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