/* 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" /* For `U.glreslimit`. */ #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_max_texture_3d_size(void) { return GCaps.max_texture_3d_size; } int GPU_texture_size_with_limit(int res) { int size = GPU_max_texture_size(); int reslimit = (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"; } int GPU_max_samplers() { return GCaps.max_samplers; } 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_clear_viewport_workaround() { return GCaps.clear_viewport_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; } bool GPU_shader_draw_parameters_support() { return GCaps.shader_draw_parameters_support; } int GPU_max_shader_storage_buffer_bindings() { return GCaps.max_shader_storage_buffer_bindings; } int GPU_max_compute_shader_storage_blocks() { return GCaps.max_compute_shader_storage_blocks; } int GPU_minimum_per_vertex_stride(void) { return GCaps.minimum_per_vertex_stride; } bool GPU_transform_feedback_support(void) { return GCaps.transform_feedback_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; } /** \} */