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<title>dolphin/Source/Core/VideoBackends/Vulkan/VKPipeline.cpp, branch 2409</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Vulkan: use EnumMap for blend factor luts (NFC)</title>
<updated>2023-11-26T00:36:53+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2023-11-25T22:26:51+00:00</published>
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<entry>
<title>VideoBackends: add support to allow rendering to multiple output textures</title>
<updated>2023-06-03T19:52:31+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-05-29T01:59:02+00:00</published>
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<entry>
<title>VideoCommon: store the configuration used to create the AbstractPipeline on the pipeline itself, so that it's easy to duplicate pipelines with slightly altered configuration</title>
<updated>2023-02-09T08:13:53+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
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<published>2023-01-28T00:28:52+00:00</published>
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<entry>
<title>VideoBackends:Vulkan: Dynamic vertex loader support</title>
<updated>2022-09-19T21:28:24+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-06-19T03:49:03+00:00</published>
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<entry>
<title>VideoCommon: Add separate pipeline usage for UberShaders</title>
<updated>2022-09-19T21:28:24+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-06-19T01:03:28+00:00</published>
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<entry>
<title>VideoCommon: Better driver bug handling</title>
<updated>2022-07-14T02:51:24+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-06-12T02:03:09+00:00</published>
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Adds a pass to process driver deficiencies between UID caching and use, allowing a full view of the whole pipeline, since some bugs/workarounds involve interactions between blend modes and the pixel shader
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Adds a pass to process driver deficiencies between UID caching and use, allowing a full view of the whole pipeline, since some bugs/workarounds involve interactions between blend modes and the pixel shader
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<entry>
<title>DriverDetails: Add broken discard with early-Z bug on Apple Silicon GPUs</title>
<updated>2022-04-20T18:56:34+00:00</updated>
<author>
<name>OatmealDome</name>
<email>julian@oatmealdome.me</email>
</author>
<published>2021-12-25T05:27:43+00:00</published>
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<entry>
<title>VKPipeline: Add shader blending support</title>
<updated>2022-04-19T14:55:26+00:00</updated>
<author>
<name>OatmealDome</name>
<email>julian@oatmealdome.me</email>
</author>
<published>2021-12-25T05:27:53+00:00</published>
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<entry>
<title>DriverDetails: Add broken dual source blending bug to MoltenVK on Intel GPUs</title>
<updated>2021-09-20T23:14:41+00:00</updated>
<author>
<name>OatmealDome</name>
<email>julian@oatmealdome.me</email>
</author>
<published>2021-07-23T12:32:21+00:00</published>
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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.
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