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<title>dolphin/Source/Core/VideoBackends/OGL/SamplerCache.cpp, branch 2409</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Implement AbstractGfx for OpenGL</title>
<updated>2023-01-31T05:46:04+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-27T00:21:09+00:00</published>
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Mostly involves moving contents of OGLRender
to OGLGfx and OGLConfig
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Mostly involves moving contents of OGLRender
to OGLGfx and OGLConfig
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</entry>
<entry>
<title>SamplerCache: Check for bSupportsLodBiasInSampler instead of IsGLES</title>
<updated>2021-12-25T20:17:19+00:00</updated>
<author>
<name>OatmealDome</name>
<email>julian@oatmealdome.me</email>
</author>
<published>2021-08-07T04:15:49+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>VideoCommon: Expose SamplerState to shaders</title>
<updated>2021-11-18T04:04:34+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-08-09T04:11:50+00:00</published>
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The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
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The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
</pre>
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</content>
</entry>
<entry>
<title>Eliminate SamplerCommon</title>
<updated>2021-11-18T04:04:34+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-08-08T18:13:00+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.
</pre>
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</content>
</entry>
<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>
<entry>
<title>GLContext: Remove global context pointer</title>
<updated>2018-10-20T11:11:34+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-10-03T13:03:26+00:00</published>
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</entry>
<entry>
<title>Refactoring and cleanup of GLInterface (now GLContext)</title>
<updated>2018-10-20T11:11:34+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-10-03T13:02:45+00:00</published>
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</entry>
<entry>
<title>Fixed fog, lava, water in Mario Galaxy (and possibly other games) in higher IRs by detecting &amp; fixing the mipmaps that aren't just used for downscaling, but are handmade to create a gradient.</title>
<updated>2017-10-27T07:45:20+00:00</updated>
<author>
<name>Tommaso Checchi</name>
<email>tommaso.checchi1@gmail.com</email>
</author>
<published>2017-10-18T09:02:56+00:00</published>
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