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<title>dolphin/Source/Core/VideoCommon/PixelShaderManager.h, branch release-prep-2412</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoCommon: add custom pixel shader constants as a buffer of data to be passed to all backends</title>
<updated>2023-10-06T02:20:16+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-09-20T00:27:12+00:00</published>
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<entry>
<title>VideoCommon/PixelShaderManager: Rename s_ variables.</title>
<updated>2022-12-27T19:20:27+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2022-12-27T19:20:27+00:00</published>
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<entry>
<title>VideoCommon: De-globalize PixelShaderManager class.</title>
<updated>2022-12-27T19:13:24+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2022-12-27T16:42:02+00:00</published>
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<entry>
<title>VideoCommon: Expose SamplerState to shaders</title>
<updated>2021-11-18T04:04:34+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-08-09T04:11:50+00:00</published>
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The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
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The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
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</entry>
<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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</entry>
<entry>
<title>Ubershaders: Fix 6-bit color truncation not being applied</title>
<updated>2017-07-31T14:01:09+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-07-31T13:29:28+00:00</published>
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<entry>
<title>ShaderGen: Implement pixel ubershaders</title>
<updated>2017-07-30T07:43:59+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-07-20T05:25:24+00:00</published>
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<entry>
<title>VideoCommon: Move last EFB scale handling to CalculateTargetSize</title>
<updated>2017-03-04T06:53:07+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-03-04T06:42:27+00:00</published>
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<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>
<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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