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blender-archive/source/blender/gpu/intern/gpu_extensions.cc
Clément Foucault 171b36683a GPUExtensions: GL backend isolation
This is part of the Vulkan task T68990.

This commits changes a few things:
- Rename extensions to capabilities (but left the file name untouched).
- Cubemap mip render workaround detection is rewritten using gl
  commands to avoid using the GPU API before initialization.
- Put all the capabilities that are only relevant for the GL backend
  inside GLContext as static variables.
- Cleanup the names of the limit variables.
- Separate all GL related workaround search inside the GL module.
2020-09-07 19:37:04 +02:00

158 lines
3.4 KiB
C++

/*
* 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,
* 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.
*/
#include "DNA_userdef_types.h"
#include "GPU_extensions.h"
#include "gpu_extensions_private.hh"
#include "gl_backend.hh" /* TODO remove */
namespace blender::gpu {
GPUCapabilities GCaps;
}
using namespace blender::gpu;
/* -------------------------------------------------------------------- */
/** \name Capabilities
* \{ */
int GPU_max_texture_size(void)
{
return GCaps.max_texture_size;
}
int GPU_texture_size_with_limit(int res)
{
int size = GPU_max_texture_size();
int reslimit = (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;
}
bool GPU_arb_texture_cube_map_array_is_supported(void)
{
/* FIXME bad level call. */
return GLContext::texture_cube_map_array_support;
}
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;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Memory statistics
* \{ */
bool GPU_mem_stats_supported(void)
{
#ifndef GPU_STANDALONE
return (GLEW_NVX_gpu_memory_info || GLEW_ATI_meminfo);
#else
return false;
#endif
}
void GPU_mem_stats_get(int *totalmem, int *freemem)
{
/* TODO(merwin): use Apple's platform API to get this info */
if (GLEW_NVX_gpu_memory_info) {
/* returned value in Kb */
glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, totalmem);
glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, freemem);
}
else if (GLEW_ATI_meminfo) {
int stats[4];
glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, stats);
*freemem = stats[0];
*totalmem = 0;
}
else {
*totalmem = 0;
*freemem = 0;
}
}
/* Return support for the active context + window. */
bool GPU_stereo_quadbuffer_support(void)
{
GLboolean stereo = GL_FALSE;
glGetBooleanv(GL_STEREO, &stereo);
return stereo == GL_TRUE;
}
/** \} */