Files
test/source/blender/gpu/intern/gpu_capabilities.cc
Jason Fielder 2367ed2ef2 macOS: Enable support for EDR rendering
Add a High Dynamic Range option in the Color Management > Display panel.
This enables display of extended color ranges above 1.0 for the 3D
viewport, image editor and render previews.

This requires a monitor that can display HDR colors, and a view
transform designed for HDR output. The Standard view transform works,
but Filmic does not as it was designed to bring values into the 0..1
range for SDR displays.

This patch is limited to allowing the display to visualize extended
colors, but does not include future looking work to better integrate HDR
into the full workflow.

It is implemented by rendering to high bit-depth texture formats for
the user interface, and uncapping the color range in color management.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/105662
2023-08-09 14:25:15 +02:00

232 lines
3.8 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Wrap OpenGL features such as textures, shaders and GLSL
* with checks for drivers and GPU support.
*/
#include "DNA_userdef_types.h" /* For `U.glreslimit`. */
#include "GPU_capabilities.h"
#include "gpu_context_private.hh"
#include "gpu_capabilities_private.hh"
namespace blender::gpu {
GPUCapabilities GCaps;
}
using namespace blender::gpu;
/* -------------------------------------------------------------------- */
/** \name Capabilities
* \{ */
int GPU_max_texture_size()
{
return GCaps.max_texture_size;
}
int GPU_max_texture_3d_size()
{
return GCaps.max_texture_3d_size;
}
int GPU_texture_size_with_limit(int res)
{
int size = GPU_max_texture_size();
int reslimit = (U.glreslimit != 0) ? min_ii(U.glreslimit, size) : size;
return min_ii(reslimit, res);
}
int GPU_max_texture_layers()
{
return GCaps.max_texture_layers;
}
int GPU_max_textures_vert()
{
return GCaps.max_textures_vert;
}
int GPU_max_textures_geom()
{
return GCaps.max_textures_geom;
}
int GPU_max_textures_frag()
{
return GCaps.max_textures_frag;
}
int GPU_max_textures()
{
return GCaps.max_textures;
}
int GPU_max_work_group_count(int index)
{
return GCaps.max_work_group_count[index];
}
int GPU_max_work_group_size(int index)
{
return GCaps.max_work_group_size[index];
}
int GPU_max_uniforms_vert()
{
return GCaps.max_uniforms_vert;
}
int GPU_max_uniforms_frag()
{
return GCaps.max_uniforms_frag;
}
int GPU_max_batch_indices()
{
return GCaps.max_batch_indices;
}
int GPU_max_batch_vertices()
{
return GCaps.max_batch_vertices;
}
int GPU_max_vertex_attribs()
{
return GCaps.max_vertex_attribs;
}
int GPU_max_varying_floats()
{
return GCaps.max_varying_floats;
}
int GPU_extensions_len()
{
return GCaps.extensions_len;
}
const char *GPU_extension_get(int i)
{
return GCaps.extension_get ? GCaps.extension_get(i) : "\0";
}
int GPU_max_samplers()
{
return GCaps.max_samplers;
}
bool GPU_mip_render_workaround()
{
return GCaps.mip_render_workaround;
}
bool GPU_depth_blitting_workaround()
{
return GCaps.depth_blitting_workaround;
}
bool GPU_use_main_context_workaround()
{
return GCaps.use_main_context_workaround;
}
bool GPU_crappy_amd_driver()
{
/* Currently are the same drivers with the `unused_fb_slot` problem. */
return GCaps.broken_amd_driver;
}
bool GPU_use_hq_normals_workaround()
{
return GCaps.use_hq_normals_workaround;
}
bool GPU_clear_viewport_workaround()
{
return GCaps.clear_viewport_workaround;
}
bool GPU_compute_shader_support()
{
return GCaps.compute_shader_support;
}
bool GPU_geometry_shader_support()
{
return GCaps.geometry_shader_support;
}
bool GPU_shader_storage_buffer_objects_support()
{
return GCaps.shader_storage_buffer_objects_support;
}
bool GPU_shader_image_load_store_support()
{
return GCaps.shader_image_load_store_support;
}
bool GPU_shader_draw_parameters_support()
{
return GCaps.shader_draw_parameters_support;
}
bool GPU_hdr_support()
{
return GCaps.hdr_viewport_support;
}
int GPU_max_shader_storage_buffer_bindings()
{
return GCaps.max_shader_storage_buffer_bindings;
}
int GPU_max_compute_shader_storage_blocks()
{
return GCaps.max_compute_shader_storage_blocks;
}
int GPU_minimum_per_vertex_stride()
{
return GCaps.minimum_per_vertex_stride;
}
bool GPU_transform_feedback_support()
{
return GCaps.transform_feedback_support;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Memory statistics
* \{ */
bool GPU_mem_stats_supported()
{
return GCaps.mem_stats_support;
}
void GPU_mem_stats_get(int *totalmem, int *freemem)
{
Context::get()->memory_statistics_get(totalmem, freemem);
}
bool GPU_stereo_quadbuffer_support()
{
return Context::get()->front_right != nullptr;
}
/** \} */