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<title>dolphin/Source/Core/VideoBackends/D3D/D3DState.cpp, branch 2603a</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<title>AudioCommon / VideoBackends / WinUpdater - cleanup WRL code</title>
<updated>2025-11-22T00:23:39+00:00</updated>
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<name>oltolm</name>
<email>oleg.tolmatcev@gmail.com</email>
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<published>2025-11-19T22:17:31+00:00</published>
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<title>VideoBackends / VideoCommon: rename member variables in RenderState to be consistent</title>
<updated>2025-08-23T18:50:22+00:00</updated>
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<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
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<published>2025-08-23T18:35:05+00:00</published>
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<title>VideoBackends: allow custom pixel uniforms to be passed to the vertex shader as well</title>
<updated>2025-08-17T23:55:40+00:00</updated>
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<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
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<published>2025-08-16T20:07:24+00:00</published>
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<entry>
<title>Enable anisotropic filtering when the game requests it</title>
<updated>2025-03-18T01:46:19+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
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<published>2021-07-30T19:14:54+00:00</published>
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<entry>
<title>VideoCommon: Move backend_info out of VideoConfig struct.</title>
<updated>2025-03-09T07:42:45+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2025-03-07T20:43:39+00:00</published>
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<title>VideoBackends / VideoCommon: add new uniform buffer object for custom shader materials (slot 3, geometry shader buffer moves to slot 4 if available)</title>
<updated>2023-10-06T07:17:42+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
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<published>2023-09-20T00:29:38+00:00</published>
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<entry>
<title>VideoBackends: support multiple compute images for some backends (D3D, OGL, Vulkan)</title>
<updated>2023-06-28T22:15:31+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
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<published>2023-06-10T17:35:36+00:00</published>
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<entry>
<title>VideoBackends: add support to allow rendering to multiple output textures</title>
<updated>2023-06-03T19:52:31+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
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<published>2023-05-29T01:59:02+00:00</published>
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<entry>
<title>VideoBackends: rework d3d11 to specify samplers/bound textures using a bitset with a constant size, instead of hardcoding each individual enumeration value</title>
<updated>2023-02-24T17:32:48+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
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<published>2023-02-11T01:10:55+00:00</published>
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<entry>
<title>VideoCommon: add constant value to set the allowed maximum number of pixel samplers</title>
<updated>2023-02-10T06:46:11+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-02-10T06:28:06+00:00</published>
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