This patch will show textures in the image editor with the maximum available resolution determined by the GPU Hardware/Driver. Currently the size is limited by the user preference texture size limit. An image user can set the `IMA_SHOW_MAX_RESOLUTION` flag to request gpu textures in the max supported resolution. When this flag isn't set the gpu texture is limited by the user preference setting. When the gl resolution limit is disabled the GPU texture is always created for the max supported resolution. Reviewed By: Clément Foucault Maniphest Tasks: T81206 Differential Revision: https://developer.blender.org/D9160
139 lines
3.0 KiB
C++
139 lines
3.0 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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* The Original Code is Copyright (C) 2005 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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* 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"
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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(void)
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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, bool limit_gl_texture_size)
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{
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int size = GPU_max_texture_size();
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int reslimit = (limit_gl_texture_size && (U.glreslimit != 0)) ? min_ii(U.glreslimit, size) :
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size;
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return min_ii(reslimit, res);
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}
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int GPU_max_texture_layers(void)
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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(void)
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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(void)
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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(void)
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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(void)
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{
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return GCaps.max_textures;
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}
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bool GPU_mip_render_workaround(void)
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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(void)
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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(void)
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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(void)
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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(void)
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{
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return GCaps.use_hq_normals_workaround;
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}
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bool GPU_shader_image_load_store_support(void)
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{
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return GCaps.shader_image_load_store_support;
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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(void)
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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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/* Return support for the active context + window. */
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bool GPU_stereo_quadbuffer_support(void)
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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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