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<title>dolphin/Source/Core/VideoBackends/OGL/FramebufferManager.cpp, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<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>GLContext: Remove global context pointer</title>
<updated>2018-10-20T11:11:34+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-10-03T13:03:26+00:00</published>
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<entry>
<title>Refactoring and cleanup of GLInterface (now GLContext)</title>
<updated>2018-10-20T11:11:34+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-10-03T13:02:45+00:00</published>
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</entry>
<entry>
<title>Fix syntax error in GLSL_GS</title>
<updated>2018-05-12T14:42:18+00:00</updated>
<author>
<name>Score_Under</name>
<email>seejay.11@gmail.com</email>
</author>
<published>2018-05-12T14:41:42+00:00</published>
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</entry>
<entry>
<title>Remove stray quote sign</title>
<updated>2018-05-12T14:21:29+00:00</updated>
<author>
<name>Score_Under</name>
<email>seejay.11@gmail.com</email>
</author>
<published>2018-05-12T14:21:29+00:00</published>
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<id>70b00f2b2daaa205b1e242086cbe59fe0e1a096c</id>
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This allows GLSL_EFB_POKE_GEOMETRY_GS to compile again.
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This allows GLSL_EFB_POKE_GEOMETRY_GS to compile again.
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</entry>
<entry>
<title>OGL: Fix broken format changes in i965 driver</title>
<updated>2018-05-07T14:11:27+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-05-07T14:11:27+00:00</published>
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<entry>
<title>OGL/FramebufferManager: Clean up inline GLSL code</title>
<updated>2018-05-01T13:03:59+00:00</updated>
<author>
<name>spycrab</name>
<email>spycrab@users.noreply.github.com</email>
</author>
<published>2018-04-14T19:04:54+00:00</published>
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</entry>
<entry>
<title>Reformat all the things!</title>
<updated>2018-04-12T19:28:39+00:00</updated>
<author>
<name>spycrab</name>
<email>spycrab@users.noreply.github.com</email>
</author>
<published>2018-04-12T12:18:04+00:00</published>
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</entry>
<entry>
<title>OGL: Track state of last bound vertex array object</title>
<updated>2018-02-22T09:08:52+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-01-20T14:59:10+00:00</published>
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This reduces the overhead of calling glBindVertexArray() every time
RestoreAPIState() is called, even when it is redundant.
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This reduces the overhead of calling glBindVertexArray() every time
RestoreAPIState() is called, even when it is redundant.
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</content>
</entry>
<entry>
<title>OGL: Update the window size after swapping buffers, not before</title>
<updated>2017-11-23T06:09:59+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-09-09T02:44:25+00:00</published>
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<id>ab44536a3c5e03851a94848c8c08779d11eedf3d</id>
<content type='text'>
Prevents us from rendering beyond the viewport bounds.
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Prevents us from rendering beyond the viewport bounds.
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