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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#include "BKE_global.h"
#include "gpu_capabilities_private.hh"
#include "gpu_platform_private.hh"
#include "glew-mx.h"
#include "gl_debug.hh"
#include "gl_backend.hh"
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Platform
* \{ */
static bool match_renderer(StringRef renderer, const Vector<std::string> &items)
{
for (const std::string &item : items) {
const std::string wrapped = " " + item + " ";
if (renderer.endswith(item) || renderer.find(wrapped) != StringRef::not_found) {
return true;
}
}
return false;
}
void GLBackend::platform_init()
{
BLI_assert(!GPG.initialized);
const char *vendor = (const char *)glGetString(GL_VENDOR);
const char *renderer = (const char *)glGetString(GL_RENDERER);
const char *version = (const char *)glGetString(GL_VERSION);
eGPUDeviceType device = GPU_DEVICE_ANY;
eGPUOSType os = GPU_OS_ANY;
eGPUDriverType driver = GPU_DRIVER_ANY;
eGPUSupportLevel support_level = GPU_SUPPORT_LEVEL_SUPPORTED;
#ifdef _WIN32
os = GPU_OS_WIN;
#elif defined(__APPLE__)
os = GPU_OS_MAC;
#else
os = GPU_OS_UNIX;
#endif
if (strstr(vendor, "ATI") || strstr(vendor, "AMD")) {
device = GPU_DEVICE_ATI;
driver = GPU_DRIVER_OFFICIAL;
}
else if (strstr(vendor, "NVIDIA")) {
device = GPU_DEVICE_NVIDIA;
driver = GPU_DRIVER_OFFICIAL;
}
else if (strstr(vendor, "Intel") ||
/* src/mesa/drivers/dri/intel/intel_context.c */
strstr(renderer, "Mesa DRI Intel") || strstr(renderer, "Mesa DRI Mobile Intel")) {
device = GPU_DEVICE_INTEL;
driver = GPU_DRIVER_OFFICIAL;
if (strstr(renderer, "UHD Graphics") ||
/* Not UHD but affected by the same bugs. */
strstr(renderer, "HD Graphics 530") || strstr(renderer, "Kaby Lake GT2") ||
strstr(renderer, "Whiskey Lake")) {
device |= GPU_DEVICE_INTEL_UHD;
}
}
else if (strstr(renderer, "Mesa DRI R") ||
(strstr(renderer, "Radeon") && strstr(vendor, "X.Org")) ||
(strstr(renderer, "AMD") && strstr(vendor, "X.Org")) ||
(strstr(renderer, "Gallium ") && strstr(renderer, " on ATI ")) ||
(strstr(renderer, "Gallium ") && strstr(renderer, " on AMD "))) {
device = GPU_DEVICE_ATI;
driver = GPU_DRIVER_OPENSOURCE;
}
else if (strstr(renderer, "Nouveau") || strstr(vendor, "nouveau")) {
device = GPU_DEVICE_NVIDIA;
driver = GPU_DRIVER_OPENSOURCE;
}
else if (strstr(vendor, "Mesa")) {
device = GPU_DEVICE_SOFTWARE;
driver = GPU_DRIVER_SOFTWARE;
}
else if (strstr(vendor, "Microsoft")) {
device = GPU_DEVICE_SOFTWARE;
driver = GPU_DRIVER_SOFTWARE;
}
else if (strstr(vendor, "Apple")) {
/* Apple Silicon. */
device = GPU_DEVICE_APPLE;
driver = GPU_DRIVER_OFFICIAL;
}
else if (strstr(renderer, "Apple Software Renderer")) {
device = GPU_DEVICE_SOFTWARE;
driver = GPU_DRIVER_SOFTWARE;
}
else if (strstr(renderer, "llvmpipe") || strstr(renderer, "softpipe")) {
device = GPU_DEVICE_SOFTWARE;
driver = GPU_DRIVER_SOFTWARE;
}
else {
printf("Warning: Could not find a matching GPU name. Things may not behave as expected.\n");
printf("Detected OpenGL configuration:\n");
printf("Vendor: %s\n", vendor);
printf("Renderer: %s\n", renderer);
}
/* Detect support level */
if (!GLEW_VERSION_3_3) {
support_level = GPU_SUPPORT_LEVEL_UNSUPPORTED;
}
else {
if ((device & GPU_DEVICE_INTEL) && (os & GPU_OS_WIN)) {
/* Old Intel drivers with known bugs that cause material properties to crash.
* Version Build 10.18.14.5067 is the latest available and appears to be working
* ok with our workarounds, so excluded from this list. */
if (strstr(version, "Build 7.14") || strstr(version, "Build 7.15") ||
strstr(version, "Build 8.15") || strstr(version, "Build 9.17") ||
strstr(version, "Build 9.18") || strstr(version, "Build 10.18.10.3") ||
strstr(version, "Build 10.18.10.4") || strstr(version, "Build 10.18.10.5") ||
strstr(version, "Build 10.18.14.4")) {
support_level = GPU_SUPPORT_LEVEL_LIMITED;
}
}
if ((device & GPU_DEVICE_ATI) && (os & GPU_OS_UNIX)) {
/* Platform seems to work when SB backend is disabled. This can be done
* by adding the environment variable `R600_DEBUG=nosb`. */
if (strstr(renderer, "AMD CEDAR")) {
support_level = GPU_SUPPORT_LEVEL_LIMITED;
}
}
}
GPG.init(device, os, driver, support_level, GPU_BACKEND_OPENGL, vendor, renderer, version);
}
void GLBackend::platform_exit()
{
BLI_assert(GPG.initialized);
GPG.clear();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Capabilities
* \{ */
static bool detect_mip_render_workaround()
{
int cube_size = 2;
float clear_color[4] = {1.0f, 0.5f, 0.0f, 0.0f};
float *source_pix = (float *)MEM_callocN(sizeof(float[4]) * cube_size * cube_size * 6, __func__);
/* NOTE: Debug layers are not yet enabled. Force use of glGetError. */
debug::check_gl_error("Cubemap Workaround Start");
/* Not using GPU API since it is not yet fully initialized. */
GLuint tex, fb;
/* Create cubemap with 2 mip level. */
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
for (int mip = 0; mip < 2; mip++) {
for (int i = 0; i < 6; i++) {
const int width = cube_size / (1 << mip);
GLenum target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + i;
glTexImage2D(target, mip, GL_RGBA16F, width, width, 0, GL_RGBA, GL_FLOAT, source_pix);
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 0);
/* Attach and clear mip 1. */
glGenFramebuffers(1, &fb);
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 1);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glClearColor(UNPACK4(clear_color));
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
/* Read mip 1. If color is not the same as the clear_color, the rendering failed. */
glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 1, GL_RGBA, GL_FLOAT, source_pix);
bool enable_workaround = !equals_v4v4(clear_color, source_pix);
MEM_freeN(source_pix);
glDeleteFramebuffers(1, &fb);
glDeleteTextures(1, &tex);
debug::check_gl_error("Cubemap Workaround End9");
return enable_workaround;
}
static const char *gl_extension_get(int i)
{
return (char *)glGetStringi(GL_EXTENSIONS, i);
}
static void detect_workarounds()
{
const char *vendor = (const char *)glGetString(GL_VENDOR);
const char *renderer = (const char *)glGetString(GL_RENDERER);
const char *version = (const char *)glGetString(GL_VERSION);
if (G.debug & G_DEBUG_GPU_FORCE_WORKAROUNDS) {
printf("\n");
printf("GL: Forcing workaround usage and disabling extensions.\n");
printf(" OpenGL identification strings\n");
printf(" vendor: %s\n", vendor);
printf(" renderer: %s\n", renderer);
printf(" version: %s\n\n", version);
GCaps.depth_blitting_workaround = true;
GCaps.mip_render_workaround = true;
GLContext::debug_layer_workaround = true;
GLContext::unused_fb_slot_workaround = true;
/* Turn off extensions. */
GCaps.shader_image_load_store_support = false;
GCaps.shader_storage_buffer_objects_support = false;
GLContext::base_instance_support = false;
GLContext::clear_texture_support = false;
GLContext::copy_image_support = false;
GLContext::debug_layer_support = false;
GLContext::direct_state_access_support = false;
GLContext::fixed_restart_index_support = false;
GLContext::geometry_shader_invocations = false;
GLContext::layered_rendering_support = false;
GLContext::native_barycentric_support = false;
GLContext::multi_bind_support = false;
GLContext::multi_draw_indirect_support = false;
GLContext::shader_draw_parameters_support = false;
GLContext::texture_cube_map_array_support = false;
GLContext::texture_filter_anisotropic_support = false;
GLContext::texture_gather_support = false;
GLContext::texture_storage_support = false;
GLContext::vertex_attrib_binding_support = false;
return;
}
/* Limit support for GLEW_ARB_base_instance to OpenGL 4.0 and higher. NVIDIA Quadro FX 4800
* (TeraScale) report that they support GLEW_ARB_base_instance, but the driver does not support
* GLEW_ARB_draw_indirect as it has an OpenGL3 context what also matches the minimum needed
* requirements.
*
* We use it as a target for glMapBuffer(Range) what is part of the OpenGL 4 API. So better
* disable it when we don't have an OpenGL4 context (See T77657) */
if (!GLEW_VERSION_4_0) {
GLContext::base_instance_support = false;
}
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) &&
(strstr(version, "4.5.13399") || strstr(version, "4.5.13417") ||
strstr(version, "4.5.13422") || strstr(version, "4.5.13467"))) {
/* The renderers include:
* Radeon HD 5000;
* Radeon HD 7500M;
* Radeon HD 7570M;
* Radeon HD 7600M;
* Radeon R5 Graphics;
* And others... */
GLContext::unused_fb_slot_workaround = true;
GCaps.mip_render_workaround = true;
GCaps.shader_image_load_store_support = false;
GCaps.broken_amd_driver = true;
}
/* Compute shaders have some issues with those versions (see T94936). */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_OFFICIAL) &&
(strstr(version, "4.5.14831") || strstr(version, "4.5.14760"))) {
GCaps.compute_shader_support = false;
}
/* We have issues with this specific renderer. (see T74024) */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE) &&
(strstr(renderer, "AMD VERDE") || strstr(renderer, "AMD KAVERI") ||
strstr(renderer, "AMD TAHITI"))) {
GLContext::unused_fb_slot_workaround = true;
GCaps.shader_image_load_store_support = false;
GCaps.broken_amd_driver = true;
}
/* Fix slowdown on this particular driver. (see T77641) */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE) &&
strstr(version, "Mesa 19.3.4")) {
GCaps.shader_image_load_store_support = false;
GCaps.broken_amd_driver = true;
}
/* See T82856: AMD drivers since 20.11 running on a polaris architecture doesn't support the
* `GL_INT_2_10_10_10_REV` data type correctly. This data type is used to pack normals and flags.
* The work around uses `GPU_RGBA16I`.
*/
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_OFFICIAL)) {
const Vector<std::string> matches = {
"RX550/550", "(TM) 520", "(TM) 530", "(TM) 535", "R5", "R7", "R9"};
if (match_renderer(renderer, matches)) {
GCaps.use_hq_normals_workaround = false;
}
}
/* There is an issue with the #glBlitFramebuffer on MacOS with radeon pro graphics.
* Blitting depth with#GL_DEPTH24_STENCIL8 is buggy so the workaround is to use
* #GPU_DEPTH32F_STENCIL8. Then Blitting depth will work but blitting stencil will
* still be broken. */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_MAC, GPU_DRIVER_OFFICIAL)) {
if (strstr(renderer, "AMD Radeon Pro") || strstr(renderer, "AMD Radeon R9") ||
strstr(renderer, "AMD Radeon RX")) {
GCaps.depth_blitting_workaround = true;
}
}
/* Limit this fix to older hardware with GL < 4.5. This means Broadwell GPUs are
* covered since they only support GL 4.4 on windows.
* This fixes some issues with workbench anti-aliasing on Win + Intel GPU. (see T76273) */
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) && !GLEW_VERSION_4_5) {
GLContext::copy_image_support = false;
}
/* Special fix for these specific GPUs.
* Without this workaround, blender crashes on startup. (see T72098) */
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) &&
(strstr(renderer, "HD Graphics 620") || strstr(renderer, "HD Graphics 630"))) {
GCaps.mip_render_workaround = true;
}
/* Intel Ivy Bridge GPU's seems to have buggy cube-map array support. (see T75943) */
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) &&
(strstr(renderer, "HD Graphics 4000") || strstr(renderer, "HD Graphics 4400") ||
strstr(renderer, "HD Graphics 2500"))) {
GLContext::texture_cube_map_array_support = false;
}
/* Maybe not all of these drivers have problems with `GLEW_ARB_base_instance`.
* But it's hard to test each case.
* We get crashes from some crappy Intel drivers don't work well with shaders created in
* different rendering contexts. */
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_ANY) &&
(strstr(version, "Build 10.18.10.3") || strstr(version, "Build 10.18.10.4") ||
strstr(version, "Build 10.18.10.5") || strstr(version, "Build 10.18.14.4") ||
strstr(version, "Build 10.18.14.5"))) {
GLContext::base_instance_support = false;
GCaps.use_main_context_workaround = true;
}
/* Somehow fixes armature display issues (see T69743). */
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_ANY) &&
(strstr(version, "Build 20.19.15.4285"))) {
GCaps.use_main_context_workaround = true;
}
/* See T70187: merging vertices fail. This has been tested from `18.2.2` till `19.3.0~dev`
* of the Mesa driver */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE) &&
(strstr(version, "Mesa 18.") || strstr(version, "Mesa 19.0") ||
strstr(version, "Mesa 19.1") || strstr(version, "Mesa 19.2"))) {
GLContext::unused_fb_slot_workaround = true;
}
/* There is a bug on older Nvidia GPU where GL_ARB_texture_gather
* is reported to be supported but yield a compile error (see T55802). */
if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) && !GLEW_VERSION_4_0) {
GLContext::texture_gather_support = false;
}
/* dFdx/dFdy calculation factors, those are dependent on driver. */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY) &&
strstr(version, "3.3.10750")) {
GLContext::derivative_signs[0] = 1.0;
GLContext::derivative_signs[1] = -1.0;
}
else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_ANY)) {
if (strstr(version, "4.0.0 - Build 10.18.10.3308") ||
strstr(version, "4.0.0 - Build 9.18.10.3186") ||
strstr(version, "4.0.0 - Build 9.18.10.3165") ||
strstr(version, "3.1.0 - Build 9.17.10.3347") ||
strstr(version, "3.1.0 - Build 9.17.10.4101") ||
strstr(version, "3.3.0 - Build 8.15.10.2618")) {
GLContext::derivative_signs[0] = -1.0;
GLContext::derivative_signs[1] = 1.0;
}
}
/* Some Intel drivers have issues with using mips as frame-buffer targets if
* GL_TEXTURE_MAX_LEVEL is higher than the target MIP.
* Only check at the end after all other workarounds because this uses the drawing code.
* Also after device/driver flags to avoid the check that causes pre GCN Radeon to crash. */
if (GCaps.mip_render_workaround == false) {
GCaps.mip_render_workaround = detect_mip_render_workaround();
}
/* Disable multi-draw if the base instance cannot be read. */
if (GLContext::shader_draw_parameters_support == false) {
GLContext::multi_draw_indirect_support = false;
}
/* Enable our own incomplete debug layer if no other is available. */
if (GLContext::debug_layer_support == false) {
GLContext::debug_layer_workaround = true;
}
/* Broken glGenerateMipmap on macOS 10.15.7 security update. */
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_MAC, GPU_DRIVER_ANY) &&
strstr(renderer, "HD Graphics 4000")) {
GLContext::generate_mipmap_workaround = true;
}
/* Buggy interface query functions cause crashes when handling SSBOs (T93680) */
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY) &&
(strstr(renderer, "HD Graphics 4400") || strstr(renderer, "HD Graphics 4600"))) {
GCaps.shader_storage_buffer_objects_support = false;
}
/* Certain Intel/AMD based platforms don't clear the viewport textures. Always clearing leads to
* noticeable performance regressions on other platforms as well. */
if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY) ||
GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
GCaps.clear_viewport_workaround = true;
}
/* Metal-related Workarounds. */
/* Minimum Per-Vertex stride is 1 byte for OpenGL. */
GCaps.minimum_per_vertex_stride = 1;
} // namespace blender::gpu
/** Internal capabilities. */
GLint GLContext::max_cubemap_size = 0;
GLint GLContext::max_texture_3d_size = 0;
GLint GLContext::max_ubo_binds = 0;
GLint GLContext::max_ubo_size = 0;
GLint GLContext::max_ssbo_binds = 0;
GLint GLContext::max_ssbo_size = 0;
/** Extensions. */
bool GLContext::base_instance_support = false;
bool GLContext::clear_texture_support = false;
bool GLContext::copy_image_support = false;
bool GLContext::debug_layer_support = false;
bool GLContext::direct_state_access_support = false;
bool GLContext::explicit_location_support = false;
bool GLContext::geometry_shader_invocations = false;
bool GLContext::fixed_restart_index_support = false;
bool GLContext::layered_rendering_support = false;
bool GLContext::native_barycentric_support = false;
bool GLContext::multi_bind_support = false;
bool GLContext::multi_draw_indirect_support = false;
bool GLContext::shader_draw_parameters_support = false;
bool GLContext::stencil_texturing_support = false;
bool GLContext::texture_cube_map_array_support = false;
bool GLContext::texture_filter_anisotropic_support = false;
bool GLContext::texture_gather_support = false;
bool GLContext::texture_storage_support = false;
bool GLContext::vertex_attrib_binding_support = false;
/** Workarounds. */
bool GLContext::debug_layer_workaround = false;
bool GLContext::unused_fb_slot_workaround = false;
bool GLContext::generate_mipmap_workaround = false;
float GLContext::derivative_signs[2] = {1.0f, 1.0f};
void GLBackend::capabilities_init()
{
BLI_assert(GLEW_VERSION_3_3);
/* Common Capabilities. */
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &GCaps.max_texture_size);
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &GCaps.max_texture_layers);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &GCaps.max_textures_frag);
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &GCaps.max_textures_vert);
glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &GCaps.max_textures_geom);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &GCaps.max_textures);
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &GCaps.max_uniforms_vert);
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &GCaps.max_uniforms_frag);
glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &GCaps.max_batch_indices);
glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &GCaps.max_batch_vertices);
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &GCaps.max_vertex_attribs);
if (GPU_type_matches(GPU_DEVICE_APPLE, GPU_OS_MAC, GPU_DRIVER_OFFICIAL)) {
/* Due to a bug, querying GL_MAX_VARYING_FLOATS is emitting GL_INVALID_ENUM.
* Force use minimum required value. */
GCaps.max_varying_floats = 32;
}
else {
glGetIntegerv(GL_MAX_VARYING_FLOATS, &GCaps.max_varying_floats);
}
glGetIntegerv(GL_NUM_EXTENSIONS, &GCaps.extensions_len);
GCaps.extension_get = gl_extension_get;
GCaps.mem_stats_support = GLEW_NVX_gpu_memory_info || GLEW_ATI_meminfo;
GCaps.shader_image_load_store_support = GLEW_ARB_shader_image_load_store;
GCaps.compute_shader_support = GLEW_ARB_compute_shader && GLEW_VERSION_4_3;
if (GCaps.compute_shader_support) {
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 0, &GCaps.max_work_group_count[0]);
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 1, &GCaps.max_work_group_count[1]);
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 2, &GCaps.max_work_group_count[2]);
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 0, &GCaps.max_work_group_size[0]);
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 1, &GCaps.max_work_group_size[1]);
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 2, &GCaps.max_work_group_size[2]);
glGetIntegerv(GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS,
&GCaps.max_shader_storage_buffer_bindings);
glGetIntegerv(GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS, &GCaps.max_compute_shader_storage_blocks);
}
GCaps.shader_storage_buffer_objects_support = GLEW_ARB_shader_storage_buffer_object;
/* GL specific capabilities. */
glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &GLContext::max_texture_3d_size);
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &GLContext::max_cubemap_size);
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &GLContext::max_ubo_binds);
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &GLContext::max_ubo_size);
if (GCaps.shader_storage_buffer_objects_support) {
glGetIntegerv(GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, &GLContext::max_ssbo_binds);
glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &GLContext::max_ssbo_size);
}
GLContext::base_instance_support = GLEW_ARB_base_instance;
GLContext::clear_texture_support = GLEW_ARB_clear_texture;
GLContext::copy_image_support = GLEW_ARB_copy_image;
GLContext::debug_layer_support = GLEW_VERSION_4_3 || GLEW_KHR_debug || GLEW_ARB_debug_output;
GLContext::direct_state_access_support = GLEW_ARB_direct_state_access;
GLContext::explicit_location_support = GLEW_VERSION_4_3;
GLContext::geometry_shader_invocations = GLEW_ARB_gpu_shader5;
GLContext::fixed_restart_index_support = GLEW_ARB_ES3_compatibility;
GLContext::layered_rendering_support = GLEW_AMD_vertex_shader_layer;
GLContext::native_barycentric_support = GLEW_AMD_shader_explicit_vertex_parameter;
GLContext::multi_bind_support = GLEW_ARB_multi_bind;
GLContext::multi_draw_indirect_support = GLEW_ARB_multi_draw_indirect;
GLContext::shader_draw_parameters_support = GLEW_ARB_shader_draw_parameters;
GLContext::stencil_texturing_support = GLEW_VERSION_4_3;
GLContext::texture_cube_map_array_support = GLEW_ARB_texture_cube_map_array;
GLContext::texture_filter_anisotropic_support = GLEW_EXT_texture_filter_anisotropic;
GLContext::texture_gather_support = GLEW_ARB_texture_gather;
GLContext::texture_storage_support = GLEW_VERSION_4_3;
GLContext::vertex_attrib_binding_support = GLEW_ARB_vertex_attrib_binding;
detect_workarounds();
/* Disable this feature entirely when not debugging. */
if ((G.debug & G_DEBUG_GPU) == 0) {
GLContext::debug_layer_support = false;
GLContext::debug_layer_workaround = false;
}
}
/** \} */
} // namespace blender::gpu
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