Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

🎈 5.1.0 #351

Merged
merged 1 commit into from
Jun 23, 2021
Merged

🎈 5.1.0 #351

merged 1 commit into from
Jun 23, 2021

Conversation

chapulina
Copy link
Contributor

🎈 Release

Preparation for 5.1.0 release.

Comparison to 5.0.0: ignition-rendering5_5.0.0...ign-rendering5

Needed by gazebosim/gz-gui#238

Checklist

  • Asked team if this is a good time for a release
  • There are no changes to be ported from the previous major version
  • No PRs targeted at this major version are close to getting in
  • Bumped minor for new features, patch for bug fixes
  • Updated changelog
  • Updated migration guide (as needed)
  • Link to PR updating dependency versions in appropriate repository in ignition-release (as needed): Not needed

Note to maintainers: Remember to use Squash-Merge

Signed-off-by: Louise Poubel <[email protected]>
@chapulina chapulina requested a review from iche033 as a code owner June 22, 2021 22:49
@github-actions github-actions bot added the 🏢 edifice Ignition Edifice label Jun 22, 2021
@codecov
Copy link

codecov bot commented Jun 22, 2021

Codecov Report

Merging #351 (90b9411) into ign-rendering5 (9d9896f) will not change coverage.
The diff coverage is n/a.

Impacted file tree graph

@@               Coverage Diff               @@
##           ign-rendering5     #351   +/-   ##
===============================================
  Coverage           57.80%   57.80%           
===============================================
  Files                 161      161           
  Lines               15851    15851           
===============================================
  Hits                 9162     9162           
  Misses               6689     6689           

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update 9d9896f...90b9411. Read the comment docs.

@chapulina chapulina merged commit 87b30ad into ign-rendering5 Jun 23, 2021
@chapulina chapulina deleted the chapulina/5.1.0 branch June 23, 2021 00:26
darksylinc pushed a commit to darksylinc/ign-rendering that referenced this pull request Jul 17, 2021
Signed-off-by: Louise Poubel <[email protected]>
iche033 pushed a commit that referenced this pull request Jul 19, 2021
* 🎈 5.1.0 (#351)

Signed-off-by: Louise Poubel <[email protected]>

* Replace renderOneFrame for per-workspace update calls

Add Scene::PostRenderGpuFlush

Breaks ABI.
Needs changes to other components as well, so they call
Scene::PostRenderGpuFlush

Affects #323

Signed-off-by: Matias N. Goldberg <[email protected]>

* Add Scene::SetLegacyAutoGpuFlush

Affects #323

Signed-off-by: Matias N. Goldberg <[email protected]>

* Add Scene::SetNumCameraPassesPerGpuFlush

Renamed PostRenderGpuFlush to PostRender
PostRenderGpuFlush was leaking too much internal behavior of how the
engine works into the user.

The new way of forcing the user to pair PreRender and PostRender calls
is much easier to understand and user-friendly

Signed-off-by: Matias N. Goldberg <[email protected]>

* Assert when PreRender/PostRender calls are used incorrectly

Signed-off-by: Matias N. Goldberg <[email protected]>

* Fix warnings generated by gazebo in legacy mode

Signed-off-by: Matias N. Goldberg <[email protected]>

* Add missing listener triggers

Fixes GpuRays/GpuRaysTest.RaysParticles failure
Particle FXs should now be working as intended

Signed-off-by: Matias N. Goldberg <[email protected]>

* Rename functions to be consistent w/ Ignition naming convention

SetNumCameraPassesPerGpuFlush -> SetCameraPassCountPerGpuFlush
GetNumCameraPassesPerGpuFlush -> GetCameraPassCountPerGpuFlush
GetLegacyAutoGpuFlush -> LegacyAutoGpuFlush

Signed-off-by: Matias N. Goldberg <[email protected]>

* Document that SetCameraPassCountPerGpuFlush is an upper bound

Signed-off-by: Matias N. Goldberg <[email protected]>

* Document Camera::Update shouldn't be called if there's many cameras

Signed-off-by: Matias N. Goldberg <[email protected]>

* Check in Render() call that we're inside PreRender / PostRender

Signed-off-by: Matias N. Goldberg <[email protected]>

* Fix INTEGRATION_camera crash

Signed-off-by: Matias N. Goldberg <[email protected]>

* Fix EndFrame not getting called when in non-legacy mode

INTEGRATION_depth_camera now succeeds

Signed-off-by: Matias N. Goldberg <[email protected]>

* Fix wrong documentation about Camera::Capture

Signed-off-by: Matias N. Goldberg <[email protected]>

* Update Migration notes w/ Scene::PostRender

Signed-off-by: Matias N. Goldberg <[email protected]>

* Add missing call in doc's recomendations

Signed-off-by: Matias N. Goldberg <[email protected]>

* Improve documentation and make asserts more helpful

Signed-off-by: Matias N. Goldberg <[email protected]>

* Default cameraPassCountPerGpuFlush until all modules are merged

Fix wrong documentation about currNumCameraPasses

Signed-off-by: Matias N. Goldberg <[email protected]>

* Remove unnecessary headers

Signed-off-by: Matias N. Goldberg <[email protected]>

* Style changes for consistency with the rest of the codebase

Better document code in FlushGpuCommandsOnly

Signed-off-by: Matias N. Goldberg <[email protected]>

* Multiple fixes

- Do not recommend the user to call Camera::PreRender in docs. This is
done implicitly via Scene::PreRender
- Rename GetCameraPassCountPerGpuFlush -> CameraPassCountPerGpuFlush
- CameraPassCountPerGpuFlush was incorrectly always returning 0
- Grammar mistakes in comments

Signed-off-by: Matias N. Goldberg <[email protected]>

* Make cameraPassCountPerGpuFlush default to 6

Signed-off-by: Matias N. Goldberg <[email protected]>

Co-authored-by: Louise Poubel <[email protected]>
WilliamLewww pushed a commit to WilliamLewww/ign-rendering that referenced this pull request Dec 7, 2021
* 🎈 5.1.0 (gazebosim#351)

Signed-off-by: Louise Poubel <[email protected]>

* Replace renderOneFrame for per-workspace update calls

Add Scene::PostRenderGpuFlush

Breaks ABI.
Needs changes to other components as well, so they call
Scene::PostRenderGpuFlush

Affects gazebosim#323

Signed-off-by: Matias N. Goldberg <[email protected]>

* Add Scene::SetLegacyAutoGpuFlush

Affects gazebosim#323

Signed-off-by: Matias N. Goldberg <[email protected]>

* Add Scene::SetNumCameraPassesPerGpuFlush

Renamed PostRenderGpuFlush to PostRender
PostRenderGpuFlush was leaking too much internal behavior of how the
engine works into the user.

The new way of forcing the user to pair PreRender and PostRender calls
is much easier to understand and user-friendly

Signed-off-by: Matias N. Goldberg <[email protected]>

* Assert when PreRender/PostRender calls are used incorrectly

Signed-off-by: Matias N. Goldberg <[email protected]>

* Fix warnings generated by gazebo in legacy mode

Signed-off-by: Matias N. Goldberg <[email protected]>

* Add missing listener triggers

Fixes GpuRays/GpuRaysTest.RaysParticles failure
Particle FXs should now be working as intended

Signed-off-by: Matias N. Goldberg <[email protected]>

* Rename functions to be consistent w/ Ignition naming convention

SetNumCameraPassesPerGpuFlush -> SetCameraPassCountPerGpuFlush
GetNumCameraPassesPerGpuFlush -> GetCameraPassCountPerGpuFlush
GetLegacyAutoGpuFlush -> LegacyAutoGpuFlush

Signed-off-by: Matias N. Goldberg <[email protected]>

* Document that SetCameraPassCountPerGpuFlush is an upper bound

Signed-off-by: Matias N. Goldberg <[email protected]>

* Document Camera::Update shouldn't be called if there's many cameras

Signed-off-by: Matias N. Goldberg <[email protected]>

* Check in Render() call that we're inside PreRender / PostRender

Signed-off-by: Matias N. Goldberg <[email protected]>

* Fix INTEGRATION_camera crash

Signed-off-by: Matias N. Goldberg <[email protected]>

* Fix EndFrame not getting called when in non-legacy mode

INTEGRATION_depth_camera now succeeds

Signed-off-by: Matias N. Goldberg <[email protected]>

* Fix wrong documentation about Camera::Capture

Signed-off-by: Matias N. Goldberg <[email protected]>

* Update Migration notes w/ Scene::PostRender

Signed-off-by: Matias N. Goldberg <[email protected]>

* Add missing call in doc's recomendations

Signed-off-by: Matias N. Goldberg <[email protected]>

* Improve documentation and make asserts more helpful

Signed-off-by: Matias N. Goldberg <[email protected]>

* Default cameraPassCountPerGpuFlush until all modules are merged

Fix wrong documentation about currNumCameraPasses

Signed-off-by: Matias N. Goldberg <[email protected]>

* Remove unnecessary headers

Signed-off-by: Matias N. Goldberg <[email protected]>

* Style changes for consistency with the rest of the codebase

Better document code in FlushGpuCommandsOnly

Signed-off-by: Matias N. Goldberg <[email protected]>

* Multiple fixes

- Do not recommend the user to call Camera::PreRender in docs. This is
done implicitly via Scene::PreRender
- Rename GetCameraPassCountPerGpuFlush -> CameraPassCountPerGpuFlush
- CameraPassCountPerGpuFlush was incorrectly always returning 0
- Grammar mistakes in comments

Signed-off-by: Matias N. Goldberg <[email protected]>

* Make cameraPassCountPerGpuFlush default to 6

Signed-off-by: Matias N. Goldberg <[email protected]>

Co-authored-by: Louise Poubel <[email protected]>
Signed-off-by: William Lew <[email protected]>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
🏢 edifice Ignition Edifice
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants