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<title>dolphin/Source/Core/VideoBackends/D3D/FramebufferManager.cpp, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Move most backend functionality to VideoCommon</title>
<updated>2019-02-19T06:57:54+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-02-15T01:59:50+00:00</published>
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</entry>
<entry>
<title>Decouple XFB scanout from presentation</title>
<updated>2019-01-25T01:15:57+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-11-28T04:30:47+00:00</published>
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<entry>
<title>VideoBackends: Restore the framebuffer as part of the API state</title>
<updated>2018-03-01T07:31:24+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-02-09T11:41:31+00:00</published>
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It's not often we switch out to draw to the EFB anyway.
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It's not often we switch out to draw to the EFB anyway.
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</entry>
<entry>
<title>VideoConfig: Make StereoMode an enum class</title>
<updated>2017-11-19T04:19:53+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2017-11-11T03:55:00+00:00</published>
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<id>5337e58284aa9c727cdd66a1a79d968861a70839</id>
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Makes for more strongly-typed identifiers (and doesn't pollute
surrounding namespaces)
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Makes for more strongly-typed identifiers (and doesn't pollute
surrounding namespaces)
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</entry>
<entry>
<title>Remove old XFB logic</title>
<updated>2017-11-18T04:11:29+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2017-08-07T04:05:42+00:00</published>
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<entry>
<title>Add support for hybrid XFB</title>
<updated>2017-11-18T01:47:56+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2017-05-29T22:02:09+00:00</published>
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<entry>
<title>D3D: Support logic op through integer render target view</title>
<updated>2017-09-04T00:07:36+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-09-03T06:34:01+00:00</published>
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This brings D3D to parity with OpenGL and Vulkan.
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This brings D3D to parity with OpenGL and Vulkan.
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</entry>
<entry>
<title>D3D: Eliminate redundant ID3D11DeviceChild* casts</title>
<updated>2017-09-02T18:45:14+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2017-09-02T18:22:18+00:00</published>
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<entry>
<title>VideoCommon: Move some common initialization logic to RenderBase</title>
<updated>2017-03-04T06:42:16+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-03-04T06:40:08+00:00</published>
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<entry>
<title>VideoCommon: Eliminate static state in Renderer</title>
<updated>2017-03-04T06:39:50+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-03-04T06:39:50+00:00</published>
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