196 lines
3.3 KiB
C++
196 lines
3.3 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2005 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*
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* Wrap OpenGL features such as textures, shaders and GLSL
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* with checks for drivers and GPU support.
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*/
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#include "DNA_userdef_types.h" /* For `U.glreslimit`. */
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#include "GPU_capabilities.h"
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#include "gpu_context_private.hh"
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#include "gpu_capabilities_private.hh"
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namespace blender::gpu {
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GPUCapabilities GCaps;
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}
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using namespace blender::gpu;
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/* -------------------------------------------------------------------- */
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/** \name Capabilities
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* \{ */
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int GPU_max_texture_size()
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{
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return GCaps.max_texture_size;
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}
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int GPU_texture_size_with_limit(int res)
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{
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int size = GPU_max_texture_size();
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int reslimit = (U.glreslimit != 0) ? min_ii(U.glreslimit, size) : size;
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return min_ii(reslimit, res);
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}
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int GPU_max_texture_layers()
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{
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return GCaps.max_texture_layers;
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}
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int GPU_max_textures_vert()
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{
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return GCaps.max_textures_vert;
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}
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int GPU_max_textures_geom()
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{
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return GCaps.max_textures_geom;
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}
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int GPU_max_textures_frag()
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{
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return GCaps.max_textures_frag;
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}
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int GPU_max_textures()
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{
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return GCaps.max_textures;
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}
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int GPU_max_work_group_count(int index)
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{
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return GCaps.max_work_group_count[index];
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}
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int GPU_max_work_group_size(int index)
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{
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return GCaps.max_work_group_size[index];
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}
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int GPU_max_uniforms_vert()
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{
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return GCaps.max_uniforms_vert;
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}
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int GPU_max_uniforms_frag()
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{
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return GCaps.max_uniforms_frag;
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}
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int GPU_max_batch_indices()
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{
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return GCaps.max_batch_indices;
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}
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int GPU_max_batch_vertices()
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{
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return GCaps.max_batch_vertices;
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}
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int GPU_max_vertex_attribs()
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{
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return GCaps.max_vertex_attribs;
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}
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int GPU_max_varying_floats()
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{
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return GCaps.max_varying_floats;
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}
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int GPU_extensions_len()
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{
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return GCaps.extensions_len;
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}
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const char *GPU_extension_get(int i)
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{
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return GCaps.extension_get ? GCaps.extension_get(i) : "\0";
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}
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bool GPU_mip_render_workaround()
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{
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return GCaps.mip_render_workaround;
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}
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bool GPU_depth_blitting_workaround()
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{
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return GCaps.depth_blitting_workaround;
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}
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bool GPU_use_main_context_workaround()
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{
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return GCaps.use_main_context_workaround;
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}
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bool GPU_crappy_amd_driver()
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{
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/* Currently are the same drivers with the `unused_fb_slot` problem. */
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return GCaps.broken_amd_driver;
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}
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bool GPU_use_hq_normals_workaround()
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{
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return GCaps.use_hq_normals_workaround;
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}
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bool GPU_clear_viewport_workaround()
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{
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return GCaps.clear_viewport_workaround;
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}
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bool GPU_compute_shader_support()
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{
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return GCaps.compute_shader_support;
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}
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bool GPU_shader_storage_buffer_objects_support()
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{
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return GCaps.shader_storage_buffer_objects_support;
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}
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bool GPU_shader_image_load_store_support()
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{
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return GCaps.shader_image_load_store_support;
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}
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int GPU_max_shader_storage_buffer_bindings()
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{
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return GCaps.max_shader_storage_buffer_bindings;
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}
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int GPU_max_compute_shader_storage_blocks()
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{
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return GCaps.max_compute_shader_storage_blocks;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Memory statistics
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* \{ */
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bool GPU_mem_stats_supported()
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{
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return GCaps.mem_stats_support;
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}
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void GPU_mem_stats_get(int *totalmem, int *freemem)
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{
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Context::get()->memory_statistics_get(totalmem, freemem);
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}
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bool GPU_stereo_quadbuffer_support()
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{
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return Context::get()->front_right != nullptr;
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}
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/** \} */
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