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<title>dolphin/Source/Core/VideoBackends/Software/CMakeLists.txt, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoSW: Use more VideoCommon</title>
<updated>2016-01-06T21:10:29+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-10-09T18:50:36+00:00</published>
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Now we require lots of empty functions, but this removes by far more duplicated code.
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Now we require lots of empty functions, but this removes by far more duplicated code.
</pre>
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</content>
</entry>
<entry>
<title>VideoSW: Split up OGL window handling</title>
<updated>2015-10-13T22:13:54+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-09-26T08:07:48+00:00</published>
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<id>61c3a0d9e45a587e8fb5e5770eb4db05386bed5f</id>
<content type='text'>
This removes OSD support for video software, but it was already broken before.

This commit does not try to fix coding style issues, the rewrite of this presentation API is splitted up.
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This removes OSD support for video software, but it was already broken before.

This commit does not try to fix coding style issues, the rewrite of this presentation API is splitted up.
</pre>
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</content>
</entry>
<entry>
<title>VideoSW: Drop HwRasterizer</title>
<updated>2015-09-17T16:21:37+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-09-17T16:12:20+00:00</published>
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<content type='text'>
I don't remember it being working, and nobody cares about performance of videosw.
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I don't remember it being working, and nobody cares about performance of videosw.
</pre>
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</content>
</entry>
<entry>
<title>VideoCommon/VideoBackends: Remove unnecessary wxWidgets references.</title>
<updated>2014-11-01T23:19:00+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2014-10-31T17:40:27+00:00</published>
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<content type='text'>
EmuWindow doesn't even exist anymore. wxWidgets is also decoupled from the backends.
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EmuWindow doesn't even exist anymore. wxWidgets is also decoupled from the backends.
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</entry>
<entry>
<title>Remove a hard dependency from libGL from the software renderer.</title>
<updated>2014-10-19T12:48:14+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2014-10-19T12:36:33+00:00</published>
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<content type='text'>
I must have missed this when dropping OpenGL library includes. This is annoying when on a system that doesn't have libGL.
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I must have missed this when dropping OpenGL library includes. This is annoying when on a system that doesn't have libGL.
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</entry>
<entry>
<title>Software: Remove obsoleted VideoConfigDialog.</title>
<updated>2014-10-13T04:30:08+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2014-10-13T04:30:08+00:00</published>
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</pre>
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</entry>
<entry>
<title>Software backend: Delete forked PixelEngine.</title>
<updated>2014-03-29T19:07:20+00:00</updated>
<author>
<name>magumagu</name>
<email>magumagu9@gmail.com</email>
</author>
<published>2014-03-29T02:22:15+00:00</published>
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<content type='text'>
Mostly just zapping a bunch of duplicated code; the only interesting thing
going on here is the changes to the performance counter implementation.
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Mostly just zapping a bunch of duplicated code; the only interesting thing
going on here is the changes to the performance counter implementation.
</pre>
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</content>
</entry>
<entry>
<title>Stop building GLExtensions.cpp twice(One in GL, one in software). We don't need to build it twice, this'll save a bit of time in the build process.</title>
<updated>2014-01-19T17:37:37+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>ryan.houdek@codethink.co.uk</email>
</author>
<published>2014-01-19T17:06:53+00:00</published>
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<content type='text'>
Also a bit of spacing cleanup.
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Also a bit of spacing cleanup.
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</entry>
<entry>
<title>Merge of GL-AutoChoose.</title>
<updated>2014-01-18T04:11:59+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@Gmail.com</email>
</author>
<published>2014-01-18T04:11:59+00:00</published>
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<content type='text'>
This branch is the final step of fully supporting both OpenGL and OpenGL ES in the same binary.
This of course only applies to EGL and won't work for GLX/AGL/WGL since they don't really support GL ES.
The changes here actually aren't too terrible, basically change every #ifdef USE_GLES to a runtime check.

This adds a DetectMode() function to the EGL context backend.
EGL will iterate through each of the configs and check for GL, GLES3_KHR, and GLES2 bits
After that it'll change the mode from _DETECT to whichever one is the best supported.
After that point we'll just create a context with the mode that was detected
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<pre>
This branch is the final step of fully supporting both OpenGL and OpenGL ES in the same binary.
This of course only applies to EGL and won't work for GLX/AGL/WGL since they don't really support GL ES.
The changes here actually aren't too terrible, basically change every #ifdef USE_GLES to a runtime check.

This adds a DetectMode() function to the EGL context backend.
EGL will iterate through each of the configs and check for GL, GLES3_KHR, and GLES2 bits
After that it'll change the mode from _DETECT to whichever one is the best supported.
After that point we'll just create a context with the mode that was detected
</pre>
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</content>
</entry>
<entry>
<title>[GLExtensions] Make sure to initialize our function pointers with VideoSoftware as well.</title>
<updated>2014-01-17T15:05:07+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2014-01-01T04:33:55+00:00</published>
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</pre>
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