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<title>dolphin/Source/Core/VideoBackends/Software/CMakeLists.txt, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<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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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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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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</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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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.
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</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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Also a bit of spacing cleanup.
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Also a bit of spacing cleanup.
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<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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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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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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</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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<entry>
<title>[GLExtensions] Still had a GLEW lib hanging out in the CMake file for the software renderer.</title>
<updated>2014-01-17T15:01:49+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2013-12-30T23:39:45+00:00</published>
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</entry>
<entry>
<title>Remove unnecessary Src/ folders</title>
<updated>2013-12-31T19:03:19+00:00</updated>
<author>
<name>Jasper St. Pierre</name>
<email>jstpierre@mecheye.net</email>
</author>
<published>2013-12-07T20:14:29+00:00</published>
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<entry>
<title>Remove all instances of OpenCL in the Dolphin Project. A brief history of OpenCL in Dolphin. OpenCL was originally added to the Dolphin codebase 1 month after it was released with OS X Snow Leopard in 2009. OpenCL was one of the largest group projects that Dolphin ever has had. The OpenCL texture decoder was originally aded with version 1.0 of the OpenCL spec; This version didn't have the capability of a OpenCL-OpenGL interop which would allow for uploading textures once and have it decoded directly to a OpenGL texure. This was to be worked out when the OpenCL 1.1 spec was released and allowed the interop. This work has never been done, and no one in the team is willing to work on it for various reasons. OpenCL has had the unreasonable expectation that it increases the performance of video games that require a large amount of EFB copies like NSMBW. In reality, enabling OpenCL just put the graphics card in a higher power mode which increased the game speed. This is due to the unfortunate effect of Dolphin tending to not push GPUs out of their lower frequency power savings modes. Thanks to everyone that had contributed to the OpenCL texture decoder.</title>
<updated>2013-12-11T21:15:55+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2013-12-11T21:15:55+00:00</published>
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