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<title>dolphin/Source/Core/VideoBackends/OGL/GLExtensions/GLExtensions.cpp, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Move GL interface code out of the OpenGL video backend.</title>
<updated>2015-09-21T12:36:45+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-09-18T16:40:00+00:00</published>
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<entry>
<title>Properly support MSAA and SSAA as separate features(+GLES)</title>
<updated>2015-09-05T10:23:29+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2015-09-01T05:17:24+00:00</published>
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SSAA relies on MSAA being active to work. We only supports 4x SSAA while in fact you can enable SSAA at any MSAA level.
I even managed to run 64xMSAA + SSAA on my Quadro which made some pretty sleek looking games. They were very cinematic though.

With this, it properly fixes up SSAA and MSAA support in GLES as well. Before they were broken when stereo rendering was enabled.
Now in GLES they can properly support MSAA and also stereo rendering with MSAA enabled(with proper extensions).
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SSAA relies on MSAA being active to work. We only supports 4x SSAA while in fact you can enable SSAA at any MSAA level.
I even managed to run 64xMSAA + SSAA on my Quadro which made some pretty sleek looking games. They were very cinematic though.

With this, it properly fixes up SSAA and MSAA support in GLES as well. Before they were broken when stereo rendering was enabled.
Now in GLES they can properly support MSAA and also stereo rendering with MSAA enabled(with proper extensions).
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</entry>
<entry>
<title>Support EXT_blend_func_extended in GLES.</title>
<updated>2015-09-05T01:25:59+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2015-09-05T01:25:59+00:00</published>
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This lets us get dual source blending on GLES targets.
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This lets us get dual source blending on GLES targets.
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<entry>
<title>[GLES] Support texture_buffer for palette texture conversion.</title>
<updated>2015-09-01T10:41:03+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2015-09-01T10:23:43+00:00</published>
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OpenGL ES 3.2 adds this feature to core
It was available to GLES 3.1 as GL_{EXT, OES}_texture_buffer as well.
For the non-Nvidia vendors that implemented this is:
      - Qualcomm's Adreno 4xx
      - IMGTec's PowerVR Rogue
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OpenGL ES 3.2 adds this feature to core
It was available to GLES 3.1 as GL_{EXT, OES}_texture_buffer as well.
For the non-Nvidia vendors that implemented this is:
      - Qualcomm's Adreno 4xx
      - IMGTec's PowerVR Rogue
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</entry>
<entry>
<title>Support OpenGL ES 3.2.</title>
<updated>2015-08-26T22:57:51+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2015-08-26T05:09:32+00:00</published>
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OpenGL ES 3.2 adds a few things we care about supporting in core. In particular:
- GL_{ARB,EXT,OES}_draw_elements_base_vertex
- KHR_Debug
- Sample Shading
- GL_{ARB,EXT,OES,NV}_copy_image
- Geometry shaders
- Geometry shader instancing (If they support GL_{EXT,OES}_geometry_point_size)

Nvidia was the first to release an OpenGL ES 3.2 driver which I uesd to test this on.
This also enables GS Instancing on GLES 3.1 hardware if it supports all of the required extensions.
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OpenGL ES 3.2 adds a few things we care about supporting in core. In particular:
- GL_{ARB,EXT,OES}_draw_elements_base_vertex
- KHR_Debug
- Sample Shading
- GL_{ARB,EXT,OES,NV}_copy_image
- Geometry shaders
- Geometry shader instancing (If they support GL_{EXT,OES}_geometry_point_size)

Nvidia was the first to release an OpenGL ES 3.2 driver which I uesd to test this on.
This also enables GS Instancing on GLES 3.1 hardware if it supports all of the required extensions.
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</entry>
<entry>
<title>Fix an oversight in GLExtensions</title>
<updated>2015-07-21T03:01:23+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2015-07-21T03:01:23+00:00</published>
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I only wanted to erase the first character in the string, not the entire thing.
Fixes Qualcomm and PowerVR devices crashing out immediately.
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I only wanted to erase the first character in the string, not the entire thing.
Fixes Qualcomm and PowerVR devices crashing out immediately.
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</entry>
<entry>
<title>Support partial texture updates via efb copies</title>
<updated>2015-06-21T12:02:44+00:00</updated>
<author>
<name>mimimi085181</name>
<email>mimimi085181@gmail.com</email>
</author>
<published>2015-06-13T13:51:58+00:00</published>
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<pre>
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</entry>
<entry>
<title>Pass strings by const reference where possible</title>
<updated>2015-05-29T00:54:55+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-05-29T00:28:48+00:00</published>
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</entry>
<entry>
<title>Update license headers to GPLv2+</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-17T23:08:10+00:00</published>
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<entry>
<title>OGL: Add glClipControl support.</title>
<updated>2015-05-22T21:52:20+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-05-18T22:54:00+00:00</published>
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