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<title>dolphin/Source/Core/VideoBackends/OGL/Render.h, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<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>
<title>Merge pull request #8049 from stenzek/crop</title>
<updated>2019-06-08T10:57:52+00:00</updated>
<author>
<name>Connor McLaughlin</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-06-08T10:57:52+00:00</published>
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Renderer: Adjust source rectangle when crop would draw off screen </content>
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Renderer: Adjust source rectangle when crop would draw off screen </pre>
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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.
</pre>
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</content>
</entry>
<entry>
<title>Renderer: Adjust target rectangle in the base class</title>
<updated>2019-04-28T13:33:24+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-04-28T07:00:18+00:00</published>
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</entry>
<entry>
<title>Replace EFBRectangle/TargetRectangle with MathUtil::Rectangle</title>
<updated>2019-04-21T04:28:14+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-04-15T14:47:46+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>
<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.
</pre>
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</content>
</entry>
<entry>
<title>OGL: Support subgroup reduction operations via GL_NV_shader_thread_shuffle</title>
<updated>2019-03-29T10:06:56+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-03-22T10:39:11+00:00</published>
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<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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</entry>
<entry>
<title>Decouple XFB scanout from presentation</title>
<updated>2019-01-25T01:15:57+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-11-28T04:30:47+00:00</published>
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