Eevee: Volumetrics: Support Smoke simulation textures.
It should behave like cycles. Even if not efficient at all, we still do the same create - draw - free process that was done in the old viewport to save vram (maybe not really the case now) and not care about simulation's GPU texture state sync.
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@@ -82,11 +82,12 @@ typedef enum GPUType {
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/* Values not in GPU_DATATYPE_STR */
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GPU_TEX2D = 1002,
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GPU_SHADOW2D = 1003,
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GPU_TEXCUBE = 1004,
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GPU_TEX3D = 1003,
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GPU_SHADOW2D = 1004,
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GPU_TEXCUBE = 1005,
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/* GLSL Struct types */
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GPU_CLOSURE = 1005,
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GPU_CLOSURE = 1006,
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/* Opengl Attributes */
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GPU_ATTRIB = 3001
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@@ -108,7 +109,9 @@ typedef enum GPUBuiltin {
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GPU_PARTICLE_ANG_VELOCITY = (1 << 12),
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GPU_LOC_TO_VIEW_MATRIX = (1 << 13),
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GPU_INVERSE_LOC_TO_VIEW_MATRIX = (1 << 14),
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GPU_OBJECT_INFO = (1 << 15)
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GPU_OBJECT_INFO = (1 << 15),
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GPU_VOLUME_DENSITY = (1 << 16),
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GPU_VOLUME_FLAME = (1 << 17)
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} GPUBuiltin;
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typedef enum GPUOpenGLBuiltin {
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