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<title>dolphin/Source/Core/DolphinWX/VideoConfigDiag.cpp, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>VideoBackends: Do not use Anisotropy on Point filtered textures.</title>
<updated>2016-03-24T02:43:29+00:00</updated>
<author>
<name>EmptyChaos</name>
<email>EmptyChaos@users.noreply.github.com</email>
</author>
<published>2016-03-24T02:23:56+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=902e5cddf76e941af8bd506cef34176d080184e6'/>
<id>902e5cddf76e941af8bd506cef34176d080184e6</id>
<content type='text'>
The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
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<pre>
The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
</pre>
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</content>
</entry>
<entry>
<title>Revert "Merge pull request #3578 from Armada651/forced-slow-depth"</title>
<updated>2016-02-28T23:55:51+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2016-02-28T23:55:51+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=6d1628eda4b78bfee7eefec1b632953f52a785f5'/>
<id>6d1628eda4b78bfee7eefec1b632953f52a785f5</id>
<content type='text'>
This reverts commit e2a1a085b6a9f36b23128872de85da727d231882, reversing
changes made to 2aea549eef85ba165672c8355d0e90781d805efd.
</content>
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<pre>
This reverts commit e2a1a085b6a9f36b23128872de85da727d231882, reversing
changes made to 2aea549eef85ba165672c8355d0e90781d805efd.
</pre>
</div>
</content>
</entry>
<entry>
<title>Merge pull request #3578 from Armada651/forced-slow-depth</title>
<updated>2016-02-22T10:29:09+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2016-02-22T10:29:09+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e2a1a085b6a9f36b23128872de85da727d231882'/>
<id>e2a1a085b6a9f36b23128872de85da727d231882</id>
<content type='text'>
VideoConfig: Replace FastDepthCalc by ForcedSlowDepth.</content>
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<pre>
VideoConfig: Replace FastDepthCalc by ForcedSlowDepth.</pre>
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</content>
</entry>
<entry>
<title>VideoBackendBase: Store video backends as unique_ptr</title>
<updated>2016-02-21T00:07:40+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-02-16T02:29:24+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=1d6ee140f0ff70927bb7fce7bae72277a20fa17f'/>
<id>1d6ee140f0ff70927bb7fce7bae72277a20fa17f</id>
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</content>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>VideoConfig: Replace FastDepthCalc by ForcedSlowDepth.</title>
<updated>2016-02-08T11:26:55+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2016-01-27T15:13:41+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=9805f709132decd152b4e4ed7034f7a83578450c'/>
<id>9805f709132decd152b4e4ed7034f7a83578450c</id>
<content type='text'>
Fast depth is now more accurate than slow depth and should always be used.
The option will be kept in a different form as it is still used as a hack to fix some games.
Also, the slow depth code path will still be relied upon by cards that don't support GL_ARB_clip_control.
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<pre>
Fast depth is now more accurate than slow depth and should always be used.
The option will be kept in a different form as it is still used as a hack to fix some games.
Also, the slow depth code path will still be relied upon by cards that don't support GL_ARB_clip_control.
</pre>
</div>
</content>
</entry>
<entry>
<title>Merge VideoBackendHardware into VideoBackend.</title>
<updated>2016-01-12T22:18:58+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-01-12T08:35:24+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=0c92603fd58219f7b3c8e22eea9233c820c9a0e9'/>
<id>0c92603fd58219f7b3c8e22eea9233c820c9a0e9</id>
<content type='text'>
And rename it to VideoBackendBase because of conflicts within the backends itself.
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<pre>
And rename it to VideoBackendBase because of conflicts within the backends itself.
</pre>
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</content>
</entry>
<entry>
<title>Merge pull request #3451 from RisingFog/libav</title>
<updated>2016-01-09T00:01:05+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2016-01-09T00:01:05+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=bf1c53a6e8f18d45682af7a16d17b1173536254b'/>
<id>bf1c53a6e8f18d45682af7a16d17b1173536254b</id>
<content type='text'>
Use ffmpeg for Windows Video Dumping instead of VFW</content>
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<pre>
Use ffmpeg for Windows Video Dumping instead of VFW</pre>
</div>
</content>
</entry>
<entry>
<title>Use ffmpeg for Windows Video Dumping instead of VFW</title>
<updated>2016-01-07T23:37:58+00:00</updated>
<author>
<name>Chris Burgener</name>
<email>christhecoolist@gmail.com</email>
</author>
<published>2016-01-02T18:07:08+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=c34fb3edf033197e6469b0b7892389402be1c9a2'/>
<id>c34fb3edf033197e6469b0b7892389402be1c9a2</id>
<content type='text'>
</content>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoConfig: Use "GFX.ini" for both D3D and OGL.</title>
<updated>2016-01-06T20:43:11+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-12-19T10:00:05+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=ad1f7576ade16e5ab6d3d914812bff38d956606e'/>
<id>ad1f7576ade16e5ab6d3d914812bff38d956606e</id>
<content type='text'>
They share the same format, so there is no need to separate their configs.
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<pre>
They share the same format, so there is no need to separate their configs.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackend: Get rid of a boolean global</title>
<updated>2016-01-02T23:03:28+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-01-02T20:01:12+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=01f99a04a2af61d70fc2a5eed14b2a0bf3c05696'/>
<id>01f99a04a2af61d70fc2a5eed14b2a0bf3c05696</id>
<content type='text'>
Also gets rid of global headers
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<pre>
Also gets rid of global headers
</pre>
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</content>
</entry>
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