chore: make yuzu REUSE compliant
[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.
Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.
The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.
Following REUSE has a few advantages over the current approach:
- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
`.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
files like binary assets / images is always accurate and up to date
To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.
[REUSE]: https://reuse.software
Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
2022-05-15 00:06:02 +00:00
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// SPDX-FileCopyrightText: 2015 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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2015-12-07 03:06:12 +00:00
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2022-10-06 13:31:12 +00:00
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#include <thread>
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2019-03-06 01:25:01 +00:00
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#include "common/logging/log.h"
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2018-08-02 00:59:42 +00:00
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#include "core/frontend/emu_window.h"
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2016-09-21 06:52:38 +00:00
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#include "video_core/renderer_base.h"
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2018-08-02 00:59:42 +00:00
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2018-08-03 16:55:58 +00:00
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namespace VideoCore {
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2020-06-11 03:58:57 +00:00
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RendererBase::RendererBase(Core::Frontend::EmuWindow& window_,
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std::unique_ptr<Core::Frontend::GraphicsContext> context_)
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: render_window{window_}, context{std::move(context_)} {
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2018-08-10 22:39:37 +00:00
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RefreshBaseSettings();
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}
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2018-08-02 00:59:42 +00:00
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RendererBase::~RendererBase() = default;
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2018-08-10 22:39:37 +00:00
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void RendererBase::RefreshBaseSettings() {
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UpdateCurrentFramebufferLayout();
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2018-08-02 00:59:42 +00:00
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}
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2015-12-07 03:06:12 +00:00
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2018-08-10 22:39:37 +00:00
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void RendererBase::UpdateCurrentFramebufferLayout() {
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const Layout::FramebufferLayout& layout = render_window.GetFramebufferLayout();
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render_window.UpdateCurrentFramebufferLayout(layout.width, layout.height);
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}
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2022-04-11 04:12:13 +00:00
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bool RendererBase::IsScreenshotPending() const {
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return renderer_settings.screenshot_requested;
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}
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2021-07-26 05:52:33 +00:00
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void RendererBase::RequestScreenshot(void* data, std::function<void(bool)> callback,
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2018-08-31 06:16:16 +00:00
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const Layout::FramebufferLayout& layout) {
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if (renderer_settings.screenshot_requested) {
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LOG_ERROR(Render, "A screenshot is already requested or in progress, ignoring the request");
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return;
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}
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2022-10-06 13:31:12 +00:00
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auto async_callback{[callback = std::move(callback)](bool invert_y) {
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std::thread t{callback, invert_y};
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t.detach();
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}};
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2018-08-31 06:16:16 +00:00
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renderer_settings.screenshot_bits = data;
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2022-10-06 13:31:12 +00:00
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renderer_settings.screenshot_complete_callback = async_callback;
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2018-08-31 06:16:16 +00:00
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renderer_settings.screenshot_framebuffer_layout = layout;
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renderer_settings.screenshot_requested = true;
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}
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2018-08-03 16:55:58 +00:00
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} // namespace VideoCore
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