71 lines
2.2 KiB
C++
71 lines
2.2 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2020, Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "GPU_platform.h"
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namespace blender::gpu {
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/**
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* This includes both hardware capabilities & workarounds.
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* Try to limit these to the implementation code-base (i.e.: `gpu/opengl/`).
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* Only add workarounds here if they are common to all implementation or
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* if you need access to it outside of the GPU module.
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* Same goes for capabilities (i.e.: texture size).
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*/
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struct GPUCapabilities {
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int max_texture_size = 0;
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int max_texture_layers = 0;
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int max_textures = 0;
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int max_textures_vert = 0;
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int max_textures_geom = 0;
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int max_textures_frag = 0;
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int max_work_group_count[3] = {0, 0, 0};
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int max_work_group_size[3] = {0, 0, 0};
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int max_uniforms_vert = 0;
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int max_uniforms_frag = 0;
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int max_batch_indices = 0;
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int max_batch_vertices = 0;
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int max_vertex_attribs = 0;
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int max_varying_floats = 0;
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int extensions_len = 0;
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const char *(*extension_get)(int);
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bool mem_stats_support = false;
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bool compute_shader_support = false;
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bool shader_storage_buffer_objects_support = false;
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bool shader_image_load_store_support = false;
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/* OpenGL related workarounds. */
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bool mip_render_workaround = false;
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bool depth_blitting_workaround = false;
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bool use_main_context_workaround = false;
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bool broken_amd_driver = false;
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bool use_hq_normals_workaround = false;
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/* Vulkan related workarounds. */
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};
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extern GPUCapabilities GCaps;
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} // namespace blender::gpu
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