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blender-archive/source/blender/gpu/intern/gpu_capabilities.cc
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
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Follow the SPDX license specification: https://spdx.org/licenses

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While most of the source tree has been included

- `./extern/` was left out.
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  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

182 lines
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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;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \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;
}
/** \} */