Blender 4.0 requires OpenGL 4.3 which always support SSBO's. Platforms that don't support enough SSBO bind points will be marked as unsupported. Users who start Blender on those platforms will be informed via a dialog. This PR also updates the `--debug-gpu-force-workarounds` to match our minimum requirements. Note that some bugs are still there that should be solved in other PRs: * Workbench only renders the object using a unit matrix this is because there is a bug in the workaround for shader_draw_parameters * Navigating with middle mouse button is not working. Unsure what the cause is, but might be a missing feature check in the OpenGL backend. Related to #112224 Pull Request: https://projects.blender.org/blender/blender/pulls/112572
70 lines
2.0 KiB
C++
70 lines
2.0 KiB
C++
/* SPDX-FileCopyrightText: 2020 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 "GPU_platform.h"
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namespace blender::gpu {
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/**
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* This includes both hardware capabilities & workarounds.
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* Try to limit these to the implementation code-base (i.e.: `gpu/opengl/`).
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* Only add workarounds here if they are common to all implementation or
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* if you need access to it outside of the GPU module.
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* Same goes for capabilities (i.e.: texture size).
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*/
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struct GPUCapabilities {
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int max_texture_size = 0;
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int max_texture_3d_size = 0;
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int max_texture_layers = 0;
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int max_textures = 0;
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int max_textures_vert = 0;
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int max_textures_geom = 0;
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int max_textures_frag = 0;
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int max_samplers = 0;
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int max_work_group_count[3] = {0, 0, 0};
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int max_work_group_size[3] = {0, 0, 0};
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int max_uniforms_vert = 0;
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int max_uniforms_frag = 0;
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int max_batch_indices = 0;
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int max_batch_vertices = 0;
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int max_vertex_attribs = 0;
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int max_varying_floats = 0;
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int max_shader_storage_buffer_bindings = 0;
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int max_compute_shader_storage_blocks = 0;
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int extensions_len = 0;
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const char *(*extension_get)(int);
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bool mem_stats_support = false;
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bool compute_shader_support = false;
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bool geometry_shader_support = false;
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bool shader_image_load_store_support = false;
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bool shader_draw_parameters_support = false;
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bool transform_feedback_support = false;
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bool hdr_viewport_support = false;
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bool texture_view_support = true;
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/* OpenGL related workarounds. */
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bool mip_render_workaround = false;
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bool depth_blitting_workaround = false;
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bool use_main_context_workaround = false;
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bool broken_amd_driver = false;
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bool use_hq_normals_workaround = false;
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bool clear_viewport_workaround = false;
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/* Vulkan related workarounds. */
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/* Metal related workarounds. */
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/* Minimum per-vertex stride in bytes (For a vertex buffer). */
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int minimum_per_vertex_stride = 1;
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};
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extern GPUCapabilities GCaps;
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} // namespace blender::gpu
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