[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
This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
gpu.TickWork() may lock the texture_cache and buffer_cache mutexes, which are owned by the thread prior to invoking TickWork().
Defer invoking gpu.TickWork() until the scope ends, where the owned mutexes are released.
* gl_graphics_pipeline: Improve shader builder synchronization
Make use of GLsync objects to ensure better synchronization between shader builder threads and the main context
* gl_graphics_pipeline: Make built_fence access threadsafe
* gl_graphics_pipeline: Use GLsync objects only when building in parallel
* gl_graphics_pipeline: Replace GetSync calls with non-blocking waits
The spec states that a ClientWait on a Fence object ensures the changes propagate to the calling context
Per the spec, bufSize is the number of integers that will be written, in this case, 1.
Also, the length argument is optional if the information of the number of elements written is not needed.