Check whether creating GPU textures succeeds before using them. However, currently when that happens there is no indication to the user that "hey the resolution is maybe too big". Not sure what is the best way to do that however; e.g. Workbench rendering also does not indicate that in a similar scenario. While at it, add GPU_is_safe_texture_size instead of duplicating the same logic in two places. Pull Request: https://projects.blender.org/blender/blender/pulls/147043
81 lines
2.3 KiB
C++
81 lines
2.3 KiB
C++
/* SPDX-FileCopyrightText: 2005 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*
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* GPU Capabilities & workarounds
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* This module expose the reported implementation limits & enabled
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* workaround for drivers that needs specific code-paths.
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*/
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#pragma once
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#include "BLI_sys_types.h"
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int GPU_max_texture_size();
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int GPU_max_texture_3d_size();
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int GPU_max_texture_layers();
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int GPU_max_textures();
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int GPU_max_textures_vert();
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int GPU_max_textures_geom();
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int GPU_max_textures_frag();
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int GPU_max_images();
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int GPU_max_work_group_count(int index);
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int GPU_max_work_group_size(int index);
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int GPU_max_uniforms_vert();
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int GPU_max_uniforms_frag();
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int GPU_max_batch_indices();
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int GPU_max_batch_vertices();
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int GPU_max_vertex_attribs();
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int GPU_max_varying_floats();
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int GPU_max_shader_storage_buffer_bindings();
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int GPU_max_compute_shader_storage_blocks();
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int GPU_max_samplers();
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size_t GPU_max_uniform_buffer_size();
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size_t GPU_max_storage_buffer_size();
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/* Used when binding subrange of SSBOs. In bytes.
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* The start of the range must be aligned with this value. */
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size_t GPU_storage_buffer_alignment();
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int GPU_extensions_len();
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const char *GPU_extension_get(int i);
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int GPU_texture_size_with_limit(int res);
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/**
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* Returns whether it should be "safe" to use texture of a given size.
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*
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* The heuristic is that maybe allocating texture that is 25% of
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* #GPU_max_texture_size squared is fine. Note that the actual texture creation
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* can still fail even if deemed "safe" by this function, depending on current memory
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* usage, texture format, etc.
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*/
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bool GPU_is_safe_texture_size(int width, int height);
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bool GPU_use_subprocess_compilation();
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int GPU_max_parallel_compilations();
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bool GPU_stencil_clasify_buffer_workaround();
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bool GPU_depth_blitting_workaround();
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bool GPU_use_main_context_workaround();
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bool GPU_use_hq_normals_workaround();
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bool GPU_geometry_shader_support();
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bool GPU_hdr_support();
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bool GPU_stencil_export_support();
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bool GPU_mem_stats_supported();
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void GPU_mem_stats_get(int *r_totalmem, int *r_freemem);
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/**
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* Return support for the active context + window.
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*/
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bool GPU_stereo_quadbuffer_support();
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int GPU_minimum_per_vertex_stride();
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/** WARNING: Should only be called at startup from creator_args. Never call it at runtime. */
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void GPU_compilation_subprocess_override_set(int count);
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