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<title>dolphin/Source/Core/VideoBackends/OGL/OGLMain.cpp, branch release-prep-2503</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<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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</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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Mostly involves moving contents of OGLRender
to OGLGfx and OGLConfig
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Mostly involves moving contents of OGLRender
to OGLGfx and OGLConfig
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</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>
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Slightly simplifies the upcoming refactor
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Slightly simplifies the upcoming refactor
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</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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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>
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</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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<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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<entry>
<title>VideoCommon: Remove bSupportsOversizedViewports</title>
<updated>2022-04-16T17:26:11+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-11-12T22:32:17+00:00</published>
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<content type='text'>
I think this is a relic of D3D9.  D3D11 and D3D12 seem to work fine without it.  Plus, ViewportCorrectionMatrix just didn't work correctly (at least with the viewports being generated by the new scissor code).
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I think this is a relic of D3D9.  D3D11 and D3D12 seem to work fine without it.  Plus, ViewportCorrectionMatrix just didn't work correctly (at least with the viewports being generated by the new scissor code).
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</content>
</entry>
<entry>
<title>OGLMain: Set default value for bSupportsSettingObjectNames</title>
<updated>2022-02-08T19:53:51+00:00</updated>
<author>
<name>OatmealDome</name>
<email>julian@oatmealdome.me</email>
</author>
<published>2022-02-08T19:53:51+00:00</published>
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