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<title>dolphin/Source/Core/VideoBackends/Vulkan/ShaderCompiler.h, branch 2409</title>
<subtitle>GameCube and Wii emulator</subtitle>
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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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</content>
</entry>
<entry>
<title>VideoBackends/Vulkan: Use nested namespace specifiers where applicable</title>
<updated>2019-06-17T20:57:30+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-06-17T20:57:30+00:00</published>
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<entry>
<title>VideoVulkan/ShaderCompiler: Use a std::optional instead of bool+out variable</title>
<updated>2019-05-30T08:16:17+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-05-30T07:52:05+00:00</published>
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<content type='text'>
Now that we utilize C++17, we can simply return an optional containing
the code instead of using an out variable and a boolean result,
essentially combining them into one.

This provides a much more straightforward interface.
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Now that we utilize C++17, we can simply return an optional containing
the code instead of using an out variable and a boolean result,
essentially combining them into one.

This provides a much more straightforward interface.
</pre>
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</content>
</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>Vulkan: Use VK_NV_glsl extension where available, and skip glslang</title>
<updated>2017-10-11T13:15:41+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-10-10T13:09:12+00:00</published>
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</entry>
<entry>
<title>Revert "Vulkan: Use VK_NV_glsl extension where available, and skip glslang"</title>
<updated>2017-09-03T05:31:19+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-09-03T05:30:52+00:00</published>
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<content type='text'>
This reverts commit d23fd17e1a2c7c617731d619020af021a7658e93.

Dynamic sampler indexing is broken in VK_NV_glsl as of 385.41. The
performance gap doesn't seem to be as wide with the updated driver, so
to save maintaining two code paths, it's easier to just drop the
extension support completely.
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This reverts commit d23fd17e1a2c7c617731d619020af021a7658e93.

Dynamic sampler indexing is broken in VK_NV_glsl as of 385.41. The
performance gap doesn't seem to be as wide with the updated driver, so
to save maintaining two code paths, it's easier to just drop the
extension support completely.
</pre>
</div>
</content>
</entry>
<entry>
<title>Vulkan: Use VK_NV_glsl extension where available, and skip glslang</title>
<updated>2017-07-30T02:38:49+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-07-20T05:25:41+00:00</published>
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<id>d23fd17e1a2c7c617731d619020af021a7658e93</id>
<content type='text'>
Seems to produce faster ubershaders, at least.
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Seems to produce faster ubershaders, at least.
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</content>
</entry>
<entry>
<title>Vulkan: Compute shader support</title>
<updated>2017-04-01T02:32:57+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-12-09T12:23:04+00:00</published>
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</entry>
<entry>
<title>Vulkan: Amend header includes</title>
<updated>2016-10-01T03:26:03+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-10-01T03:07:50+00:00</published>
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<id>9395b8efa91fd5c7b20823d426699e058b9dae8c</id>
<content type='text'>
Adds headers where necessary to eliminate indirect includes.
Also adds headers to ensure certain standard constructs always
resolve correctly
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Adds headers where necessary to eliminate indirect includes.
Also adds headers to ensure certain standard constructs always
resolve correctly
</pre>
</div>
</content>
</entry>
<entry>
<title>Implement experimental Vulkan backend</title>
<updated>2016-09-30T16:40:01+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-08-13T12:57:50+00:00</published>
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