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<title>dolphin/Source/Core/VideoBackends/D3D/DXTexture.h, branch 2512</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<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>
</author>
<published>2025-04-16T07:17:46+00:00</published>
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<entry>
<title>VideoCommon: Rename Renderer to EFBInterface.</title>
<updated>2025-03-13T02:09:16+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2025-03-12T02:12:06+00:00</published>
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<entry>
<title>VideoBackends: Use DXGI 1.6 and D3D11_4</title>
<updated>2025-02-02T08:02:35+00:00</updated>
<author>
<name>Xphalnos</name>
<email>164882787+Xphalnos@users.noreply.github.com</email>
</author>
<published>2025-02-01T16:49:24+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>
</author>
<published>2023-05-29T01:59:02+00:00</published>
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<entry>
<title>VideoBackends: add a way to load data into a specific level AND layer, default to layer 0</title>
<updated>2023-01-28T00:46:53+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-01-28T00:46:53+00:00</published>
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<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>
<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>
<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>D3D11: Ownership fixes for objects in DXTexture</title>
<updated>2019-07-29T14:43:02+00:00</updated>
<author>
<name>Silent</name>
<email>zdanio95@gmail.com</email>
</author>
<published>2019-07-21T14:31:22+00:00</published>
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<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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