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<title>dolphin/Source/Core/DolphinNoGUI/PlatformFBDev.cpp, branch release-prep-2409</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Core: Avoid (Some) Global System Accessor</title>
<updated>2024-03-18T08:35:42+00:00</updated>
<author>
<name>mitaclaw</name>
<email>140017135+mitaclaw@users.noreply.github.com</email>
</author>
<published>2024-03-18T08:35:42+00:00</published>
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</entry>
<entry>
<title>fix fbdev</title>
<updated>2023-02-09T05:36:20+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-31T06:16:58+00:00</published>
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<entry>
<title>Cleanup headers</title>
<updated>2023-01-31T06:41:24+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-30T12:19:19+00:00</published>
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</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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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>
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</entry>
<entry>
<title>NoGUI: missing override keyword GetWindowSystemInfo</title>
<updated>2020-03-23T08:35:45+00:00</updated>
<author>
<name>Jun Su</name>
<email>howard0su@gmail.com</email>
</author>
<published>2020-03-23T08:33:55+00:00</published>
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<entry>
<title>Common: Add a render_window field to WindowSystemInfo</title>
<updated>2020-03-11T13:09:30+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2020-03-11T13:09:28+00:00</published>
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We need this because we need to pass the layer to MoltenVK, not
the view handle. But the input subsystem still needs the window.
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We need this because we need to pass the layer to MoltenVK, not
the view handle. But the input subsystem still needs the window.
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</entry>
<entry>
<title>DolphinNoGUI: Add a FBDev platform</title>
<updated>2019-09-01T04:00:40+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-04-10T14:44:21+00:00</published>
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And the associated GLContext bits
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And the associated GLContext bits
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