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blender-archive/source/blender/gpu/intern/gpu_init_exit.c
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

72 lines
1.4 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2013 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#include "GPU_init_exit.h" /* interface */
#include "BKE_global.h"
#include "BLI_sys_types.h"
#include "GPU_batch.h"
#include "GPU_buffers.h"
#include "GPU_context.h"
#include "GPU_immediate.h"
#include "intern/gpu_codegen.h"
#include "intern/gpu_material_library.h"
#include "intern/gpu_private.h"
#include "intern/gpu_shader_create_info_private.hh"
#include "intern/gpu_shader_dependency_private.h"
/**
* although the order of initialization and shutdown should not matter
* (except for the extensions), I chose alphabetical and reverse alphabetical order
*/
static bool initialized = false;
void GPU_init(void)
{
/* can't avoid calling this multiple times, see wm_window_ghostwindow_add */
if (initialized) {
return;
}
initialized = true;
gpu_shader_dependency_init();
gpu_shader_create_info_init();
gpu_codegen_init();
gpu_material_library_init();
gpu_batch_init();
#ifndef GPU_STANDALONE
gpu_pbvh_init();
#endif
}
void GPU_exit(void)
{
#ifndef GPU_STANDALONE
gpu_pbvh_exit();
#endif
gpu_batch_exit();
gpu_material_library_exit();
gpu_codegen_exit();
gpu_shader_dependency_exit();
gpu_shader_create_info_exit();
initialized = false;
}
bool GPU_is_init(void)
{
return initialized;
}