PrusaSlicer-NonPlainar/src/libslic3r/Platform.hpp
Lukáš Hejl bad51cdb52 OSX specific: Fixed darker colors of objects inside multi-material gizmo on macOS running on Arm64 CPU.
For Apple's on Arm CPU computed triangle normals inside fragment shader using dFdx and dFdy has the opposite direction. Because of this, objects had darker colors inside the multi-material gizmo.
Based on https://stackoverflow.com/a/66206648, the similar behavior was also spotted on some other devices with Arm CPU.
2021-08-02 14:59:03 +02:00

48 lines
826 B
C++

#ifndef SLIC3R_Platform_HPP
#define SLIC3R_Platform_HPP
namespace Slic3r {
enum class Platform
{
Uninitialized,
Unknown,
Windows,
OSX,
Linux,
BSDUnix,
};
enum class PlatformFlavor
{
Uninitialized,
Unknown,
// For Windows and OSX, until we need to be more specific.
Generic,
// For Platform::Linux
GenericLinux,
LinuxOnChromium,
// Microsoft's Windows on Linux (Linux kernel simulated on NTFS kernel)
WSL,
// Microsoft's Windows on Linux, version 2 (virtual machine)
WSL2,
// For Platform::BSDUnix
OpenBSD,
// For Platform::OSX
GenericOSX,
// For Apple's on Intel X86 CPU
OSXOnX86,
// For Apple's on Arm CPU
OSXOnArm,
};
// To be called on program start-up.
void detect_platform();
Platform platform();
PlatformFlavor platform_flavor();
} // namespace Slic3r
#endif // SLIC3R_Platform_HPP