Wgpu

Latest version: v0.19.3

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0.17.3

Added:

* Support for occlusion queries.
* Support for render bundles.
* Support for IMGUI, via `wgpu.utils.imgui`.
* Wx is now a fully supported GUI backend.
* A `BaseEnum` class was added to `wgpu.utils`, so it can be used in downstream libs like pygfx.
* The `WGPUCanvas.add_event_handler()` method now has an `order` arg.

Changed:

* The flags and enums are implemented using a new enum class, enabling better static code analysis (i.e. autocompletion in IDE's).
* Native (desktop) features must now be specified in the same way as normal (WebGPU) features: lowercase and with hyphens between the words.
* Bindings can omit offset and size (the full size will be used). This makes our API follow WebGPU better.
* Support omitting fields from `BindGroupLayoutEntry`, `BufferBindingLayout`, `SamplerBindingLayout`, `StorageTextureBindingLayout`, `VertexState`. See https://github.com/pygfx/wgpu-py/pull/534 for details.
* In cases where a `view_dimension` is given, it must be provided as a string (e.g. '2d'). Ints are no longer allowed, because e.g. 2 does *not* mean '2d', which can be a source of confusion.

(Due to problems with the CD process, we had to bump the version a few times.)

0.16.0

Changed:

* Updated to wgpu-native 0.19.4.1. Does not incur API changes.
* Updated to latest IDL.
* Replaced the `adapter.request_adapter_info()` method with the `adapter.info` property.


Changed:

* The `Adapter.request_adapter_info()` method is replaced by the `.info` property.

0.15.3

Added:

* Implement `canvas.set_title()` by almarklein in https://github.com/pygfx/wgpu-py/pull/508
* Add experimental support for `get_mapped_range()` by almarklein in https://github.com/pygfx/wgpu-py/pull/522

Changed:

* Allow `create_render_pipeline()` to use `AutoLayout` by fyellin in https://github.com/pygfx/wgpu-py/pull/500
* Support omitting the `topology` field in the `primitive` dict passed to `create_render_pipeline()` by fyellin in https://github.com/pygfx/wgpu-py/pull/503
* Support omitting last arguments in `set_bind_group()` by panxinmiao in https://github.com/pygfx/wgpu-py/pull/511
* Try to optimize proxy_func by almarklein in https://github.com/pygfx/wgpu-py/pull/507

Fixed:

* Fix wx examples by panxinmiao in https://github.com/pygfx/wgpu-py/pull/520
* Support timestamp queryset for `begin_render_pass()` by almarklein in https://github.com/pygfx/wgpu-py/pull/505
* Implement `destroy()` the right way by almarklein in https://github.com/pygfx/wgpu-py/pull/519

0.15.2

Added:

* New example to demonstrate manual GLFW integration by Korijn in https://github.com/pygfx/wgpu-py/pull/480
* More details in docs of enumerate_adapters by almarklein in https://github.com/pygfx/wgpu-py/pull/489
* Add GPU cloud compute info to docs by kushalkolar in https://github.com/pygfx/wgpu-py/pull/495

Changed:

* Make modifiers and buttons tuples for immutability by hmaarrfk in https://github.com/pygfx/wgpu-py/pull/492

Fixed:

* Fix WxWgpuWindow by not calling 'add_event_handler' by cansik in https://github.com/pygfx/wgpu-py/pull/486

0.15.1

Added:

* Users can set the `WGPU_GUI_BACKEND` environment variable to prefer a specific backend.
* Added `wgpu.gpu.enumerate_adapters()`.
* Added `adapter.summary` property, to easily get a one-line description of each adapter.

Changed:

* Avoid present-related warning messages when an exception is raised from the draw function.
* The `adapter.request_adapter_info()` now also contains `vendor_id` and `device_id`.

Fixed:

* For GUI backend selection:
* Honor `%gui` in IPython and Jupyter.
* Don't enter Qt event loop when Qt is active by the env (e.g. IPython).
* Prefer glfw when we detect a running asyncio loop.
* Make the glfw backend work in IPython.
* The `run()` function can be called multiple times (similar to `plt.plot()`).

0.15.0

Changed:

* Updated to wgpu-native 0.19.3.1. Does not incur API changes.
* Updated to latest IDL. Does not incur API changes.

Fixed:

* Wayland is finally properly supported, albeit via XWayland.

Added:

* Tests for detecting nan and inf values in shaders.

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