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<title>yuzu-mainline/externals/glad/CMakeLists.txt, branch master</title>
<subtitle>A backup of the Yuzu mainline repo. Only includes the master branch, nothing else.
</subtitle>
<id>https://git.benis.co.uk/yuzu-mainline/atom?h=master</id>
<link rel='self' href='https://git.benis.co.uk/yuzu-mainline/atom?h=master'/>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/yuzu-mainline/'/>
<updated>2023-05-24T02:57:04+00:00</updated>
<entry>
<title>cmake: apply defaults to all externals</title>
<updated>2023-05-24T02:57:04+00:00</updated>
<author>
<name>Alexandre Bouvier</name>
<email>contact@amb.tf</email>
</author>
<published>2023-03-01T20:31:27+00:00</published>
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<id>urn:sha1:9c3c7ec009ff4d4b006222328736fa0f66d5598a</id>
<content type='text'>
</content>
</entry>
<entry>
<title>chore: make yuzu REUSE compliant</title>
<updated>2022-07-27T10:53:49+00:00</updated>
<author>
<name>Andrea Pappacoda</name>
<email>andrea@pappacoda.it</email>
</author>
<published>2022-05-15T00:06:02+00:00</published>
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<id>urn:sha1:cdb240f3d4d9c0d6d56e6660d8c45da4ab60ff59</id>
<content type='text'>
[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
</content>
</entry>
<entry>
<title>CMakeLists: Derive the source directory grouping from targets themselves</title>
<updated>2018-01-18T02:51:43+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2018-01-18T00:37:34+00:00</published>
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<id>urn:sha1:e710a1b9894d835d740ed63c03098fd637f61f63</id>
<content type='text'>
Removes the need to store to separate SRC and HEADER variables, and then
construct the target in most cases.
</content>
</entry>
<entry>
<title>CMake: Stop using FindOpenGL, which seems to not be required anymore</title>
<updated>2017-05-28T03:48:00+00:00</updated>
<author>
<name>Yuri Kunde Schlesner</name>
<email>yuriks@yuriks.net</email>
</author>
<published>2017-05-28T02:46:26+00:00</published>
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<id>urn:sha1:089baa04e851676c1c04e640ef137b9025d6e5dc</id>
<content type='text'>
</content>
</entry>
<entry>
<title>CMake: Add missing library required by Linux for compiling glad</title>
<updated>2015-09-06T22:45:46+00:00</updated>
<author>
<name>Yuri Kunde Schlesner</name>
<email>yuriks@yuriks.net</email>
</author>
<published>2015-09-06T22:34:15+00:00</published>
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<id>urn:sha1:d8311e836595e9370acdf5acc364f98994c49660</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Replace the previous OpenGL loader with a glad-generated 3.3 one</title>
<updated>2015-08-30T11:45:56+00:00</updated>
<author>
<name>Yuri Kunde Schlesner</name>
<email>yuriks@yuriks.net</email>
</author>
<published>2015-08-30T06:37:42+00:00</published>
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<id>urn:sha1:a1a5570e9735cb3ead0149b26d00eb4d6ade744f</id>
<content type='text'>
The main advantage of switching to glad from glLoadGen is that, apart
from being actively maintained, it supports a customizable entrypoint
loader function, which makes it possible to also support OpenGL ES.
</content>
</entry>
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