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blender-archive/source/blender/gpu/intern/gpu_capabilities.cc
Kévin Dietrich 45b637e1e7 GPU capabilities: detect max SSBO bindings
This adds detection of the maximum number of shader storage buffer
bindings that is supported on the current platform. This can be
useful to turn off features that require compute shaders but use
more buffer bindings than available.

Differential Revision: https://developer.blender.org/D14337
2022-03-15 16:04:41 +01:00

187 lines
3.2 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 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_capabilities.h"
#include "gpu_context_private.hh"
#include "gpu_capabilities_private.hh"
namespace blender::gpu {
GPUCapabilities GCaps;
}
using namespace blender::gpu;
/* -------------------------------------------------------------------- */
/** \name Capabilities
* \{ */
int GPU_max_texture_size()
{
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()
{
return GCaps.max_texture_layers;
}
int GPU_max_textures_vert()
{
return GCaps.max_textures_vert;
}
int GPU_max_textures_geom()
{
return GCaps.max_textures_geom;
}
int GPU_max_textures_frag()
{
return GCaps.max_textures_frag;
}
int GPU_max_textures()
{
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()
{
return GCaps.max_uniforms_vert;
}
int GPU_max_uniforms_frag()
{
return GCaps.max_uniforms_frag;
}
int GPU_max_batch_indices()
{
return GCaps.max_batch_indices;
}
int GPU_max_batch_vertices()
{
return GCaps.max_batch_vertices;
}
int GPU_max_vertex_attribs()
{
return GCaps.max_vertex_attribs;
}
int GPU_max_varying_floats()
{
return GCaps.max_varying_floats;
}
int GPU_extensions_len()
{
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()
{
return GCaps.mip_render_workaround;
}
bool GPU_depth_blitting_workaround()
{
return GCaps.depth_blitting_workaround;
}
bool GPU_use_main_context_workaround()
{
return GCaps.use_main_context_workaround;
}
bool GPU_crappy_amd_driver()
{
/* Currently are the same drivers with the `unused_fb_slot` problem. */
return GCaps.broken_amd_driver;
}
bool GPU_use_hq_normals_workaround()
{
return GCaps.use_hq_normals_workaround;
}
bool GPU_compute_shader_support()
{
return GCaps.compute_shader_support;
}
bool GPU_shader_storage_buffer_objects_support()
{
return GCaps.shader_storage_buffer_objects_support;
}
bool GPU_shader_image_load_store_support()
{
return GCaps.shader_image_load_store_support;
}
int GPU_max_shader_storage_buffer_bindings()
{
return GCaps.max_shader_storage_buffer_bindings;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Memory statistics
* \{ */
bool GPU_mem_stats_supported()
{
return GCaps.mem_stats_support;
}
void GPU_mem_stats_get(int *totalmem, int *freemem)
{
Context::get()->memory_statistics_get(totalmem, freemem);
}
bool GPU_stereo_quadbuffer_support()
{
return Context::get()->front_right != nullptr;
}
/** \} */