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<title>dolphin/Source/Core/VideoBackends/OGL/OGLPerfQuery.cpp, branch 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>Use range-based loops - Core VideoBackends</title>
<updated>2025-04-14T19:49:08+00:00</updated>
<author>
<name>Dr. Dystopia</name>
<email>jonis9898@hotmail.com</email>
</author>
<published>2025-04-13T06:35:31+00:00</published>
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</content>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Return quarter value for PerfQuery in all backends.</title>
<updated>2023-03-14T01:08:20+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2023-03-12T21:00:46+00:00</published>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Lint fixes</title>
<updated>2023-02-09T05:36:20+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-31T04:29:16+00:00</published>
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<id>31cfe8250d5a27bd586136d0b71b09736861ad7d</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Move xfb tracking and IR scaling out of RenderBase</title>
<updated>2023-02-09T05:36:20+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-31T04:26:46+00:00</published>
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<pre>
</pre>
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</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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<pre>
</pre>
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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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<content type='text'>
Mostly involves moving contents of OGLRender
to OGLGfx and OGLConfig
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<pre>
Mostly involves moving contents of OGLRender
to OGLGfx and OGLConfig
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackends: Rename query_type to query_group</title>
<updated>2022-11-29T22:14:23+00:00</updated>
<author>
<name>Robin Kertels</name>
<email>robin.kertels@gmail.com</email>
</author>
<published>2022-11-17T20:54:43+00:00</published>
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</pre>
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</content>
</entry>
<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
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<id>e149ad4f0a9874f354221a7fc76d8f1841e47808</id>
<content type='text'>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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<pre>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
</pre>
</div>
</content>
</entry>
<entry>
<title>Fix perf query regression</title>
<updated>2021-05-21T11:39:59+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2021-05-21T10:48:27+00:00</published>
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<id>1d3b9fdec2c8ed73ec9af95e390a6b86a699cf6f</id>
<content type='text'>
When trying to do a small optimization in 8a0f5ea, I failed to
take into account that WeakFlush and FlushOne update m_query_count.

Only D3D11 and OGL had this problem, not D3D12 and Vulkan.
</content>
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<pre>
When trying to do a small optimization in 8a0f5ea, I failed to
take into account that WeakFlush and FlushOne update m_query_count.

Only D3D11 and OGL had this problem, not D3D12 and Vulkan.
</pre>
</div>
</content>
</entry>
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