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.
50 lines
1.2 KiB
C++
50 lines
1.2 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2021 Blender Foundation */
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/** \file
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* \ingroup gpu
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*
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* Shader source dependency builder that make possible to support #include directive inside the
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* shader files.
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*/
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#pragma once
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#ifdef __cplusplus
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extern "C" {
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#endif
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void gpu_shader_dependency_init(void);
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void gpu_shader_dependency_exit(void);
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#ifdef __cplusplus
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}
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#endif
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#ifdef __cplusplus
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# include "BLI_string_ref.hh"
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# include "BLI_vector.hh"
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# include "gpu_shader_create_info.hh"
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namespace blender::gpu::shader {
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BuiltinBits gpu_shader_dependency_get_builtins(const StringRefNull source_name);
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Vector<const char *> gpu_shader_dependency_get_resolved_source(const StringRefNull source_name);
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StringRefNull gpu_shader_dependency_get_source(const StringRefNull source_name);
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/**
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* \brief Find the name of the file from which the given string was generated.
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* \return filename or empty string.
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* \note source_string needs to be identical to the one given by gpu_shader_dependency_get_source()
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*/
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StringRefNull gpu_shader_dependency_get_filename_from_source_string(
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const StringRefNull source_string);
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} // namespace blender::gpu::shader
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#endif
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