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<title>GL backend: fixed issue with immutable sampler stages in default signature with non-separable programs</title>
<updated>2021-03-19T00:38:23+00:00</updated>
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<published>2021-03-16T03:07:48+00:00</published>
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<title>Some minor/cosmetic changes</title>
<updated>2021-03-19T00:38:20+00:00</updated>
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<published>2021-03-11T21:32:24+00:00</published>
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<title>Updated resource binding validation</title>
<updated>2021-03-19T00:38:20+00:00</updated>
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<published>2021-03-11T19:36:13+00:00</published>
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<title>GL backend: some code improvements</title>
<updated>2021-03-19T00:38:19+00:00</updated>
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<name>assiduous</name>
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<published>2021-03-10T04:43:59+00:00</published>
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<title>Removed unused ShaderVariableManagerGL::dvpVerifyBindings</title>
<updated>2021-03-19T00:38:18+00:00</updated>
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<name>assiduous</name>
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<published>2021-03-09T22:32:13+00:00</published>
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<title>OpenGL backend: reorganized headers, removed signature methods implemented by the base class</title>
<updated>2021-03-19T00:38:17+00:00</updated>
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<name>assiduous</name>
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<published>2021-03-08T02:12:24+00:00</published>
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<title>Reworked non-separable programs in GL; added more PSO and PRS validation</title>
<updated>2021-03-19T00:38:16+00:00</updated>
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<name>assiduous</name>
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<published>2021-03-07T18:11:56+00:00</published>
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<title>Unified resource signature handling by pipeline state in D3D12, Vk and GL</title>
<updated>2021-03-19T00:38:16+00:00</updated>
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<name>assiduous</name>
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<published>2021-03-06T22:06:26+00:00</published>
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<title>Moved GetResourceAttribution() function to PipelineStateBase to eliminate duplication</title>
<updated>2021-03-19T00:38:16+00:00</updated>
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<name>assiduous</name>
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<published>2021-03-06T07:00:47+00:00</published>
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<title>OpenGL backend: updated resource binding procedure</title>
<updated>2021-03-19T00:38:16+00:00</updated>
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<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
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<published>2021-03-06T05:25:09+00:00</published>
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