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<title>dolphin/Source/Core/VideoBackends/OGL/OGLMain.cpp, branch release-prep-2603</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Remove unused imports</title>
<updated>2026-01-25T15:12:15+00:00</updated>
<author>
<name>Martino Fontana</name>
<email>tinozzo123@gmail.com</email>
</author>
<published>2026-01-23T20:30:01+00:00</published>
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<id>a14c88ba67a51b0a563a5fc800cd089e82ffacaf</id>
<content type='text'>
Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
</content>
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<pre>
Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
</pre>
</div>
</content>
</entry>
<entry>
<title>Fix various typos and spelling mistakes</title>
<updated>2026-01-17T19:11:38+00:00</updated>
<author>
<name>Sintendo</name>
<email>3380580+Sintendo@users.noreply.github.com</email>
</author>
<published>2026-01-17T18:02:37+00:00</published>
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<id>1e0473e44f5e21558d75b0121bd935bb50825c26</id>
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</content>
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<pre>
</pre>
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</content>
</entry>
<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.
</content>
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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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<id>c18c039089bdc27cbccf92a9053ed80bb161a9b9</id>
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</content>
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<pre>
</pre>
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</content>
</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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<id>b246a634d42bc50d5b3ba1c97891e195c37293fe</id>
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</content>
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<pre>
</pre>
</div>
</content>
</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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<id>c63f0f37cd84d627dd40ace3205c689efc068ac0</id>
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</content>
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<pre>
</pre>
</div>
</content>
</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>
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<pre>
</pre>
</div>
</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
</content>
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<pre>
Mostly involves moving contents of OGLRender
to OGLGfx and OGLConfig
</pre>
</div>
</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
</content>
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<pre>
Slightly simplifies the upcoming refactor
</pre>
</div>
</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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<id>606c18210dd4f651655b2c84e9e332e6c6c6e21b</id>
<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.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
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>
</feed>
