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blender-archive/source/blender/gpu/intern/gpu_capabilities.cc

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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* Wrap OpenGL features such as textures, shaders and GLSL
* with checks for drivers and GPU support.
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*/
#include "DNA_userdef_types.h"
#include "GPU_capabilities.h"
#include "gpu_context_private.hh"
#include "gpu_capabilities_private.hh"
namespace blender::gpu {
GPUCapabilities GCaps;
}
using namespace blender::gpu;
/* -------------------------------------------------------------------- */
/** \name Capabilities
* \{ */
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int GPU_max_texture_size(void)
{
return GCaps.max_texture_size;
}
int GPU_texture_size_with_limit(int res, bool limit_gl_texture_size)
{
int size = GPU_max_texture_size();
int reslimit = (limit_gl_texture_size && (U.glreslimit != 0)) ? min_ii(U.glreslimit, size) :
size;
return min_ii(reslimit, res);
}
int GPU_max_texture_layers(void)
{
return GCaps.max_texture_layers;
}
int GPU_max_textures_vert(void)
{
return GCaps.max_textures_vert;
}
int GPU_max_textures_geom(void)
{
return GCaps.max_textures_geom;
}
int GPU_max_textures_frag(void)
{
return GCaps.max_textures_frag;
}
int GPU_max_textures(void)
{
return GCaps.max_textures;
}
int GPU_max_work_group_count(int index)
{
return GCaps.max_work_group_count[index];
}
int GPU_max_work_group_size(int index)
{
return GCaps.max_work_group_size[index];
}
int GPU_max_uniforms_vert(void)
{
return GCaps.max_uniforms_vert;
}
int GPU_max_uniforms_frag(void)
{
return GCaps.max_uniforms_frag;
}
int GPU_max_batch_indices(void)
{
return GCaps.max_batch_indices;
}
int GPU_max_batch_vertices(void)
{
return GCaps.max_batch_vertices;
}
int GPU_max_vertex_attribs(void)
{
return GCaps.max_vertex_attribs;
}
int GPU_max_varying_floats(void)
{
return GCaps.max_varying_floats;
}
int GPU_extensions_len(void)
{
return GCaps.extensions_len;
}
const char *GPU_extension_get(int i)
{
return GCaps.extension_get ? GCaps.extension_get(i) : "\0";
}
bool GPU_mip_render_workaround(void)
{
return GCaps.mip_render_workaround;
}
bool GPU_depth_blitting_workaround(void)
{
return GCaps.depth_blitting_workaround;
}
bool GPU_use_main_context_workaround(void)
{
return GCaps.use_main_context_workaround;
}
bool GPU_crappy_amd_driver(void)
{
/* Currently are the same drivers with the `unused_fb_slot` problem. */
return GCaps.broken_amd_driver;
}
bool GPU_use_hq_normals_workaround(void)
{
return GCaps.use_hq_normals_workaround;
}
bool GPU_compute_shader_support(void)
{
return GCaps.compute_shader_support;
}
bool GPU_shader_storage_buffer_objects_support(void)
{
return GCaps.shader_storage_buffer_objects_support;
}
bool GPU_shader_image_load_store_support(void)
{
return GCaps.shader_image_load_store_support;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Memory statistics
* \{ */
bool GPU_mem_stats_supported(void)
{
return GCaps.mem_stats_support;
}
void GPU_mem_stats_get(int *totalmem, int *freemem)
{
Context::get()->memory_statistics_get(totalmem, freemem);
}
/* Return support for the active context + window. */
bool GPU_stereo_quadbuffer_support(void)
{
return Context::get()->front_right != nullptr;
}
/** \} */