Files
test2/source/blender/gpu/vulkan/vk_debug.cc
Sergey Sharybin a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
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.
2023-03-30 10:51:59 +02:00

57 lines
1.1 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2023 Blender Foundation. */
/** \file
* \ingroup gpu
*/
#include "vk_backend.hh"
#include "vk_context.hh"
namespace blender::gpu {
void VKContext::debug_group_begin(const char *, int) {}
void VKContext::debug_group_end() {}
bool VKContext::debug_capture_begin()
{
return VKBackend::get().debug_capture_begin(vk_instance_);
}
bool VKBackend::debug_capture_begin(VkInstance vk_instance)
{
#ifdef WITH_RENDERDOC
return renderdoc_api_.start_frame_capture(vk_instance, nullptr);
#else
UNUSED_VARS(vk_instance);
return false;
#endif
}
void VKContext::debug_capture_end()
{
VKBackend::get().debug_capture_end(vk_instance_);
}
void VKBackend::debug_capture_end(VkInstance vk_instance)
{
#ifdef WITH_RENDERDOC
renderdoc_api_.end_frame_capture(vk_instance, nullptr);
#else
UNUSED_VARS(vk_instance);
#endif
}
void *VKContext::debug_capture_scope_create(const char * /*name*/)
{
return nullptr;
}
bool VKContext::debug_capture_scope_begin(void * /*scope*/)
{
return false;
}
void VKContext::debug_capture_scope_end(void * /*scope*/) {}
} // namespace blender::gpu