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<title>dolphin/Source/Core/Common/Src, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Remove unnecessary Src/ folders</title>
<updated>2013-12-31T19:03:19+00:00</updated>
<author>
<name>Jasper St. Pierre</name>
<email>jstpierre@mecheye.net</email>
</author>
<published>2013-12-07T20:14:29+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>Add a non-tiny warning about CPUs that will silently desync.</title>
<updated>2013-12-17T03:41:52+00:00</updated>
<author>
<name>comex</name>
<email>comexk@gmail.com</email>
</author>
<published>2013-12-17T03:41:52+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>Remove all instances of OpenCL in the Dolphin Project. A brief history of OpenCL in Dolphin. OpenCL was originally added to the Dolphin codebase 1 month after it was released with OS X Snow Leopard in 2009. OpenCL was one of the largest group projects that Dolphin ever has had. The OpenCL texture decoder was originally aded with version 1.0 of the OpenCL spec; This version didn't have the capability of a OpenCL-OpenGL interop which would allow for uploading textures once and have it decoded directly to a OpenGL texure. This was to be worked out when the OpenCL 1.1 spec was released and allowed the interop. This work has never been done, and no one in the team is willing to work on it for various reasons. OpenCL has had the unreasonable expectation that it increases the performance of video games that require a large amount of EFB copies like NSMBW. In reality, enabling OpenCL just put the graphics card in a higher power mode which increased the game speed. This is due to the unfortunate effect of Dolphin tending to not push GPUs out of their lower frequency power savings modes. Thanks to everyone that had contributed to the OpenCL texture decoder.</title>
<updated>2013-12-11T21:15:55+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2013-12-11T21:15:55+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>Fix an idiotic race condition when starting games in multiple Dolphin instances at the same time on Unix.</title>
<updated>2013-12-10T21:20:52+00:00</updated>
<author>
<name>comex</name>
<email>comexk@gmail.com</email>
</author>
<published>2013-12-10T05:27:20+00:00</published>
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<id>eaacf10f7141caaff9f34221bee3a8e5ede636cb</id>
<content type='text'>
MemArena mmaps the emulated memory from a file in order to get the same
mapping at multiple addresses.  A file which, formerly, was located at a
static filename: it was unlinked after creation, but the open did not
use O_EXCL, so if two instances started up on the same system at just
the right time, they would get the same memory.  Naturally, this caused
extremely mysterious crashes, but only in Netplay, where the game is
automatically started when the client receives a broadcast from the
server, so races are actually quite likely.

And switch to shm_open, because it fits the bill better and avoids any
issues with using /tmp.
</content>
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<pre>
MemArena mmaps the emulated memory from a file in order to get the same
mapping at multiple addresses.  A file which, formerly, was located at a
static filename: it was unlinked after creation, but the open did not
use O_EXCL, so if two instances started up on the same system at just
the right time, they would get the same memory.  Naturally, this caused
extremely mysterious crashes, but only in Netplay, where the game is
automatically started when the client receives a broadcast from the
server, so races are actually quite likely.

And switch to shm_open, because it fits the bill better and avoids any
issues with using /tmp.
</pre>
</div>
</content>
</entry>
<entry>
<title>Merge branch 'ppc_fp'</title>
<updated>2013-11-18T18:31:09+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2013-11-18T18:31:09+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>warnings and code formatting</title>
<updated>2013-11-13T09:03:46+00:00</updated>
<author>
<name>Jordan Cristiano</name>
<email>jordan.cristi [AT] gmail.com</email>
</author>
<published>2013-11-13T09:03:46+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>x64: add small warning if CPU has SSE2 but not DAZ</title>
<updated>2013-11-13T05:26:57+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2013-11-03T22:56:30+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>Interpreter: software-based flush-to-zero</title>
<updated>2013-11-13T05:24:58+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2013-10-24T20:05:53+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=cd069fdce1bd7a30f99f3bed9dfe0af60cd562d8'/>
<id>cd069fdce1bd7a30f99f3bed9dfe0af60cd562d8</id>
<content type='text'>
bDAZ is now called bFlushToZero to better reflect what it's actually
used for.

I decided not to support any hardware-based flush-to-zero on systems
that don't support this for both inputs _and_ outputs. It makes the code
cleaner and the intersection of CPUs that support SSE2 but not DAZ
should be very small.
</content>
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<pre>
bDAZ is now called bFlushToZero to better reflect what it's actually
used for.

I decided not to support any hardware-based flush-to-zero on systems
that don't support this for both inputs _and_ outputs. It makes the code
cleaner and the intersection of CPUs that support SSE2 but not DAZ
should be very small.
</pre>
</div>
</content>
</entry>
<entry>
<title>Interpreter: support non-IEEE mode emulation</title>
<updated>2013-11-13T05:24:57+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2013-10-24T11:52:22+00:00</published>
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<id>466a7afde336d381e250d51e4c268c769e072a02</id>
<content type='text'>
v2: fix fxsave on visual studio, thx @ rodolfo for this patch
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v2: fix fxsave on visual studio, thx @ rodolfo for this patch
</pre>
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</content>
</entry>
<entry>
<title>x64: support VEX opcode encoding</title>
<updated>2013-11-13T05:12:23+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2013-11-04T20:37:07+00:00</published>
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<id>ae86850a787eada3a585583878649c93b78cfcd6</id>
<content type='text'>
and add some AVX instructions
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<pre>
and add some AVX instructions
</pre>
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</entry>
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