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<title>dolphin/Source/Core/VideoBackends/OGL/OGLShader.h, branch master</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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<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...)
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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>VideoBackends / VideoCommon: add support for specifying include files in shader code</title>
<updated>2025-10-27T03:47:23+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-09-27T05:24:05+00:00</published>
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<pre>
</pre>
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</entry>
<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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</content>
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<pre>
</pre>
</div>
</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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<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>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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<content type='text'>
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.
</content>
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<pre>
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.
</pre>
</div>
</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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<pre>
So it can be dumped with info log when linking fails.
</pre>
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</content>
</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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<pre>
"Cache data" can be used to assist a driver with creating pipelines by
using previously-compiled shader ISA.
</pre>
</div>
</content>
</entry>
<entry>
<title>Move most backend functionality to VideoCommon</title>
<updated>2019-02-19T06:57:54+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-02-15T01:59:50+00:00</published>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>OGLShader: Ensure m_id and m_compute_program_id are always initialized</title>
<updated>2018-03-16T21:49:34+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2018-03-16T21:47:33+00:00</published>
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<content type='text'>
Depending on which constructor is invoked, m_id or m_compute_program_id
can end up in an uninitialized state. We should ensure that the object
is completely initialized to something deterministic regardless of the
constructor taken.
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<pre>
Depending on which constructor is invoked, m_id or m_compute_program_id
can end up in an uninitialized state. We should ensure that the object
is completely initialized to something deterministic regardless of the
constructor taken.
</pre>
</div>
</content>
</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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<pre>
</pre>
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</entry>
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