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<title>dolphin/Source/Core/VideoBackends/OGL/ProgramShaderCache.h, branch 2409</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoBackends:OGL: Creating vertex formats shouldn't unbind anything</title>
<updated>2022-11-29T03:28:24+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
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<published>2022-11-15T06:38:24+00:00</published>
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<entry>
<title>Fix all uninitialized variable warnings (C26495)</title>
<updated>2021-10-13T19:32:16+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-09-04T04:43:19+00:00</published>
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<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.
</pre>
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<entry>
<title>OGL/ProgramShaderCache: Convert typedef over to a using alias</title>
<updated>2019-07-26T22:43:44+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-07-26T22:43:41+00:00</published>
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Same thing, but nicer to read from left to right.
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Same thing, but nicer to read from left to right.
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<entry>
<title>OGL/ProgramShaderCache: Use std::string_view where applicable</title>
<updated>2019-07-26T22:02:00+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-07-26T21:48:33+00:00</published>
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<entry>
<title>OGL: Fix binding error on shutdown</title>
<updated>2019-04-21T04:28:14+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-03-05T13:02:40+00:00</published>
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This was occurring if the imgui vertex format was bound on shutdown,
which is destroyed before the vertex buffers
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This was occurring if the imgui vertex format was bound on shutdown,
which is destroyed before the vertex buffers
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</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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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>
<title>OGL: Remove unused ProgramShaderCache::CompileShader()</title>
<updated>2019-04-21T04:28:14+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-04-20T13:39:17+00:00</published>
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<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>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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