203 lines
4.8 KiB
C++
203 lines
4.8 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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* Wrap OpenGL features such as textures, shaders and GLSL
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* with checks for drivers and GPU support.
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*/
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#include <cstdint>
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#include "MEM_guardedalloc.h"
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#include "BLI_dynstr.h"
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#include "BLI_string.h"
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#include "BLI_string_utils.hh"
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#include "BLI_vector.hh"
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#include "GPU_platform.hh"
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#include "gpu_platform_private.hh"
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/* -------------------------------------------------------------------- */
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/** \name GPUPlatformGlobal
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* \{ */
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namespace blender::gpu {
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GPUPlatformGlobal GPG;
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static char *create_key(GPUSupportLevel support_level,
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const char *vendor,
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const char *renderer,
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const char *version)
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{
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DynStr *ds = BLI_dynstr_new();
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BLI_dynstr_appendf(ds, "{%s/%s/%s}=", vendor, renderer, version);
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if (support_level == GPU_SUPPORT_LEVEL_SUPPORTED) {
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BLI_dynstr_append(ds, "SUPPORTED");
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}
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else if (support_level == GPU_SUPPORT_LEVEL_LIMITED) {
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BLI_dynstr_append(ds, "LIMITED");
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}
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else {
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BLI_dynstr_append(ds, "UNSUPPORTED");
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}
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char *support_key = BLI_dynstr_get_cstring(ds);
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BLI_dynstr_free(ds);
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BLI_string_replace_char(support_key, '\n', ' ');
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BLI_string_replace_char(support_key, '\r', ' ');
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return support_key;
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}
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static char *create_gpu_name(const char *vendor, const char *renderer, const char *version)
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{
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DynStr *ds = BLI_dynstr_new();
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BLI_dynstr_appendf(ds, "%s %s %s", vendor, renderer, version);
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char *gpu_name = BLI_dynstr_get_cstring(ds);
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BLI_dynstr_free(ds);
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BLI_string_replace_char(gpu_name, '\n', ' ');
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BLI_string_replace_char(gpu_name, '\r', ' ');
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return gpu_name;
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}
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void GPUPlatformGlobal::init(GPUDeviceType gpu_device,
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GPUOSType os_type,
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GPUDriverType driver_type,
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GPUSupportLevel gpu_support_level,
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GPUBackendType backend,
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const char *vendor_str,
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const char *renderer_str,
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const char *version_str,
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GPUArchitectureType arch_type)
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{
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this->clear();
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this->initialized = true;
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this->device = gpu_device;
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this->os = os_type;
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this->driver = driver_type;
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this->support_level = gpu_support_level;
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const char *vendor = vendor_str ? vendor_str : "UNKNOWN";
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const char *renderer = renderer_str ? renderer_str : "UNKNOWN";
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const char *version = version_str ? version_str : "UNKNOWN";
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this->vendor = BLI_strdup(vendor);
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this->renderer = BLI_strdup(renderer);
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this->version = BLI_strdup(version);
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this->support_key = create_key(gpu_support_level, vendor, renderer, version);
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this->gpu_name = create_gpu_name(vendor, renderer, version);
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this->backend = backend;
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this->architecture_type = arch_type;
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}
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void GPUPlatformGlobal::clear()
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{
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MEM_SAFE_FREE(vendor);
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MEM_SAFE_FREE(renderer);
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MEM_SAFE_FREE(version);
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MEM_SAFE_FREE(support_key);
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MEM_SAFE_FREE(gpu_name);
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devices.clear_and_shrink();
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device_uuid.reinitialize(0);
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device_luid.reinitialize(0);
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device_luid_node_mask = 0;
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initialized = false;
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}
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} // namespace blender::gpu
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name C-API
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* \{ */
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using namespace blender::gpu;
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GPUSupportLevel GPU_platform_support_level()
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{
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BLI_assert(GPG.initialized);
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return GPG.support_level;
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}
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const char *GPU_platform_vendor()
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{
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BLI_assert(GPG.initialized);
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return GPG.vendor;
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}
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const char *GPU_platform_renderer()
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{
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BLI_assert(GPG.initialized);
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return GPG.renderer;
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}
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const char *GPU_platform_version()
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{
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BLI_assert(GPG.initialized);
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return GPG.version;
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}
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const char *GPU_platform_support_level_key()
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{
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BLI_assert(GPG.initialized);
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return GPG.support_key;
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}
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const char *GPU_platform_gpu_name()
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{
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BLI_assert(GPG.initialized);
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return GPG.gpu_name;
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}
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GPUArchitectureType GPU_platform_architecture()
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{
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BLI_assert(GPG.initialized);
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return GPG.architecture_type;
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}
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bool GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver)
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{
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return GPU_type_matches_ex(device, os, driver, GPU_BACKEND_ANY);
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}
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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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{
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BLI_assert(GPG.initialized);
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return (GPG.device & device) && (GPG.os & os) && (GPG.driver & driver) &&
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(GPG.backend & backend);
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}
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blender::Span<GPUDevice> GPU_platform_devices_list()
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{
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return GPG.devices.as_span();
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}
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blender::Span<uint8_t> GPU_platform_uuid()
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{
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return GPG.device_uuid.as_span();
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}
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blender::Span<uint8_t> GPU_platform_luid()
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{
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return GPG.device_luid.as_span();
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}
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uint32_t GPU_platform_luid_node_mask()
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{
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return GPG.device_luid_node_mask;
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}
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/** \} */
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