/* SPDX-FileCopyrightText: 2005 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup gpu */ #pragma once #include #include #include #include "BLI_enum_flags.hh" #include "BLI_span.hh" #include "GPU_platform_backend_enum.h" // IWYU pragma: export /* GPU platform support */ /* GPU Types */ enum GPUDeviceType { GPU_DEVICE_NVIDIA = (1 << 0), GPU_DEVICE_ATI = (1 << 1), GPU_DEVICE_INTEL = (1 << 2), GPU_DEVICE_INTEL_UHD = (1 << 3), GPU_DEVICE_APPLE = (1 << 4), GPU_DEVICE_SOFTWARE = (1 << 5), GPU_DEVICE_QUALCOMM = (1 << 6), GPU_DEVICE_UNKNOWN = (1 << 7), GPU_DEVICE_ANY = (0xff), }; ENUM_OPERATORS(GPUDeviceType) enum GPUOSType { GPU_OS_WIN = (1 << 8), GPU_OS_MAC = (1 << 9), GPU_OS_UNIX = (1 << 10), GPU_OS_ANY = (0xff00), }; enum GPUDriverType { GPU_DRIVER_OFFICIAL = (1 << 16), GPU_DRIVER_OPENSOURCE = (1 << 17), GPU_DRIVER_SOFTWARE = (1 << 18), GPU_DRIVER_ANY = (0xff0000), }; enum GPUSupportLevel { GPU_SUPPORT_LEVEL_SUPPORTED, GPU_SUPPORT_LEVEL_LIMITED, GPU_SUPPORT_LEVEL_UNSUPPORTED, }; enum GPUArchitectureType { /* Immediate Mode Renderer (IMR). * Typically, an IMR architecture will execute GPU work in sequence, rasterizing primitives in * order. */ GPU_ARCHITECTURE_IMR = 0, /* Tile-Based-Deferred-Renderer (TBDR). * A TBDR architecture will typically execute the vertex stage up-front for all primitives, * binning geometry into distinct tiled regions. Fragments will then be rasterized within * the bounds of one tile at a time. */ GPU_ARCHITECTURE_TBDR = 1, }; struct GPUDevice { std::string identifier; int index; uint32_t vendor_id; uint32_t device_id; std::string name; }; /* GPU Types */ /* TODO: Verify all use-cases of GPU_type_matches to determine which graphics API it should apply * to, and replace with `GPU_type_matches_ex` where appropriate. */ bool GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver); bool GPU_type_matches_ex(GPUDeviceType device, GPUOSType os, GPUDriverType driver, GPUBackendType backend); GPUSupportLevel GPU_platform_support_level(); const char *GPU_platform_vendor(); const char *GPU_platform_renderer(); const char *GPU_platform_version(); const char *GPU_platform_support_level_key(); const char *GPU_platform_gpu_name(); GPUArchitectureType GPU_platform_architecture(); blender::Span GPU_platform_devices_list(); /* The UUID of the device. Can be an empty array, since it is not supported on all platforms. */ blender::Span GPU_platform_uuid(); /* The LUID of the device. Can be an empty array, since it is not supported on all platforms. */ blender::Span GPU_platform_luid(); /* A bit field with the nth bit active identifying the nth device with the same LUID. Only matters * if LUID is defined. */ uint32_t GPU_platform_luid_node_mask();