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/*
* 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 code-base (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;
int max_work_group_count[3] = {0, 0, 0};
int max_work_group_size[3] = {0, 0, 0};
int max_uniforms_vert = 0;
int max_uniforms_frag = 0;
int max_batch_indices = 0;
int max_batch_vertices = 0;
int max_vertex_attribs = 0;
int max_varying_floats = 0;
int extensions_len = 0;
const char *(*extension_get)(int);
bool mem_stats_support = false;
bool compute_shader_support = false;
bool shader_storage_buffer_objects_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;
bool use_hq_normals_workaround = false;
/* Vulkan related workarounds. */
};
extern GPUCapabilities GCaps;
} // namespace blender::gpu
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