Also, move all device files to own folder. Makes it so checks for device availability are done in a localized place.
41 lines
1.2 KiB
C++
41 lines
1.2 KiB
C++
// Copyright 2020 Blender Foundation. All rights reserved.
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//
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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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// Author: Sergey Sharybin
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#include "internal/device/device_context_glsl_compute.h"
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#include <GL/glew.h>
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namespace blender {
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namespace opensubdiv {
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bool GLSLComputeDeviceContext::isSupported()
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{
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return GLEW_VERSION_4_3 || GLEW_ARB_compute_shader;
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}
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GLSLComputeDeviceContext::GLSLComputeDeviceContext()
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{
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}
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GLSLComputeDeviceContext::~GLSLComputeDeviceContext()
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{
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}
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} // namespace opensubdiv
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} // namespace blender
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