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<title>dolphin/Source/Core/VideoBackends/OGL/OGLMain.cpp, branch 2512</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoBackend: Rename GetName to GetConfigName</title>
<updated>2025-10-14T00:38:20+00:00</updated>
<author>
<name>Dentomologist</name>
<email>dentomologist@gmail.com</email>
</author>
<published>2025-09-23T21:42:59+00:00</published>
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<id>5b4df5ae98494a74e954b7866df1eb4384a81641</id>
<content type='text'>
Make the function name more explicit and a better match for
GetDisplayName.

Change NAME to CONFIG_NAME while I'm at it.
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<pre>
Make the function name more explicit and a better match for
GetDisplayName.

Change NAME to CONFIG_NAME while I'm at it.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: Move backend_info out of VideoConfig struct.</title>
<updated>2025-03-09T07:42:45+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2025-03-07T20:43:39+00:00</published>
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</entry>
<entry>
<title>OpenGL: Check the list of supported AA modes instead of hardcoding</title>
<updated>2023-06-09T05:07:41+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2023-03-20T05:20:34+00:00</published>
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</entry>
<entry>
<title>VideoCommon: Pass WindowSystemInfo to InitBackendInfo</title>
<updated>2023-06-09T05:07:39+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2023-03-26T00:16:53+00:00</published>
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</entry>
<entry>
<title>Don't set common globals from Video Backends</title>
<updated>2023-01-31T06:41:23+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-28T01:53:19+00:00</published>
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<id>58b70b2fb2abac12dddd947a69f7fa5b41b1a8b7</id>
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</content>
</entry>
<entry>
<title>Implement AbstractGfx for OpenGL</title>
<updated>2023-01-31T05:46:04+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-27T00:21:09+00:00</published>
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<id>f0336a3129ea431862e6e3bf1ccf51a384cf3f57</id>
<content type='text'>
Mostly involves moving contents of OGLRender
to OGLGfx and OGLConfig
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Mostly involves moving contents of OGLRender
to OGLGfx and OGLConfig
</pre>
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</content>
</entry>
<entry>
<title>Refactor to remove virtual from RenderXFBToScreen</title>
<updated>2023-01-31T05:29:47+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-26T06:06:39+00:00</published>
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<id>c38c76abad039c3c0ccb3f7ebb891dc62560f8a3</id>
<content type='text'>
Slightly simplifies the upcoming refactor
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Slightly simplifies the upcoming refactor
</pre>
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</content>
</entry>
<entry>
<title>TextureCache: Refactor with smart pointers</title>
<updated>2023-01-31T05:29:47+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2022-07-25T05:20:33+00:00</published>
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<content type='text'>
The whole ownership model was getting a bit of a mess, with a some
of special cases to deal with. And I'm planning to make it even more
complex in the future.
So here is some upfront work to convert it over to reference counted
pointers.
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The whole ownership model was getting a bit of a mess, with a some
of special cases to deal with. And I'm planning to make it even more
complex in the future.
So here is some upfront work to convert it over to reference counted
pointers.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: Add dynamic vertex loader to ubershaders</title>
<updated>2022-09-19T21:28:23+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-06-18T06:09:35+00:00</published>
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</content>
</entry>
<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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