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<title>dolphin/Source/Core/Common/GL/GLInterface/EGL.h, branch master</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.
</pre>
</div>
</content>
</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)
</pre>
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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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</content>
</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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</pre>
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</content>
</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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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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</content>
</entry>
<entry>
<title>Refactoring and cleanup of GLInterface (now GLContext)</title>
<updated>2018-10-20T11:11:34+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-10-03T13:02:45+00:00</published>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Reformat all the things!</title>
<updated>2018-04-12T19:28:39+00:00</updated>
<author>
<name>spycrab</name>
<email>spycrab@users.noreply.github.com</email>
</author>
<published>2018-04-12T12:18:04+00:00</published>
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</entry>
<entry>
<title>EGLInterface: Create shared context with same attributes as main context</title>
<updated>2017-07-30T02:38:50+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-07-27T01:57:32+00:00</published>
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</pre>
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</content>
</entry>
<entry>
<title>OGL: Support Quad-Buffered stereoscopy.</title>
<updated>2017-07-05T20:43:39+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2017-06-26T10:32:09+00:00</published>
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</pre>
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</content>
</entry>
<entry>
<title>Reformat all the things. Have fun with merge conflicts.</title>
<updated>2016-06-24T08:43:46+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2016-06-24T08:43:46+00:00</published>
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