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<title>dolphin/Source/Core/VideoBackends/D3D/FramebufferManager.cpp, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>D3D11: Fix CPU EFB color reads when MSAA is enabled</title>
<updated>2016-05-19T12:51:00+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-05-01T14:29:36+00:00</published>
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<content type='text'>
Also swaps the byte order from RGBA-&gt;BGRA to match GL/D3D12, and what
the read handler is expecting.

Depth reads will now return the minimum depth of all samples, instead of
the average of all samples.
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Also swaps the byte order from RGBA-&gt;BGRA to match GL/D3D12, and what
the read handler is expecting.

Depth reads will now return the minimum depth of all samples, instead of
the average of all samples.
</pre>
</div>
</content>
</entry>
<entry>
<title>D3D11: Simplify MSAA depth texture resolving</title>
<updated>2016-03-25T14:00:39+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-02-18T09:50:26+00:00</published>
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<id>63e4e076832c9bec2e41d6b7d72f9e92d5d1da56</id>
<content type='text'>
This also fixes EFB depth buffer copies when MSAA is enabled.
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This also fixes EFB depth buffer copies when MSAA is enabled.
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</entry>
<entry>
<title>D3D: Use a 32-bit floating point depth buffer.</title>
<updated>2016-01-11T21:27:40+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2016-01-11T00:30:11+00:00</published>
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</entry>
<entry>
<title>Merge pull request #3295 from stenzek/d3d-xfb-msaa</title>
<updated>2015-12-28T00:13:42+00:00</updated>
<author>
<name>Markus Wick</name>
<email>degasus@users.noreply.github.com</email>
</author>
<published>2015-12-28T00:13:42+00:00</published>
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<id>294bb753164b58eb0a1e9317eaf05ce3d5bb0209</id>
<content type='text'>
D3D: Fix multiple issues relating to MSAA</content>
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D3D: Fix multiple issues relating to MSAA</pre>
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</content>
</entry>
<entry>
<title>FramebufferManagerBase: Get rid of explicit delete and new</title>
<updated>2015-12-21T20:57:48+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-12-21T19:11:01+00:00</published>
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</entry>
<entry>
<title>MSAA: Store samples in ini files.</title>
<updated>2015-12-15T08:41:01+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-12-12T12:00:08+00:00</published>
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</entry>
<entry>
<title>D3D: Fix EFB depth buffer copies, filtering on scaled EFB copies when MSAA is enabled, real XFB filtering</title>
<updated>2015-12-08T10:29:21+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2015-11-28T11:33:47+00:00</published>
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<content type='text'>
Since ResolveSubresource cannot be used with depth textures (and throws an error with the debug layer enabled), use a shader which selects the minimum depth value from all samples.

Changes the sampler by XFBEncoder to use a linear filter, rather than point, to match GL behavior.
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Since ResolveSubresource cannot be used with depth textures (and throws an error with the debug layer enabled), use a shader which selects the minimum depth value from all samples.

Changes the sampler by XFBEncoder to use a linear filter, rather than point, to match GL behavior.
</pre>
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</content>
</entry>
<entry>
<title>D3D: Fix EFB-&gt;XFB copies incorrectly scaling, match GL behavior</title>
<updated>2015-11-28T10:04:36+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2015-11-28T10:04:36+00:00</published>
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</pre>
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</content>
</entry>
<entry>
<title>Fix code to comply with coding style</title>
<updated>2015-08-01T00:00:36+00:00</updated>
<author>
<name>unknown</name>
<email>delvallejacobo@gmail.com</email>
</author>
<published>2015-07-30T01:48:08+00:00</published>
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</entry>
<entry>
<title>Changed the aspect ratio settings to account for NTSC/PAL pixel aspect ratios and VI scaling.</title>
<updated>2015-07-31T23:58:02+00:00</updated>
<author>
<name>mirrorbender</name>
<email>mirrorbender@gmail.com</email>
</author>
<published>2015-07-21T00:12:29+00:00</published>
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