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* chore: make yuzu REUSE compliantAndrea Pappacoda2022-07-271-0/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | [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
* CMakeLists: Derive the source directory grouping from targets themselvesLioncash2018-01-181-9/+6
| | | | | Removes the need to store to separate SRC and HEADER variables, and then construct the target in most cases.
* CMake: Stop using FindOpenGL, which seems to not be required anymoreYuri Kunde Schlesner2017-05-281-1/+2
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* CMake: Add missing library required by Linux for compiling gladYuri Kunde Schlesner2015-09-071-0/+3
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* Replace the previous OpenGL loader with a glad-generated 3.3 oneYuri Kunde Schlesner2015-08-301-0/+11
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.