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