This change makes it possible for platforms to only support high quality normal rendering. This is part of {T82856} where current AMD drivers running on the polaris architecture does not support the low quality setting due to a driver bug. In a next commit the work around will be enabled.
138 lines
2.9 KiB
C++
138 lines
2.9 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)
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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(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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