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<title>dolphin/Source/Core/VideoBackends/D3D/D3DState.cpp, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Fix aniso filtering on d3d to not set aniso filter when using 1x</title>
<updated>2015-06-19T08:55:32+00:00</updated>
<author>
<name>Matthew Parlane</name>
<email>parlane@gmail.com</email>
</author>
<published>2015-06-19T08:55:32+00:00</published>
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<entry>
<title>D3D: Depth range inversion.</title>
<updated>2015-05-26T13:31:31+00:00</updated>
<author>
<name>galop1n</name>
<email>galopin@gmail.com</email>
</author>
<published>2015-05-24T12:44:25+00:00</published>
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Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
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Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
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</entry>
<entry>
<title>Set copyright year to when a file was created</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-24T04:55:12+00:00</published>
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<entry>
<title>Update license headers to GPLv2+</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-17T23:08:10+00:00</published>
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<entry>
<title>D3D: Replaced explicit _BitScanForward with LeastSignificantSetBit</title>
<updated>2015-05-03T19:14:29+00:00</updated>
<author>
<name>Yuriy O'Donnell</name>
<email>yuriyo@gmail.com</email>
</author>
<published>2015-04-29T21:52:49+00:00</published>
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<entry>
<title>D3D: StateManager::Apply no longer iterates through every texture and sampler slot</title>
<updated>2015-04-29T18:08:00+00:00</updated>
<author>
<name>Yuriy O'Donnell</name>
<email>yuriyo@gmail.com</email>
</author>
<published>2015-04-29T18:08:00+00:00</published>
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Now using bit scan through dirty slot masks.
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Now using bit scan through dirty slot masks.
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</entry>
<entry>
<title>D3DState: Remove wireframe rasterizer support.</title>
<updated>2014-12-19T13:10:52+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-19T11:48:23+00:00</published>
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<entry>
<title>D3D: Moved setting texture by slot mask into StateManager</title>
<updated>2014-12-17T22:41:26+00:00</updated>
<author>
<name>Yuriy O'Donnell</name>
<email>yuriyo@gmail.com</email>
</author>
<published>2014-12-17T19:31:08+00:00</published>
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<entry>
<title>D3D: Fixed D3D validation error during EFB to texture copy</title>
<updated>2014-12-12T23:32:08+00:00</updated>
<author>
<name>Yuriy O'Donnell</name>
<email>yuriyo@gmail.com</email>
</author>
<published>2014-12-12T23:32:08+00:00</published>
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<content type='text'>
Texture was being bound as a render target while still being set as a shader resource.
D3D automatically unbinds the SRV in this case and generates a validation error.
The fix is to manually unbind SRV, render into it and then re-bind to old slots.
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Texture was being bound as a render target while still being set as a shader resource.
D3D automatically unbinds the SRV in this case and generates a validation error.
The fix is to manually unbind SRV, render into it and then re-bind to old slots.
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</content>
</entry>
<entry>
<title>D3D: StateManager m_current and m_pending are now value-initialized</title>
<updated>2014-12-07T17:45:49+00:00</updated>
<author>
<name>Yuriy O'Donnell</name>
<email>yuriyo@gmail.com</email>
</author>
<published>2014-11-06T19:25:34+00:00</published>
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