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egui_vulkano_backend's Introduction

egui_vulkano_backend

Latest version Documentation Build Status dependency status MIT Apache

Backend code to run egui using vulkano.

sample

bit complex example

cargo run --example off_screen

We have created a simple example project to show you, how to use this crate.

cargo run --example demo

Known Issue

Update v0.15+vulkano0.26

  • target egui 0.15+ vulkano 0.26
  • demo changed
  • use official integration egui_for_winit like egui_glium does

Update v0.14.0 (Affected version)

  • target egui 0.14. + vulkano 0.25
  • remove wait_image_upload
  • demo change

Update v0.6.0

  • parallel buffer upload
  • remove iter_vec dependency
  • proper clipping

Update v0.5.0

  • target egui 0.12.0 + vulkano 0.24.0
  • no change in this crate API, but you need to work for vulkano change

Update v0.4.1(0f00641)

  • removed egui runner

Update v0.4.0

  • target egui 0.12.0 + vulkano 0.23
  • api breaking change

Update v0.3.0

  • add egui runner
  • api breaking change see port guide
  • add new function that support recreating and initializing render area
  • target vulkano 0.22.0

Update v0.2.2

  • remove bytemuck dependency

Update v0.2.1

  • remove bug screenshot

Update v0.2.0

  • rename api
    • upload_egui_texture -> request_upload_egui_texture
    • upload_pending_textures -> wait_texture_upload
  • nonblocking image upload
  • remove temporary index and vertex alloc
  • remove uniform buffer

Update v0.1.0

  • reduce uniform buffer and descriptor set allocation (v0.1.0)
  • reduce index and vertex buffer allocation (v0.1.0)

Update

  • remove vulkano_shader dependency extremely faster build time
  • faster index and vertex buffer allocation
  • skip render glitch mesh (index or vertices empty)

Fixed

Version list

egui_vulkano_backend egui vulkano vulkano-shader(dependency) vulkano-win(if use runner)
0.0.1 0.10.0 0.20.0 0.20.0 not support
0.0.2 0.10.0 0.20.0 0.20.0 not support
0.0.3 0.10.0 0.21.0 0.21.0 not support
0.0.4 0.10.0 0.21.0 none not support
0.0.5 0.10.0 0.21.0 none not support
0.1.0 0.10.0 0.21.0 none not support
0.2.0 0.10.0 0.21.0 none not support
0.2.1 0.10.0 0.21.0 none not support
0.2.2 0.10.0 0.21.0 none not support
0.3.0 0.10.0 0.22.0 none 0.22.0
0.4.0 0.12.0 0.23.0 none 0.23.0
0.4.1 0.12.0 0.23.0 none removed
0.5.0 0.12.0 0.24.0 none removed
0.5.0 0.13 0.24 none removed
0.6.0 0.13 0.24 none removed
0.14.0 0.14.0 0.25.0 none removed
0.15+vulkano0.26 0.15 0.26 none removed

License

egui_vulkano_backend is distributed under the terms of both the MIT license, and the Apache License (Version 2.0). See LICENSE-APACHE , LICENSE-MIT.

Thanks

  • egui_wgpu_backend developers
  • egui_winit_platform developers
  • bug reporter

stack_overflow_on_debug_build

stack overflow on debug build from 0.14.0 (bisected) on Windows

  • I tested official vulkano-shaders shader! macro produce same result.
  • if you use release build not affected
  • vulkano 0.25 related problem maybe they can't read properly shader that have push constants.

egui_vulkano_backend's People

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egui_vulkano_backend's Issues

Doesn't pass egui color test

Hey! I've been working on a simple vulkano backend for egui as well ๐Ÿ˜… I just tried your example and noticed it doesn't pass the color test on my machine:
Color test

I was able to fix the colors by setting the swapchain format like this

assert!(&caps
  .supported_formats
  .contains(&(Format::B8G8R8A8Srgb, ColorSpace::SrgbNonLinear)));
let format = Format::B8G8R8A8Srgb;

instead of caps.supported_formats[0].0

Don't know what's going on with the texture gradients. Anyway, I'd love to have a chat about some of the decisions you've made. For example, it seems you're creating a new CpuAccessibleBuffer for every mesh? When I tried that I got horrible performance, but I must have been doing something wrong because your demo app seems to run fine...

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