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<title>dolphin/Source/Core/Common/GL/GLInterface/WGL.h, branch 2512</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<title>Make overriding explicit and remove redundant virtual specifiers on overriding destructors - Core &amp; UnitTests</title>
<updated>2025-05-01T13:00:37+00:00</updated>
<author>
<name>Dr. Dystopia</name>
<email>jonis9898@hotmail.com</email>
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<published>2025-04-16T07:17:46+00:00</published>
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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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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>
<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>
<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>
<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>
<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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<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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<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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<entry>
<title>Add includes for building on Windows without PCH</title>
<updated>2017-01-23T09:37:41+00:00</updated>
<author>
<name>Michael Maltese</name>
<email>michaeljosephmaltese@gmail.com</email>
</author>
<published>2017-01-23T07:08:45+00:00</published>
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<entry>
<title>GLInterface: Implement core and shared context creation for WGL</title>
<updated>2016-11-29T10:04:32+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-10-05T10:37:11+00:00</published>
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