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<title>dolphin/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp, branch 4.0.2</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>ogl: don't PanicAlert on shader compiler warnings</title>
<updated>2013-09-18T09:47:44+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-09-18T09:47:44+00:00</published>
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<entry>
<title>ogl: disable revision 737df2a68cd5 for desktop ogl</title>
<updated>2013-09-03T15:36:55+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-09-03T15:36:55+00:00</published>
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texelFetch doesn't filter linear, so every copy with filters didn't work correctly. This is still the case for gles, but this will be fixed after the 4.0 release.
Fixes issue 6465.
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texelFetch doesn't filter linear, so every copy with filters didn't work correctly. This is still the case for gles, but this will be fixed after the 4.0 release.
Fixes issue 6465.
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</entry>
<entry>
<title>ogl: fix ubo workaround</title>
<updated>2013-08-23T15:53:20+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-08-23T15:52:47+00:00</published>
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<entry>
<title>ogl: rework DriverDetails framework + detect UBO mesa bug</title>
<updated>2013-08-23T08:52:29+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-08-23T08:52:29+00:00</published>
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<entry>
<title>ogl: enable glsl extension ARB_shader_image_load_store for early-z</title>
<updated>2013-08-21T09:48:39+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-08-21T09:48:39+00:00</published>
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<entry>
<title>ogl: remove glBindFragDataLocation</title>
<updated>2013-08-20T12:00:24+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-08-20T12:00:24+00:00</published>
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Without dual source blend, we have only one output per fragment shader,
so this is bound to zero by default.
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Without dual source blend, we have only one output per fragment shader,
so this is bound to zero by default.
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<entry>
<title>Put the shader info log at the end of the shader log file. This fixes issue 6495.</title>
<updated>2013-08-16T21:05:35+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@Gmail.com</email>
</author>
<published>2013-08-16T21:05:35+00:00</published>
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<entry>
<title>Implement zcomploc on OpenGL4.2+</title>
<updated>2013-07-22T10:02:16+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-07-22T10:02:16+00:00</published>
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<entry>
<title>Patch from Degasus that removes the last of the the GL_TEXTURE_RECTANGLE usages. This is needed to have GLES3 support.</title>
<updated>2013-07-13T22:24:23+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2013-07-13T22:24:23+00:00</published>
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<entry>
<title>Remove saturate function define in GLSL since we use clamp everywhere instead. Change the function defines over to just regular defines since Qualcomm can't handle function defines at all it seems.</title>
<updated>2013-06-18T17:42:14+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2013-06-18T17:42:14+00:00</published>
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