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<title>dolphin/Source/Core/Common/GL/GLExtensions/GLExtensions.h, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoBackend/OGL: Prefer KHR_subgroup over NV_shader_thread.</title>
<updated>2023-02-09T12:27:02+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2023-01-31T17:10:48+00:00</published>
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<content type='text'>
While the NV extension is totally fine, the KHR extension should be able to support more hardware.

For NVIDIA, the hardware either supports both or neither, it just needs a driver from the last two years.
For AMD, the drivers from late 2022-12 seems to bring support for the KHR extension.
For Intel, the KHR is also supported for some years.
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<pre>
While the NV extension is totally fine, the KHR extension should be able to support more hardware.

For NVIDIA, the hardware either supports both or neither, it just needs a driver from the last two years.
For AMD, the drivers from late 2022-12 seems to bring support for the KHR extension.
For Intel, the KHR is also supported for some years.
</pre>
</div>
</content>
</entry>
<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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<pre>
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.
</pre>
</div>
</content>
</entry>
<entry>
<title>Common: Add missing header guards</title>
<updated>2019-06-17T22:37:56+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-06-17T22:37:56+00:00</published>
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<pre>
</pre>
</div>
</content>
</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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</content>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>GLExtensions: Add GL_ARB_texture_compression_bptc</title>
<updated>2017-08-01T01:58:57+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-07-27T12:00:01+00:00</published>
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</content>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>GLExtensions: Add GL_EXT_texture_compression_s3tc</title>
<updated>2017-04-28T14:14:23+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-04-16T10:33:30+00:00</published>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>GLExtensions: Seperate GL_ARB_compute_shader from GL 4.3</title>
<updated>2017-04-01T02:31:40+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-11-27T08:14:52+00:00</published>
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<id>c8cbbd831d625fbf31dd7527ab65ac276e13fb4f</id>
<content type='text'>
Allows the usage of glDispatchCompute from GLES (requires GLES 3.1).
</content>
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<pre>
Allows the usage of glDispatchCompute from GLES (requires GLES 3.1).
</pre>
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</content>
</entry>
<entry>
<title>GLExtensions: Seperate GL_ARB_shader_image_load_store from GL 4.2</title>
<updated>2017-04-01T02:31:40+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-11-27T08:14:51+00:00</published>
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<id>4e24bfd0ceafc461b9fbeb0e3ecf1dbbacb95f4c</id>
<content type='text'>
Allows the usage of glBindImageTexture and glMemoryBarrier from GLES
(requires GLES 3.1).
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<pre>
Allows the usage of glBindImageTexture and glMemoryBarrier from GLES
(requires GLES 3.1).
</pre>
</div>
</content>
</entry>
<entry>
<title>GLExtensions: Seperate GL_ARB_texture_storage from GL 4.2</title>
<updated>2017-04-01T02:31:40+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-11-27T08:14:29+00:00</published>
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<id>bd15d0352aef8e6801d5bd50b40fff61447c0b77</id>
<content type='text'>
This allows us to use glTexStorage on GL3.3 implementations that support
the extension.
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<pre>
This allows us to use glTexStorage on GL3.3 implementations that support
the extension.
</pre>
</div>
</content>
</entry>
<entry>
<title>OGL: Add support for glDepthRangedNV to handle oversized depth ranges.</title>
<updated>2017-02-24T13:54:16+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2016-08-06T11:30:32+00:00</published>
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</pre>
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