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<title>dolphin/Source/Core/VideoBackends/Null/NullTexture.cpp, branch 2512</title>
<subtitle>GameCube and Wii emulator</subtitle>
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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: 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>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>
<title>VideoCommon: Add support for Abstract Framebuffers</title>
<updated>2018-03-02T10:20:48+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-01-21T10:22:45+00:00</published>
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<entry>
<title>AbstractTexture: Support multisampled abstract texture</title>
<updated>2018-03-01T07:31:24+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-01-21T05:03:06+00:00</published>
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<entry>
<title>AbstractTexture: Move Bind() method to Renderer</title>
<updated>2018-01-22T03:22:09+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-01-21T13:13:25+00:00</published>
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This makes state tracking simpler, and enables easier porting to command
lists later on.
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This makes state tracking simpler, and enables easier porting to command
lists later on.
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</entry>
<entry>
<title>AbstractTexture: Seperate CopyRectangleFromTexture to two methods</title>
<updated>2017-11-22T08:47:04+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-10-30T11:51:42+00:00</published>
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ScaleRectangleFromTexture, which does a draw, and
CopyRectangleFromTexture, which where possible, does a bit-for-bit copy.
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ScaleRectangleFromTexture, which does a draw, and
CopyRectangleFromTexture, which where possible, does a bit-for-bit copy.
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<entry>
<title>VideoBackends: Add AbstractStagingTexture class</title>
<updated>2017-11-22T08:47:04+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-10-21T14:49:40+00:00</published>
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Can be used for asynchronous readback or upload of textures.
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Can be used for asynchronous readback or upload of textures.
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</entry>
<entry>
<title>Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture'</title>
<updated>2017-06-13T05:41:51+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2017-04-23T04:44:34+00:00</published>
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