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<title>dolphin/Source/Core/VideoCommon/GeometryShaderManager.cpp, branch release-prep-2503</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoCommon: De-globalize GeometryShaderManager class.</title>
<updated>2022-12-29T14:33:19+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2022-12-29T14:27:48+00:00</published>
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</entry>
<entry>
<title>VideoCommon: Add vertex shader point and line expansion</title>
<updated>2022-10-23T01:13:24+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-07-23T05:47:04+00:00</published>
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</entry>
<entry>
<title>Common: Refactor PointerWrap</title>
<updated>2022-05-25T20:06:41+00:00</updated>
<author>
<name>Dentomologist</name>
<email>dentomologist@gmail.com</email>
</author>
<published>2022-05-18T05:29:05+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>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>
</div>
</content>
</entry>
<entry>
<title>Convert XFMemory to BitField and enum class</title>
<updated>2021-03-07T03:27:14+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-02-11T00:01:42+00:00</published>
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Additionally a new ClipDisable union has been added (though it is not currently used by Dolphin).
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Additionally a new ClipDisable union has been added (though it is not currently used by Dolphin).
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</entry>
<entry>
<title>VideoConfig: Make StereoMode an enum class</title>
<updated>2017-11-19T04:19:53+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2017-11-11T03:55:00+00:00</published>
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Makes for more strongly-typed identifiers (and doesn't pollute
surrounding namespaces)
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Makes for more strongly-typed identifiers (and doesn't pollute
surrounding namespaces)
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</entry>
<entry>
<title>ShaderManagers: Use aggregate initialization for some variables.</title>
<updated>2016-12-10T22:33:51+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-12-10T22:07:28+00:00</published>
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These provide the same semantics, however aggregate initialization
doesn't force the structs to be trivially copyable. memset, on the other
hand, does.
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These provide the same semantics, however aggregate initialization
doesn't force the structs to be trivially copyable. memset, on the other
hand, does.
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</content>
</entry>
<entry>
<title>VideoBackends: Merge Initialize and Shutdown functions.</title>
<updated>2016-06-26T10:34:59+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-01-13T20:14:20+00:00</published>
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</entry>
<entry>
<title>Reformat all the things. Have fun with merge conflicts.</title>
<updated>2016-06-24T08:43:46+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2016-06-24T08:43:46+00:00</published>
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