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test2/source/blender/gpu/GPU_platform.hh
2025-09-15 15:11:02 +02:00

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2.9 KiB
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/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include <cstdint>
#include <optional>
#include <string>
#include "BLI_span.hh"
#include "BLI_utildefines.h"
#include "GPU_platform_backend_enum.h" // IWYU pragma: export
/* GPU platform support */
/* GPU Types */
enum GPUDeviceType {
GPU_DEVICE_NVIDIA = (1 << 0),
GPU_DEVICE_ATI = (1 << 1),
GPU_DEVICE_INTEL = (1 << 2),
GPU_DEVICE_INTEL_UHD = (1 << 3),
GPU_DEVICE_APPLE = (1 << 4),
GPU_DEVICE_SOFTWARE = (1 << 5),
GPU_DEVICE_QUALCOMM = (1 << 6),
GPU_DEVICE_UNKNOWN = (1 << 7),
GPU_DEVICE_ANY = (0xff),
};
ENUM_OPERATORS(GPUDeviceType, GPU_DEVICE_ANY)
enum GPUOSType {
GPU_OS_WIN = (1 << 8),
GPU_OS_MAC = (1 << 9),
GPU_OS_UNIX = (1 << 10),
GPU_OS_ANY = (0xff00),
};
enum GPUDriverType {
GPU_DRIVER_OFFICIAL = (1 << 16),
GPU_DRIVER_OPENSOURCE = (1 << 17),
GPU_DRIVER_SOFTWARE = (1 << 18),
GPU_DRIVER_ANY = (0xff0000),
};
enum GPUSupportLevel {
GPU_SUPPORT_LEVEL_SUPPORTED,
GPU_SUPPORT_LEVEL_LIMITED,
GPU_SUPPORT_LEVEL_UNSUPPORTED,
};
enum GPUArchitectureType {
/* Immediate Mode Renderer (IMR).
* Typically, an IMR architecture will execute GPU work in sequence, rasterizing primitives in
* order. */
GPU_ARCHITECTURE_IMR = 0,
/* Tile-Based-Deferred-Renderer (TBDR).
* A TBDR architecture will typically execute the vertex stage up-front for all primitives,
* binning geometry into distinct tiled regions. Fragments will then be rasterized within
* the bounds of one tile at a time. */
GPU_ARCHITECTURE_TBDR = 1,
};
struct GPUDevice {
std::string identifier;
int index;
uint32_t vendor_id;
uint32_t device_id;
std::string name;
};
/* GPU Types */
/* TODO: Verify all use-cases of GPU_type_matches to determine which graphics API it should apply
* to, and replace with `GPU_type_matches_ex` where appropriate. */
bool GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver);
bool GPU_type_matches_ex(GPUDeviceType device,
GPUOSType os,
GPUDriverType driver,
GPUBackendType backend);
GPUSupportLevel GPU_platform_support_level();
const char *GPU_platform_vendor();
const char *GPU_platform_renderer();
const char *GPU_platform_version();
const char *GPU_platform_support_level_key();
const char *GPU_platform_gpu_name();
GPUArchitectureType GPU_platform_architecture();
blender::Span<GPUDevice> GPU_platform_devices_list();
/* The UUID of the device. Can be an empty array, since it is not supported on all platforms. */
blender::Span<uint8_t> GPU_platform_uuid();
/* The LUID of the device. Can be an empty array, since it is not supported on all platforms. */
blender::Span<uint8_t> GPU_platform_luid();
/* A bit field with the nth bit active identifying the nth device with the same LUID. Only matters
* if LUID is defined. */
uint32_t GPU_platform_luid_node_mask();