All the changes made in the branch `soc-2020-fluid-tools` are included in this patch.
**Major changes:**
=== Viewport Display ===
- //Raw voxel display// or //closest (nearest-neighbor)// interpolation for displaying the underlying voxel data of the simulation grids more clearly.
- An option to display //gridlines// when the slicing method is //single//.
==== Grid Display ====
- Visualization for flags, pressure and level-set representation grids with a fixed color coding based on Manta GUI.
==== Vector Display ====
- //**M**arker **A**nd **C**ell// grid visualization options for vector grids like velocity or external forces.
- Made vector display options available for external forces.
==== Coloring options for //gridlines// ====
- Range highlighting and cell filtering options for displaying the simulation grid data more precisely.
- Color gridlines with flags.
- Also, made slicing and interpolation options available for Volume Object.
Reviewed By: JacquesLucke, sebbas
Differential Revision: https://developer.blender.org/D8705
Debug groups makes it easier to view from where an error comes from.
The backend can also implement its own callback to make it easier to
follow the API call structure in frame debuggers.
This was caused by a missing state apply.
We force the GPUState to be set after the callbacks to avoid
desync between our state tracker and the real gl state.
This fixes some issues but a better general fix for all BGL would
be better.
This fix T80297 2.91 texture alpha is not transparent
This wraps the functionality used to speedup EEVEE volumetrics.
This touches the rendering code of EEVEE as it should fix a mis-usage of
the GL barrier. The barrier changed type and location, removing an
unused barrier.
This allows subsequent redraw to work just like before.
However a better safeguard system against setting the uniforms in the
wrong shader would be nice to have.
This makes it possible to disable all the extensions when forcing
workarounds.
Also it will allow future options to selectively disable each extension
to know which one is buggy.
This is to improve debugging on older hardware that may not support
4.3 debug capabilities (like Macs).
This avoids sprinkling glGetErrors manually. This might still be needed
to find the root cause since not all functions are covered.
This overrides the functions pointers that GLEW have already init.
This is only enabled if using --debug-gpu option and the debug extension
are not available.
This also cleanup the usage of GLContext::debug_layer_support and use
wrapper to set object labels.
It seems that using a vertex shader using both `gl_InstanceID` and
`gl_VertexID` is causing some issues on MacOS + Intel Iris.
Regression introduced by rB052538edc1fba109d3427471047611888ed13bea
The draw manager test case initialized ghost, gpu and draw manager. This
change splits the base test case to GPU specific and draw manager
specific test case.
The GPU test base test case will be used for low level GPU tests.
Memory leak is introduced as test cases reinitializes the GPU stack.
Added a call to GPU_backend_exit to fix this.
In GPU_backend_exit the GPU backend was destroyed but the pointer wasn't
reset for reuse. This patch also clears the pointer to be reused.
This makes the GPUContext follow the same naming convention as the rest
of the module.
Also add a static getter for extra bonus style (no need for casts):
- Context::get()
- GLContext::get()
- Use the syntactic wrap/unwrap method to make code more readable.
- Update comment about hidden struct behind opaque types.
- Cleanup GPUDrawList type.
This is part of the Vulkan task T68990.
This introduce a new GLQueryPool for managing queries in an
implementation agnostic manner.
This modify the GPU selection query to use this new object.
This also make use of blender::Vector for better code quality.
No real functionnal change.