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blender-archive/source/blender/gpu/GPU_extensions.h
Clément Foucault eafec6d4f7 GPUShader: Manually validate sampler count
This happens on NVidia GPUs, using more textures than the maximum allowed
by the gl will NOT trigger a linking issue (maybe because of bindless
texture implementation?).

So in this case we manually count the number of samplers per shader stage
and compare it against the GL limit. We discard the shader if the sampler
count is too high. This shows the user something is wrong with the shader.
2018-09-18 14:22:42 +02:00

92 lines
2.5 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file GPU_extensions.h
* \ingroup gpu
*/
#ifndef __GPU_EXTENSIONS_H__
#define __GPU_EXTENSIONS_H__
#ifdef __cplusplus
extern "C" {
#endif
/* GPU extensions support */
int GPU_max_texture_size(void);
int GPU_max_texture_layers(void);
int GPU_max_textures(void);
int GPU_max_textures_vert(void);
int GPU_max_textures_geom(void);
int GPU_max_textures_frag(void);
float GPU_max_texture_anisotropy(void);
int GPU_max_color_texture_samples(void);
int GPU_max_cube_map_size(void);
int GPU_max_ubo_binds(void);
int GPU_max_ubo_size(void);
int GPU_color_depth(void);
void GPU_get_dfdy_factors(float fac[2]);
bool GPU_mem_stats_supported(void);
void GPU_mem_stats_get(int *totalmem, int *freemem);
void GPU_code_generate_glsl_lib(void);
/* GPU Types */
typedef enum GPUDeviceType {
GPU_DEVICE_NVIDIA = (1 << 0),
GPU_DEVICE_ATI = (1 << 1),
GPU_DEVICE_INTEL = (1 << 2),
GPU_DEVICE_SOFTWARE = (1 << 3),
GPU_DEVICE_UNKNOWN = (1 << 4),
GPU_DEVICE_ANY = (0xff)
} GPUDeviceType;
typedef enum GPUOSType {
GPU_OS_WIN = (1 << 8),
GPU_OS_MAC = (1 << 9),
GPU_OS_UNIX = (1 << 10),
GPU_OS_ANY = (0xff00)
} GPUOSType;
typedef enum GPUDriverType {
GPU_DRIVER_OFFICIAL = (1 << 16),
GPU_DRIVER_OPENSOURCE = (1 << 17),
GPU_DRIVER_SOFTWARE = (1 << 18),
GPU_DRIVER_ANY = (0xff0000)
} GPUDriverType;
bool GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver);
#ifdef __cplusplus
}
#endif
#endif /* __GPU_EXTENSIONS_H__ */