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/* -*-c++-*- */
/* osgEarth - Dynamic map generation toolkit for OpenSceneGraph
* Copyright 2015 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.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
* 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>
#include <osg/Texture>

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() const { 
            return _supportsGLSL; }
        
        /** whether the GPU supports a minimum GLSL version */
        bool supportsGLSL(float minimumVersion) const { 
            return _supportsGLSL && _GLSLversion >= minimumVersion; }
        
        /** whether the GPU supports a minimum GLSL version (as an int; e.g. 1.2 => "120") */
        bool supportsGLSL(unsigned minVersionInt) const {
            return _supportsGLSL && ((unsigned)(_GLSLversion*100.0f)) >= minVersionInt; }

        /** the GLSL version */
        float getGLSLVersion() const { return _GLSLversion; }

        /** GLSL version as an integer x 100. I.e.: GLSL 1.4 => 140. */
        unsigned getGLSLVersionInt() const { return (unsigned)(_GLSLversion*100.0f); }

        /** Are we running OpenGLES? */
        bool isGLES() const { return _isGLES; }

        /** 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; }
        
        /** whether the GPU supports a texture compression scheme */
        bool supportsTextureCompression(const osg::Texture::InternalFormatMode& mode) const;

        /** whether texture buffers are supported */
        bool supportsTextureBuffer() const { return _supportsTextureBuffer; }

        /** Maximum size of a texture buffer, when supportsTextureBuffer() is true. */
        int getMaxTextureBufferSize() const { return _maxTextureBufferSize; }

    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;
        bool _supportsS3TC;
        bool _supportsPVRTC;
        bool _supportsARBTC;
        bool _supportsETC;
        bool _supportsRGTC;
        bool _isGLES;
        bool _supportsTextureBuffer;
        int  _maxTextureBufferSize;

    public:
        friend class Registry;
    };
}

#endif // OSGEARTH_CAPABILITIES_H