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<title>dolphin/Source/Core/VideoBackends/Metal/MTLObjectCache.mm, branch 2412</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<title>VideoBackends:Metal: Log file on failed pipeline compile</title>
<updated>2024-10-06T07:13:48+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
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<published>2024-09-30T04:55:14+00:00</published>
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<title>VideoBackends:Metal: Multi render target support</title>
<updated>2023-06-28T05:11:37+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
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<published>2023-06-28T04:50:16+00:00</published>
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<title>VideoCommon: store the configuration used to create the AbstractPipeline on the pipeline itself, so that it's easy to duplicate pipelines with slightly altered configuration</title>
<updated>2023-02-09T08:13:53+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
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<published>2023-01-28T00:28:52+00:00</published>
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<entry>
<title>lint: update to clang-format-13</title>
<updated>2023-02-02T03:56:08+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
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<published>2023-02-02T03:56:08+00:00</published>
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<title>VideoBackends:Metal: Assert on pipelines with no render targets</title>
<updated>2023-01-29T20:36:28+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2023-01-29T20:36:28+00:00</published>
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This only actually fails on specific Metal drivers, this way doing it will actually fail the CI and we'll notice
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This only actually fails on specific Metal drivers, this way doing it will actually fail the CI and we'll notice
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<entry>
<title>VideoBackends:Metal: Use BitField for stuffing bits in pipeline ids</title>
<updated>2022-09-20T06:45:18+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-09-19T20:53:36+00:00</published>
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Also removes cullmode all handling, it's handled in CPU and DX11 backend doesn't specially handle it either
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Also removes cullmode all handling, it's handled in CPU and DX11 backend doesn't specially handle it either
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<entry>
<title>VideoCommon: Use std::array in PortableVertexDeclaration</title>
<updated>2022-09-19T21:28:24+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-08-03T06:13:55+00:00</published>
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<entry>
<title>VideoBackends:Metal: Don't set primitive on ubershaders</title>
<updated>2022-09-19T21:28:24+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
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<published>2022-06-19T01:33:18+00:00</published>
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<title>VideoCommon: Add separate pipeline usage for UberShaders</title>
<updated>2022-09-19T21:28:24+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-06-19T01:03:28+00:00</published>
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<entry>
<title>VideoBackends:Metal: MSAA support</title>
<updated>2022-07-22T01:44:19+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-06-21T07:07:35+00:00</published>
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