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<title>dolphin/Source/Core/VideoBackends/D3D/DXShader.cpp, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoBackends/D3D11: Include HRESULT in error messages</title>
<updated>2022-01-09T20:44:15+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-12-12T20:50:13+00:00</published>
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</entry>
<entry>
<title>VideoBackends/D3D: Eliminate CHECK in favor of ASSERT_MSG</title>
<updated>2022-01-09T20:44:13+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-11-10T23:55:33+00:00</published>
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</entry>
<entry>
<title>Treewide: Adjust order of includes</title>
<updated>2021-12-10T22:49:57+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-12-10T02:22:16+00:00</published>
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</entry>
<entry>
<title>VideoBackends / VideoCommon: allow the ability to set debug names for shaders / textures.  These names are visible in applications like RenderDoc</title>
<updated>2021-08-30T18:47:48+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2021-08-28T05:30:05+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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<id>e149ad4f0a9874f354221a7fc76d8f1841e47808</id>
<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>D3D11: Use ComPtr smart pointer where possible</title>
<updated>2019-03-29T09:52:38+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-03-09T13:31:37+00:00</published>
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<entry>
<title>D3D11: Use D3DCommon where appropriate</title>
<updated>2019-03-29T09:52:38+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-03-09T13:31:36+00:00</published>
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</entry>
<entry>
<title>Move most backend functionality to VideoCommon</title>
<updated>2019-02-19T06:57:54+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-02-15T01:59:50+00:00</published>
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</entry>
<entry>
<title>Assert: Remove unused parameter from DEBUG_ASSERT</title>
<updated>2018-03-16T17:01:11+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2018-03-16T16:57:36+00:00</published>
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<content type='text'>
This brings the macro in line with the regular ASSERT macro, which only has one
macro parameter.
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This brings the macro in line with the regular ASSERT macro, which only has one
macro parameter.
</pre>
</div>
</content>
</entry>
<entry>
<title>Assert: Uppercase assertion macros</title>
<updated>2018-03-15T02:03:12+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2018-03-15T00:34:35+00:00</published>
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<id>50a476c3714b3c423609ec04ce424c244bd2a1c1</id>
<content type='text'>
Macros should be all upper-cased. This is also kind of a wart that's
been sticking out for quite a while now (we avoid prefixing
underscores).
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Macros should be all upper-cased. This is also kind of a wart that's
been sticking out for quite a while now (we avoid prefixing
underscores).
</pre>
</div>
</content>
</entry>
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