mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-11-16 10:00:05 +00:00
cdb240f3d4
[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 01cf05bc75
28 lines
486 B
C++
28 lines
486 B
C++
// SPDX-FileCopyrightText: 2014 Citra Emulator Project
|
|
// SPDX-License-Identifier: GPL-2.0-or-later
|
|
|
|
#pragma once
|
|
|
|
#include <memory>
|
|
|
|
namespace Core {
|
|
class System;
|
|
}
|
|
|
|
namespace Core::Frontend {
|
|
class EmuWindow;
|
|
}
|
|
|
|
namespace Tegra {
|
|
class GPU;
|
|
}
|
|
|
|
namespace VideoCore {
|
|
|
|
class RendererBase;
|
|
|
|
/// Creates an emulated GPU instance using the given system context.
|
|
std::unique_ptr<Tegra::GPU> CreateGPU(Core::Frontend::EmuWindow& emu_window, Core::System& system);
|
|
|
|
} // namespace VideoCore
|