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<title>dolphin/Source/Core/Common/GL/GLContext.h, branch 2412</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
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<content type='text'>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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</entry>
<entry>
<title>GLContext: Get size using eglQuerySurface()</title>
<updated>2019-09-01T03:35:11+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-04-10T14:40:19+00:00</published>
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Also no longer assumes that a nullptr display is not headless (needed for fbdev)
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Also no longer assumes that a nullptr display is not headless (needed for fbdev)
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</entry>
<entry>
<title>Common/GLContext: Make member functions const qualified where applicable</title>
<updated>2018-12-14T16:02:26+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2018-12-14T16:02:24+00:00</published>
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These don't modify object state, so they can be const qualified.
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These don't modify object state, so they can be const qualified.
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</entry>
<entry>
<title>GLContext: Try GL versions 3.2-4.6 when getting a context</title>
<updated>2018-10-20T11:11:34+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-10-14T13:32:50+00:00</published>
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GLX previously was only creating a 4.0 context.
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GLX previously was only creating a 4.0 context.
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</entry>
<entry>
<title>GLContext: Runtime selection of EGL/GLX on Linux</title>
<updated>2018-10-20T11:11:34+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-10-03T13:03:36+00:00</published>
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</entry>
<entry>
<title>GLContext: Use destructor instead of Shutdown() to cleanup</title>
<updated>2018-10-20T11:11:34+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-10-03T13:03:33+00:00</published>
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Also uses the Initialize() method to make the context current.
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Also uses the Initialize() method to make the context current.
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</entry>
<entry>
<title>GLContext: Combine shared context initialization and creation</title>
<updated>2018-10-20T11:11:34+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-10-03T13:03:30+00:00</published>
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</entry>
<entry>
<title>GLContext: Remove global context pointer</title>
<updated>2018-10-20T11:11:34+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-10-03T13:03:26+00:00</published>
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</entry>
<entry>
<title>VideoBackends: Pass window system info from host on creation</title>
<updated>2018-10-20T11:11:34+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-10-03T13:03:22+00:00</published>
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</entry>
<entry>
<title>GLContext: Use host connection</title>
<updated>2018-10-20T11:11:34+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-10-03T13:03:19+00:00</published>
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<content type='text'>
This also removes the need for a sleeping event thread.
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This also removes the need for a sleeping event thread.
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