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blender-archive/source/blender/gpu/intern/gpu_capabilities_private.hh
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

55 lines
1.5 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#pragma once
#include "GPU_platform.h"
namespace blender::gpu {
/**
* This includes both hardware capabilities & workarounds.
* Try to limit these to the implementation code-base (i.e.: `gpu/opengl/`).
* Only add workarounds here if they are common to all implementation or
* if you need access to it outside of the GPU module.
* Same goes for capabilities (i.e.: texture size).
*/
struct GPUCapabilities {
int max_texture_size = 0;
int max_texture_layers = 0;
int max_textures = 0;
int max_textures_vert = 0;
int max_textures_geom = 0;
int max_textures_frag = 0;
int max_work_group_count[3] = {0, 0, 0};
int max_work_group_size[3] = {0, 0, 0};
int max_uniforms_vert = 0;
int max_uniforms_frag = 0;
int max_batch_indices = 0;
int max_batch_vertices = 0;
int max_vertex_attribs = 0;
int max_varying_floats = 0;
int extensions_len = 0;
const char *(*extension_get)(int);
bool mem_stats_support = false;
bool compute_shader_support = false;
bool shader_storage_buffer_objects_support = false;
bool shader_image_load_store_support = false;
/* OpenGL related workarounds. */
bool mip_render_workaround = false;
bool depth_blitting_workaround = false;
bool use_main_context_workaround = false;
bool broken_amd_driver = false;
bool use_hq_normals_workaround = false;
/* Vulkan related workarounds. */
};
extern GPUCapabilities GCaps;
} // namespace blender::gpu