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.
		
	
		
			
				
	
	
		
			58 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			58 lines
		
	
	
		
			1.8 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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 * Copyright 2020, 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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#pragma once
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#include "GPU_platform.h"
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namespace blender::gpu {
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/**
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 * This includes both hardware capabilities & workarounds.
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 * Try to limit these to the implementation codebase (i.e.: gpu/opengl/).
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 * Only add workarounds here if they are common to all implementation or
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 * if you need access to it outside of the GPU module.
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 * Same goes for capabilities (i.e.: texture size)
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 */
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struct GPUCapabilities {
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  int max_texture_size = 0;
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  int max_texture_layers = 0;
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  int max_textures = 0;
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  int max_textures_vert = 0;
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  int max_textures_geom = 0;
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  int max_textures_frag = 0;
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  bool mem_stats_support = false;
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  bool shader_image_load_store_support = false;
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  /* OpenGL related workarounds. */
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  bool mip_render_workaround = false;
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  bool depth_blitting_workaround = false;
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  bool use_main_context_workaround = false;
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  bool broken_amd_driver = false;
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  bool use_hq_normals_workaround = false;
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  /* Vulkan related workarounds. */
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};
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extern GPUCapabilities GCaps;
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}  // namespace blender::gpu
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