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<title>dolphin/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<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>
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<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>Stereo3D: Don't rely on GetEFBLayers() when dealing with shaders.</title>
<updated>2014-12-29T10:19:55+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-29T10:18:14+00:00</published>
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Shaders may be compiled before the FramebufferManager is initialized.
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Shaders may be compiled before the FramebufferManager is initialized.
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<entry>
<title>GeometryShaderCache: Cosmetics.</title>
<updated>2014-12-24T16:22:24+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-20T16:52:02+00:00</published>
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<entry>
<title>PixelShaderCache: Support stereoscopic EFB format changes.</title>
<updated>2014-12-21T14:46:12+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-21T14:37:05+00:00</published>
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<entry>
<title>VideoCommon: Make IsPassthrough() a function of the ShaderUid.</title>
<updated>2014-12-19T13:10:53+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-19T12:10:06+00:00</published>
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<entry>
<title>D3D: Use ROUND_UP macro for rounding buffer sizes.</title>
<updated>2014-12-17T23:37:15+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-17T08:37:29+00:00</published>
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<entry>
<title>GeometryShader: Disable the geometry shader stage if it is a pass-through shader.</title>
<updated>2014-12-17T23:36:48+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-16T16:28:35+00:00</published>
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<entry>
<title>GeometryShaderGen: Pass the primitive type and always run the generator regardless of stereoscopy.</title>
<updated>2014-12-14T20:23:20+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-14T18:41:16+00:00</published>
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<entry>
<title>VideoCommon: Add a separate constants buffer for the geometry shader.</title>
<updated>2014-12-14T20:23:13+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-14T20:23:13+00:00</published>
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