103 lines
2.9 KiB
C++
103 lines
2.9 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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#pragma once
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#include <cstdint>
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#include <optional>
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#include <string>
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#include "BLI_span.hh"
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#include "BLI_utildefines.h"
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#include "GPU_platform_backend_enum.h" // IWYU pragma: export
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/* GPU platform support */
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/* GPU Types */
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enum GPUDeviceType {
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GPU_DEVICE_NVIDIA = (1 << 0),
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GPU_DEVICE_ATI = (1 << 1),
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GPU_DEVICE_INTEL = (1 << 2),
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GPU_DEVICE_INTEL_UHD = (1 << 3),
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GPU_DEVICE_APPLE = (1 << 4),
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GPU_DEVICE_SOFTWARE = (1 << 5),
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GPU_DEVICE_QUALCOMM = (1 << 6),
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GPU_DEVICE_UNKNOWN = (1 << 7),
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GPU_DEVICE_ANY = (0xff),
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};
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ENUM_OPERATORS(GPUDeviceType, GPU_DEVICE_ANY)
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enum GPUOSType {
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GPU_OS_WIN = (1 << 8),
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GPU_OS_MAC = (1 << 9),
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GPU_OS_UNIX = (1 << 10),
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GPU_OS_ANY = (0xff00),
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};
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enum GPUDriverType {
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GPU_DRIVER_OFFICIAL = (1 << 16),
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GPU_DRIVER_OPENSOURCE = (1 << 17),
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GPU_DRIVER_SOFTWARE = (1 << 18),
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GPU_DRIVER_ANY = (0xff0000),
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};
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enum GPUSupportLevel {
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GPU_SUPPORT_LEVEL_SUPPORTED,
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GPU_SUPPORT_LEVEL_LIMITED,
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GPU_SUPPORT_LEVEL_UNSUPPORTED,
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};
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enum GPUArchitectureType {
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/* Immediate Mode Renderer (IMR).
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* Typically, an IMR architecture will execute GPU work in sequence, rasterizing primitives in
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* order. */
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GPU_ARCHITECTURE_IMR = 0,
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/* Tile-Based-Deferred-Renderer (TBDR).
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* A TBDR architecture will typically execute the vertex stage up-front for all primitives,
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* binning geometry into distinct tiled regions. Fragments will then be rasterized within
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* the bounds of one tile at a time. */
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GPU_ARCHITECTURE_TBDR = 1,
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};
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struct GPUDevice {
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std::string identifier;
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int index;
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uint32_t vendor_id;
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uint32_t device_id;
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std::string name;
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};
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/* GPU Types */
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/* TODO: Verify all use-cases of GPU_type_matches to determine which graphics API it should apply
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* to, and replace with `GPU_type_matches_ex` where appropriate. */
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bool GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver);
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bool GPU_type_matches_ex(GPUDeviceType device,
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GPUOSType os,
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GPUDriverType driver,
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GPUBackendType backend);
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GPUSupportLevel GPU_platform_support_level();
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const char *GPU_platform_vendor();
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const char *GPU_platform_renderer();
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const char *GPU_platform_version();
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const char *GPU_platform_support_level_key();
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const char *GPU_platform_gpu_name();
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GPUArchitectureType GPU_platform_architecture();
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blender::Span<GPUDevice> GPU_platform_devices_list();
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/* The UUID of the device. Can be an empty array, since it is not supported on all platforms. */
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blender::Span<uint8_t> GPU_platform_uuid();
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/* The LUID of the device. Can be an empty array, since it is not supported on all platforms. */
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blender::Span<uint8_t> GPU_platform_luid();
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/* A bit field with the nth bit active identifying the nth device with the same LUID. Only matters
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* if LUID is defined. */
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uint32_t GPU_platform_luid_node_mask();
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