/usr/include/osgEarth/Capabilities is in libosgearth-dev 2.5.0+dfsg-2+b2.
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/* osgEarth - Dynamic map generation toolkit for OpenSceneGraph
* Copyright 2008-2013 Pelican Mapping
* http://osgearth.org
*
* osgEarth is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
#ifndef OSGEARTH_CAPABILITIES_H
#define OSGEARTH_CAPABILITIES_H 1
#include <osgEarth/Common>
#include <osg/Uniform>
namespace osgEarth
{
class VirtualProgram;
/**
* Stores information about the hardware and graphics system capbilities.
* The osgEarth::Registry stores a singleton Capabilities object that you can
* use to determine what your system supports.
*/
class OSGEARTH_EXPORT Capabilities : public osg::Referenced
{
public:
/** maximum # of texture units exposed in the fixed-function pipeline */
int getMaxFFPTextureUnits() const { return _maxFFPTextureUnits; }
/** maximum # of texture image units exposed in a GPU fragment shader */
int getMaxGPUTextureUnits() const { return _maxGPUTextureUnits; }
/** maximum # of texture coordinate indices available in a GPU fragment shader */
int getMaxGPUTextureCoordSets() const { return _maxGPUTextureCoordSets; }
/** maximum # of vertex attributes available in a shader */
int getMaxGPUAttribs() const { return _maxGPUAttribs; }
/** maximum supported size (in pixels) of a texture */
int getMaxTextureSize() const { return _maxTextureSize; }
/** maximum texture size that doesn't cause a slowdown (vendor-specific) */
int getMaxFastTextureSize() const { return _maxFastTextureSize; }
/** maximum number of openGL lights */
int getMaxLights() const { return _maxLights; }
/** bits in depth buffer */
int getDepthBufferBits() const { return _depthBits; }
/** whether the GPU supports shaders */
bool supportsGLSL(float minimumVersion =1.0f) const {
return _supportsGLSL && _GLSLversion >= minimumVersion; }
/** the GLSL version */
float getGLSLVersion() const { return _GLSLversion; }
/** the GPU vendor */
const std::string& getVendor() const { return _vendor;}
/** the GPU renderer */
const std::string& getRenderer() const { return _renderer;}
/** the GPU driver version */
const std::string& getVersion() const { return _version;}
/** whether the GPU supports texture arrays */
bool supportsTextureArrays() const { return _supportsTextureArrays; }
/** whether the GPU supports OpenGL 3D textures */
bool supportsTexture3D() const { return _supportsTexture3D; }
/** whether the GPU supports OpenGL multi-texturing */
bool supportsMultiTexture() const { return _supportsMultiTexture; }
/** whether the GPU supports OpenGL stencil wrapping extensions */
bool supportsStencilWrap() const { return _supportsStencilWrap; }
/** whether the GPU supports OpenGL the two-sided stenciling extension */
bool supportsTwoSidedStencil() const { return _supportsTwoSidedStencil; }
/** whether the GPU support the texture2dLod() function */
bool supportsTexture2DLod() const { return _supportsTexture2DLod; }
/** whether the GPU properly supports updating an existing texture with a new mipmapped image */
bool supportsMipmappedTextureUpdates() const { return _supportsMipmappedTextureUpdates; }
/** whether the GPU supports DEPTH_PACKED_STENCIL buffer */
bool supportsDepthPackedStencilBuffer() const { return _supportsDepthPackedStencilBuffer; }
/** whether the GPU supporst occlusion query */
bool supportsOcclusionQuery() const { return _supportsOcclusionQuery; }
/** whether the GPU supports DrawInstanced rendering */
bool supportsDrawInstanced() const { return _supportsDrawInstanced; }
/** whether the GPU supports Uniform Buffer Objects */
bool supportsUniformBufferObjects() const { return _supportsUniformBufferObjects; }
/** whether the GPU can handle non-power-of-two textures. */
bool supportsNonPowerOfTwoTextures() const { return _supportsNonPowerOfTwoTextures; }
/** maximum size of a uniform buffer block, in bytes */
int getMaxUniformBlockSize() const { return _maxUniformBlockSize; }
/** whether to prefer display lists over VBOs for static geometry. */
bool preferDisplayListsForStaticGeometry() const { return _preferDLforStaticGeom; }
/** number of logical CPUs available. */
int getNumProcessors() const { return _numProcessors; }
/** whether the GPU supports writing to the depth fragment */
bool supportsFragDepthWrite() const { return _supportsFragDepthWrite; }
protected:
Capabilities();
/** dtor */
virtual ~Capabilities() { }
private:
int _maxFFPTextureUnits;
int _maxGPUTextureUnits;
int _maxGPUTextureCoordSets;
int _maxGPUAttribs;
int _maxTextureSize;
int _maxFastTextureSize;
int _maxLights;
int _depthBits;
bool _supportsGLSL;
float _GLSLversion;
bool _supportsTextureArrays;
bool _supportsTexture3D;
bool _supportsMultiTexture;
bool _supportsStencilWrap;
bool _supportsTwoSidedStencil;
bool _supportsTexture2DLod;
bool _supportsMipmappedTextureUpdates;
bool _supportsDepthPackedStencilBuffer;
bool _supportsOcclusionQuery;
bool _supportsDrawInstanced;
bool _supportsUniformBufferObjects;
bool _supportsNonPowerOfTwoTextures;
int _maxUniformBlockSize;
bool _preferDLforStaticGeom;
int _numProcessors;
bool _supportsFragDepthWrite;
std::string _vendor;
std::string _renderer;
std::string _version;
public:
friend class Registry;
};
}
#endif // OSGEARTH_CAPABILITIES_H
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