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Today, we (that's egui) use request_adapter to pick a graphics device. That's fine for many usecases, but it would be better if we went through all available adapters one by one using enumerate_adapters and list out the reasons why we didn't pick each of them.
The result should be available both on failure case (none is suitable) and on success case (in debug log and upon request in the viewer)
It's tempting to pull out adapter creation entirely out of egui and into re_renderer. However we need to take into account the surface as well:
this is a strict requirement when using WebGL
on OpenGL & Linux it helps to know the surface because either Vulkan or OpenGL may not be happy with all surfaces
and by doing so we're still bound to surface creation which in turn is tied to window creation
The text was updated successfully, but these errors were encountered:
…rly error on unsupported render targets (#8476)
### Related
* Fixes#8466
* Related to #8475
### What
Improved & sharpend overall how we handle device tiers. Next steps that
went too far in scope right now detailed in
* #8475
### Testing
this shouldn't be all that problematic, but just in case let's be
thorough:
* [x] WebGL
* [x] WebGPU
* [x] Mac Metal
* [x] Windows Vulkan
* [x] Windows OpenGL
* [ ] Linux Vulkan
* [ ] Linux OpengL
Closely related to:
Today, we (that's egui) use
request_adapter
to pick a graphics device. That's fine for many usecases, but it would be better if we went through all available adapters one by one usingenumerate_adapters
and list out the reasons why we didn't pick each of them.The result should be available both on failure case (none is suitable) and on success case (in debug log and upon request in the viewer)
It's tempting to pull out adapter creation entirely out of egui and into re_renderer. However we need to take into account the surface as well:
and by doing so we're still bound to surface creation which in turn is tied to window creation
The text was updated successfully, but these errors were encountered: