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Description
Related to #2022
Is your feature request related to a problem? Please describe.
My main render pass has a depth/stencil attachment. I'm using egui_wgpu_backend
, and render pass creation assumes no depth/stencil involved.
That means, I can't render egui in my main render pass (it's incompatible with a render pipeline you create). That's unfortunate and wasteful on tiling GPU architectures.
Describe the solution you'd like
Have an Option<wgpu::TextureFormat>
argument for the render pass creation, where the user would tell the format for depth/stencil, if any. It should involve minimal changes on egui wgpu side, could be done as another render pass constructor, e.g. RenderPass::with_depth_stencil
.
Describe alternatives you've considered
None.
Additional context
Downstream work - kvark/vange-rs#214
Egui looks great overall, thank you for amazing work!