bind_group(0, &self.bind_group, &[]);
render_pass.set_bind_group(0, Some(self.bind_group.as_ref()), &[]);
render_pass.set_viewport(x, y, w, h, 0.0, 1.0);
render_pass.draw(0..6, 0..1);
}