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<title>dolphin/Source/Core/VideoBackends/OGL/PostProcessing.cpp, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>ShaderGeneration: Get rid of static buffers</title>
<updated>2015-12-26T22:01:54+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-12-26T21:00:23+00:00</published>
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<entry>
<title>Fix building with PCH disabled.</title>
<updated>2015-09-28T16:51:08+00:00</updated>
<author>
<name>Rohit Nirmal</name>
<email>rohitnirmal9@gmail.com</email>
</author>
<published>2015-09-28T15:57:16+00:00</published>
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<entry>
<title>Move GL interface code out of the OpenGL video backend.</title>
<updated>2015-09-21T12:36:45+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-09-18T16:40:00+00:00</published>
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</entry>
<entry>
<title>OGL: remove unused variable</title>
<updated>2015-09-05T10:40:14+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-09-05T08:55:36+00:00</published>
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<entry>
<title>Remove all of our workarounds for Qualcomm devices we don't support anymore.</title>
<updated>2015-09-05T04:45:35+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2015-09-05T04:45:35+00:00</published>
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<entry>
<title>OGL: Always use sampler objects.</title>
<updated>2015-05-29T12:03:03+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-05-28T22:53:07+00:00</published>
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<content type='text'>
We are used to use the texture parameter for all util draw calls,
but AMD seems to have a bug where they use the sampler parameter
of stage 0 if no sampler is bound to the used stage.
So as workaround (and a bit as nicer code), we now use sampler
objects everywhere.
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We are used to use the texture parameter for all util draw calls,
but AMD seems to have a bug where they use the sampler parameter
of stage 0 if no sampler is bound to the used stage.
So as workaround (and a bit as nicer code), we now use sampler
objects everywhere.
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</entry>
<entry>
<title>OGL: use GL_TEXTURE* constants</title>
<updated>2015-05-27T13:05:49+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-25T13:14:20+00:00</published>
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</entry>
<entry>
<title>Set copyright year to when a file was created</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-24T04:55:12+00:00</published>
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<entry>
<title>Update license headers to GPLv2+</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-17T23:08:10+00:00</published>
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</entry>
<entry>
<title>PostProcessing: Move default pixel shader to PostProcessingShaderConfiguration.</title>
<updated>2015-01-25T22:08:49+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-01-25T22:08:49+00:00</published>
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<id>5c4ee2f71e2e1c80ba2bf829751f1202f6e65ee9</id>
<content type='text'>
Reduces code complexity and fixes a bug where the shader is not properly invalidated.
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<pre>
Reduces code complexity and fixes a bug where the shader is not properly invalidated.
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</entry>
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