This moves the UBO size limit to be a capability. This allows to check if size fits the requirements before creating it and avoids hitting an assert. Rel #146705 Pull Request: https://projects.blender.org/blender/blender/pulls/146728
71 lines
1.9 KiB
C++
71 lines
1.9 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 "BLI_sys_types.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_images = 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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size_t max_uniform_buffer_size = 0;
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size_t max_storage_buffer_size = 0;
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size_t storage_buffer_alignment = 256;
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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 geometry_shader_support = false;
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bool hdr_viewport_support = false;
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bool stencil_export_support = false;
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int max_parallel_compilations = -1;
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/* OpenGL related workarounds. */
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bool depth_blitting_workaround = false;
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bool use_main_context_workaround = false;
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bool use_hq_normals_workaround = false;
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bool stencil_clasify_buffer_workaround = false;
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bool use_subprocess_shader_compilations = false;
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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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