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<title>dolphin/Source/Core/VideoBackends/D3DCommon/Shader.h, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoBackends / VideoCommon: add support for specifying include files in shader code</title>
<updated>2025-10-27T03:47:23+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-09-27T05:24:05+00:00</published>
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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>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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</content>
</entry>
<entry>
<title>rename D3DCommon/Common to D3DCommon/D3DCommon</title>
<updated>2021-01-27T22:29:48+00:00</updated>
<author>
<name>Shawn Hoffman</name>
<email>godisgovernment@gmail.com</email>
</author>
<published>2020-09-15T13:07:22+00:00</published>
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<entry>
<title>D3DCommon/Shader: Use std::optional with CompileShader()</title>
<updated>2019-07-27T00:06:14+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-07-26T23:34:27+00:00</published>
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Allows removing the use of an out parameter, making it nicer to use.
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Allows removing the use of an out parameter, making it nicer to use.
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<entry>
<title>VideoCommon/RenderBase: Use a std::string_view with CreateShaderFromSource()</title>
<updated>2019-05-30T07:29:35+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-05-30T07:07:40+00:00</published>
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Greatly simplifies the overall interface when it comes to compiling
shaders. Also allows getting rid of a std::string overload of the same
name. Now std::string and const char* both go through the same function.
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Greatly simplifies the overall interface when it comes to compiling
shaders. Also allows getting rid of a std::string overload of the same
name. Now std::string and const char* both go through the same function.
</pre>
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</content>
</entry>
<entry>
<title>AbstractPipeline: Support returning "cache data"</title>
<updated>2019-04-15T14:09:47+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-04-15T11:55:26+00:00</published>
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"Cache data" can be used to assist a driver with creating pipelines by
using previously-compiled shader ISA.
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"Cache data" can be used to assist a driver with creating pipelines by
using previously-compiled shader ISA.
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</entry>
<entry>
<title>Add D3DCommon (shared code between D3D11 and D3D12)</title>
<updated>2019-03-29T09:52:38+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-03-09T13:31:35+00:00</published>
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