[Scummvm-devel] ScummVM License
Johannes Schickel
lordhoto at gmail.com
Mon Feb 1 14:06:52 CET 2016
On 02/01/2016 01:51 PM, Eugene Sandulenko wrote:
> On 1 February 2016 at 13:43, Johannes Schickel <lordhoto at gmail.com
> <mailto:lordhoto at gmail.com>> wrote:
>
> On 02/01/2016 12:10 PM, Eugene Sandulenko wrote:
>
> 1. There is certain software, particularly RetroArch's shader
> scalers which I'd like to use. I spoke to them last year, they
> kind of dual-licensed portions under GPLv2, but since that
> that specific branch was deleted from their repository on
> GitHub, so there are no traceable signs of that agreement.
>
>
> Uhm, why would we need to be GPLv3(+) to use RetroArch's shader
> scalers? That is as long as we don't copy over any RetroArch code.
> I'm especially wondering because I am working to support their
> shader format based on their specification.
>
>
> Well, I wanted to pick their sources, since they support 3 or 4
> different shader formats already. Their code is nice, and seemed to me
> pretty reusable. I already added GLSL shader support to iOS port, but
> it is not yet in our mainline. See DotEmu IHNM iOS release sources.
>
A lot of the different formats they support simply build upon each
other. The only really interesting one is the one which allows mutli
stage filters. That uses either CG or GLSL as shader sources. CG can be
converted to GLSL through tools (most of the time) [1].
That aside, fuzzie and me plan to switch iOS and Android to our
OpenGLGraphicsManager too. So, I don't think it makes sense to spend too
much work on the iOS graphics output right now.
But this is all off-topic for licensing.
// Johannes
[1]: https://github.com/libretro/common-shaders
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