Files
test2/source/blender/gpu/intern/gpu_capabilities_private.hh
Clément Foucault 03296e6679 GPU: Remove unused workarounds
The line workaround is no longer necessary since the
shader now uses SSBO and is less likely to have
issues (more tested path).

The source patching is now always done in the GL and VK
backend before compilation.

Pull Request: https://projects.blender.org/blender/blender/pulls/145240
2025-08-27 16:01:07 +02:00

71 lines
1.9 KiB
C++

/* SPDX-FileCopyrightText: 2020 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_sys_types.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_images = 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;
size_t max_storage_buffer_size = 0;
size_t storage_buffer_alignment = 256;
int extensions_len = 0;
const char *(*extension_get)(int);
bool mem_stats_support = false;
bool geometry_shader_support = false;
bool hdr_viewport_support = false;
bool stencil_export_support = false;
int max_parallel_compilations = -1;
/* OpenGL related workarounds. */
bool depth_blitting_workaround = false;
bool use_main_context_workaround = false;
bool broken_amd_driver = false;
bool use_hq_normals_workaround = false;
bool stencil_clasify_buffer_workaround = false;
bool use_subprocess_shader_compilations = false;
/* 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