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<title>dolphin/Source/Core/VideoBackends/OGL/OGLShader.cpp, branch 2503a</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>OGL: use already known object label lengths</title>
<updated>2022-11-01T01:10:03+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2022-11-01T00:46:06+00:00</published>
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Passing -1 means the driver has to call strlen().
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Passing -1 means the driver has to call strlen().
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</entry>
<entry>
<title>OGL: fix compute shader labels</title>
<updated>2022-11-01T01:04:46+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2022-11-01T00:45:11+00:00</published>
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This fixes GL_INVALID_VALUE errors when using GPU texture decoding.
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This fixes GL_INVALID_VALUE errors when using GPU texture decoding.
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</entry>
<entry>
<title>VideoBackends: fix opengl object label which was given an invalid enumeration as the identifier parameter.  Most implementations will warn in this case but there is an implementation that will crash (ANGLE)</title>
<updated>2022-03-24T05:25:59+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2022-03-24T05:23:00+00:00</published>
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<entry>
<title>OGLShader: Only set shader name if supported</title>
<updated>2022-01-31T06:17:40+00:00</updated>
<author>
<name>OatmealDome</name>
<email>julian@oatmealdome.me</email>
</author>
<published>2022-01-31T02:46:17+00:00</published>
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</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>
<title>VideoBackends / VideoCommon: allow the ability to set debug names for shaders / textures.  These names are visible in applications like RenderDoc</title>
<updated>2021-08-30T18:47:48+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2021-08-28T05:30:05+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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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.
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</entry>
<entry>
<title>VideoCommon/RenderBase: Use a std::string_view with CreateShaderFromSource()</title>
<updated>2019-05-30T07:29:35+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-05-30T07:07:40+00:00</published>
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Greatly simplifies the overall interface when it comes to compiling
shaders. Also allows getting rid of a std::string overload of the same
name. Now std::string and const char* both go through the same function.
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Greatly simplifies the overall interface when it comes to compiling
shaders. Also allows getting rid of a std::string overload of the same
name. Now std::string and const char* both go through the same function.
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</content>
</entry>
<entry>
<title>OGL: Store shader source in OGLShader</title>
<updated>2019-04-21T04:28:14+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-04-20T13:39:54+00:00</published>
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<content type='text'>
So it can be dumped with info log when linking fails.
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So it can be dumped with info log when linking fails.
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</entry>
<entry>
<title>AbstractPipeline: Support returning "cache data"</title>
<updated>2019-04-15T14:09:47+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-04-15T11:55:26+00:00</published>
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"Cache data" can be used to assist a driver with creating pipelines by
using previously-compiled shader ISA.
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"Cache data" can be used to assist a driver with creating pipelines by
using previously-compiled shader ISA.
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