The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
68 lines
2.0 KiB
C++
68 lines
2.0 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2020 Blender Foundation */
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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 "GPU_platform.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_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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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 compute_shader_support = false;
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bool geometry_shader_support = false;
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bool shader_storage_buffer_objects_support = false;
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bool shader_image_load_store_support = false;
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bool shader_draw_parameters_support = false;
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bool transform_feedback_support = false;
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/* OpenGL related workarounds. */
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bool mip_render_workaround = false;
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bool depth_blitting_workaround = false;
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bool use_main_context_workaround = false;
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bool broken_amd_driver = false;
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bool use_hq_normals_workaround = false;
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bool clear_viewport_workaround = false;
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/* Vulkan related workarounds. */
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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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