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<title>dolphin/Source/Core/VideoCommon/RenderState.h, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoBackends / VideoCommon: rename member variables in RenderState to be consistent</title>
<updated>2025-08-23T18:50:22+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-08-23T18:35:05+00:00</published>
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<entry>
<title>Enable anisotropic filtering when the game requests it</title>
<updated>2025-03-18T01:46:19+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-07-30T19:14:54+00:00</published>
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<entry>
<title>C++20: Synthesize `operator!=` From `operator==`</title>
<updated>2024-10-11T03:23:55+00:00</updated>
<author>
<name>mitaclaw</name>
<email>140017135+mitaclaw@users.noreply.github.com</email>
</author>
<published>2024-10-09T00:16:57+00:00</published>
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The inequality operator is automatically generated by the compiler if `operator==` is defined.
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The inequality operator is automatically generated by the compiler if `operator==` is defined.
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</entry>
<entry>
<title>RenderState: Collapse std namespace for hash</title>
<updated>2024-01-31T17:40:10+00:00</updated>
<author>
<name>Lioncash</name>
<email>mai.iam2048@gmail.com</email>
</author>
<published>2024-01-31T17:40:08+00:00</published>
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<content type='text'>
We can specify the namespace on the hash to make the specialization a
little less noisy.
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We can specify the namespace on the hash to make the specialization a
little less noisy.
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</content>
</entry>
<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>
<entry>
<title>Fix uninitialized variable warnings (C26495)</title>
<updated>2023-02-16T03:18:39+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2023-02-16T03:18:39+00:00</published>
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<entry>
<title>Merge pull request #11522 from phire/KillRendererWithFire</title>
<updated>2023-02-09T06:59:16+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-02-09T06:59:16+00:00</published>
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<id>ccf92a3e56764d6378c436a8040519a5bffc3372</id>
<content type='text'>
Kill Renderer (with phire)</content>
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Kill Renderer (with phire)</pre>
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</entry>
<entry>
<title>Minimise include polution from RenderState</title>
<updated>2023-01-31T06:41:23+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-28T02:13:49+00:00</published>
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<entry>
<title>VideoCommon: Better logic op invert approximation</title>
<updated>2023-01-30T20:04:37+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-07-13T08:56:33+00:00</published>
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</entry>
<entry>
<title>VideoCommon: Remove dstalpha from BlendingState</title>
<updated>2022-07-15T20:31:47+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-06-13T23:24:57+00:00</published>
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It's not supported by any PC graphics API, and therefore completely unused
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It's not supported by any PC graphics API, and therefore completely unused
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