Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
70 lines
2.0 KiB
C++
70 lines
2.0 KiB
C++
/* SPDX-FileCopyrightText: 2020 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
/** \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_3d_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_samplers = 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 max_shader_storage_buffer_bindings = 0;
|
|
int max_compute_shader_storage_blocks = 0;
|
|
int extensions_len = 0;
|
|
const char *(*extension_get)(int);
|
|
|
|
bool mem_stats_support = false;
|
|
bool compute_shader_support = false;
|
|
bool geometry_shader_support = false;
|
|
bool shader_storage_buffer_objects_support = false;
|
|
bool shader_image_load_store_support = false;
|
|
bool shader_draw_parameters_support = false;
|
|
bool transform_feedback_support = false;
|
|
bool hdr_viewport_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;
|
|
bool clear_viewport_workaround = false;
|
|
/* Vulkan related workarounds. */
|
|
|
|
/* Metal related workarounds. */
|
|
/* Minimum per-vertex stride in bytes (For a vertex buffer). */
|
|
int minimum_per_vertex_stride = 1;
|
|
};
|
|
|
|
extern GPUCapabilities GCaps;
|
|
|
|
} // namespace blender::gpu
|