This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/gpu/intern/gpu_platform.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

166 lines
4.1 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2005 Blender Foundation */
/** \file
* \ingroup gpu
*
* Wrap OpenGL features such as textures, shaders and GLSL
* with checks for drivers and GPU support.
*/
#include "MEM_guardedalloc.h"
#include "BLI_dynstr.h"
#include "BLI_string.h"
#include "GPU_platform.h"
#include "gpu_platform_private.hh"
/* -------------------------------------------------------------------- */
/** \name GPUPlatformGlobal
* \{ */
namespace blender::gpu {
GPUPlatformGlobal GPG;
static char *create_key(eGPUSupportLevel support_level,
const char *vendor,
const char *renderer,
const char *version)
{
DynStr *ds = BLI_dynstr_new();
BLI_dynstr_appendf(ds, "{%s/%s/%s}=", vendor, renderer, version);
if (support_level == GPU_SUPPORT_LEVEL_SUPPORTED) {
BLI_dynstr_append(ds, "SUPPORTED");
}
else if (support_level == GPU_SUPPORT_LEVEL_LIMITED) {
BLI_dynstr_append(ds, "LIMITED");
}
else {
BLI_dynstr_append(ds, "UNSUPPORTED");
}
char *support_key = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
BLI_str_replace_char(support_key, '\n', ' ');
BLI_str_replace_char(support_key, '\r', ' ');
return support_key;
}
static char *create_gpu_name(const char *vendor, const char *renderer, const char *version)
{
DynStr *ds = BLI_dynstr_new();
BLI_dynstr_appendf(ds, "%s %s %s", vendor, renderer, version);
char *gpu_name = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
BLI_str_replace_char(gpu_name, '\n', ' ');
BLI_str_replace_char(gpu_name, '\r', ' ');
return gpu_name;
}
void GPUPlatformGlobal::init(eGPUDeviceType gpu_device,
eGPUOSType os_type,
eGPUDriverType driver_type,
eGPUSupportLevel gpu_support_level,
eGPUBackendType backend,
const char *vendor_str,
const char *renderer_str,
const char *version_str)
{
this->clear();
this->initialized = true;
this->device = gpu_device;
this->os = os_type;
this->driver = driver_type;
this->support_level = gpu_support_level;
const char *vendor = vendor_str ? vendor_str : "UNKNOWN";
const char *renderer = renderer_str ? renderer_str : "UNKNOWN";
const char *version = version_str ? version_str : "UNKNOWN";
this->vendor = BLI_strdup(vendor);
this->renderer = BLI_strdup(renderer);
this->version = BLI_strdup(version);
this->support_key = create_key(gpu_support_level, vendor, renderer, version);
this->gpu_name = create_gpu_name(vendor, renderer, version);
this->backend = backend;
}
void GPUPlatformGlobal::clear()
{
MEM_SAFE_FREE(vendor);
MEM_SAFE_FREE(renderer);
MEM_SAFE_FREE(version);
MEM_SAFE_FREE(support_key);
MEM_SAFE_FREE(gpu_name);
initialized = false;
}
} // namespace blender::gpu
/** \} */
/* -------------------------------------------------------------------- */
/** \name C-API
* \{ */
using namespace blender::gpu;
eGPUSupportLevel GPU_platform_support_level()
{
BLI_assert(GPG.initialized);
return GPG.support_level;
}
const char *GPU_platform_vendor()
{
BLI_assert(GPG.initialized);
return GPG.vendor;
}
const char *GPU_platform_renderer()
{
BLI_assert(GPG.initialized);
return GPG.renderer;
}
const char *GPU_platform_version()
{
BLI_assert(GPG.initialized);
return GPG.version;
}
const char *GPU_platform_support_level_key()
{
BLI_assert(GPG.initialized);
return GPG.support_key;
}
const char *GPU_platform_gpu_name()
{
BLI_assert(GPG.initialized);
return GPG.gpu_name;
}
bool GPU_type_matches(eGPUDeviceType device, eGPUOSType os, eGPUDriverType driver)
{
return GPU_type_matches_ex(device, os, driver, GPU_BACKEND_ANY);
}
bool GPU_type_matches_ex(eGPUDeviceType device,
eGPUOSType os,
eGPUDriverType driver,
eGPUBackendType backend)
{
BLI_assert(GPG.initialized);
return (GPG.device & device) && (GPG.os & os) && (GPG.driver & driver) &&
(GPG.backend & backend);
}
/** \} */