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<title>dolphin/Source/Core/VideoBackends/OGL/OGLPipeline.cpp, branch 2603a</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<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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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...)
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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>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>VideoCommon: store the configuration used to create the AbstractPipeline on the pipeline itself, so that it's easy to duplicate pipelines with slightly altered configuration</title>
<updated>2023-02-09T08:13:53+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-01-28T00:28:52+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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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>Treewide: Adjust order of includes</title>
<updated>2021-12-10T22:49:57+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-12-10T02:22:16+00:00</published>
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</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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<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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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>normalize common filenames in VideoBackends/OGL</title>
<updated>2021-01-27T22:29:48+00:00</updated>
<author>
<name>Shawn Hoffman</name>
<email>godisgovernment@gmail.com</email>
</author>
<published>2020-09-15T12:00:24+00:00</published>
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</entry>
<entry>
<title>OGL: Support returning pipeline cache data</title>
<updated>2019-04-15T14:39:43+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-04-15T13:38:10+00:00</published>
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</entry>
<entry>
<title>OGL: Re-implement async shader compiling</title>
<updated>2018-03-10T05:56:34+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-02-25T07:56:09+00:00</published>
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</entry>
<entry>
<title>VideoBackends: Add AbstractShader and AbstractPipeline classes</title>
<updated>2018-02-22T12:02:34+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-09-08T09:42:56+00:00</published>
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