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.
52 lines
1020 B
C++
52 lines
1020 B
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2022 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_texture.h"
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#include "gpu_storage_buffer_private.hh"
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#include "gpu_vertex_buffer_private.hh"
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#include "vk_buffer.hh"
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namespace blender::gpu {
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class VertBuf;
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class VKStorageBuffer : public StorageBuf {
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GPUUsageType usage_;
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VKBuffer buffer_;
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public:
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VKStorageBuffer(int size, GPUUsageType usage, const char *name)
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: StorageBuf(size, name), usage_(usage)
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{
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}
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void update(const void *data) override;
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void bind(int slot) override;
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void unbind() override;
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void clear(uint32_t clear_value) override;
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void copy_sub(VertBuf *src, uint dst_offset, uint src_offset, uint copy_size) override;
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void read(void *data) override;
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VkBuffer vk_handle() const
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{
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return buffer_.vk_handle();
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}
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int64_t size_in_bytes() const
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{
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return buffer_.size_in_bytes();
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}
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private:
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void allocate(VKContext &context);
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};
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} // namespace blender::gpu
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