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<title>dolphin/Source/Core/VideoBackends/D3D/D3DPerfQuery.cpp, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Use range-based loops - Core VideoBackends</title>
<updated>2025-04-14T19:49:08+00:00</updated>
<author>
<name>Dr. Dystopia</name>
<email>jonis9898@hotmail.com</email>
</author>
<published>2025-04-13T06:35:31+00:00</published>
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</pre>
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</entry>
<entry>
<title>Divide by MSAA for PerfQuery in all backends.</title>
<updated>2023-03-14T01:13:25+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2023-03-14T01:13:25+00:00</published>
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</entry>
<entry>
<title>Return quarter value for PerfQuery in all backends.</title>
<updated>2023-03-14T01:08:20+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2023-03-12T21:00:46+00:00</published>
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</entry>
<entry>
<title>Cleanup headers</title>
<updated>2023-02-09T05:36:20+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-31T05:22:43+00:00</published>
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<id>4422af1272959fb48418a6a863a62c20730434ac</id>
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<pre>
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</entry>
<entry>
<title>Lint fixes</title>
<updated>2023-02-09T05:36:20+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-31T04:29:16+00:00</published>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Move xfb tracking and IR scaling out of RenderBase</title>
<updated>2023-02-09T05:36:20+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-31T04:26:46+00:00</published>
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</entry>
<entry>
<title>VideoBackends: Rename query_type to query_group</title>
<updated>2022-11-29T22:14:23+00:00</updated>
<author>
<name>Robin Kertels</name>
<email>robin.kertels@gmail.com</email>
</author>
<published>2022-11-17T20:54:43+00:00</published>
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</entry>
<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
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<id>e149ad4f0a9874f354221a7fc76d8f1841e47808</id>
<content type='text'>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
</pre>
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</content>
</entry>
<entry>
<title>Fix perf query regression</title>
<updated>2021-05-21T11:39:59+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2021-05-21T10:48:27+00:00</published>
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<id>1d3b9fdec2c8ed73ec9af95e390a6b86a699cf6f</id>
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When trying to do a small optimization in 8a0f5ea, I failed to
take into account that WeakFlush and FlushOne update m_query_count.

Only D3D11 and OGL had this problem, not D3D12 and Vulkan.
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<pre>
When trying to do a small optimization in 8a0f5ea, I failed to
take into account that WeakFlush and FlushOne update m_query_count.

Only D3D11 and OGL had this problem, not D3D12 and Vulkan.
</pre>
</div>
</content>
</entry>
<entry>
<title>Remove all remaining volatile qualifiers</title>
<updated>2021-05-15T07:52:04+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2021-05-13T17:30:30+00:00</published>
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<id>8a0f5ea04a276afcf3f76a038b0d3d88415ecad9</id>
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