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.
46 lines
1.0 KiB
C++
46 lines
1.0 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 "BLI_span.hh"
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namespace blender::gpu {
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#define QUERY_MIN_LEN 16
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typedef enum GPUQueryType {
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GPU_QUERY_OCCLUSION = 0,
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} GPUQueryType;
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class QueryPool {
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public:
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virtual ~QueryPool(){};
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/**
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* Will start and end the query at this index inside the pool. The pool will resize
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* automatically but does not support sparse allocation. So prefer using consecutive indices.
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*/
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virtual void init(GPUQueryType type) = 0;
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/**
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* Will start and end the query at this index inside the pool.
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* The pool will resize automatically.
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*/
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virtual void begin_query() = 0;
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virtual void end_query() = 0;
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/**
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* Must be fed with a buffer large enough to contain all the queries issued.
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* IMPORTANT: Result for each query can be either binary or represent the number of samples
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* drawn.
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*/
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virtual void get_occlusion_result(MutableSpan<uint32_t> r_values) = 0;
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};
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} // namespace blender::gpu
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