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<title>dolphin/Source/Core/VideoBackends/D3D/NativeVertexFormat.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>
</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>Move Zfreeze code out individual backends into videoCommon</title>
<updated>2015-01-23T14:22:27+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-01-23T14:15:09+00:00</published>
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Also:
 * Implement support for per-vertex PosMatrixIndex
 * Only update zslope constant once when zfreeze is activated.
 * Added a bunch of comments.
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Also:
 * Implement support for per-vertex PosMatrixIndex
 * Only update zslope constant once when zfreeze is activated.
 * Added a bunch of comments.
</pre>
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</entry>
<entry>
<title>D3D: Fixed StateManager member function name case</title>
<updated>2014-12-07T17:45:50+00:00</updated>
<author>
<name>Yuriy O'Donnell</name>
<email>yuriyo@gmail.com</email>
</author>
<published>2014-12-06T13:54:06+00:00</published>
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<entry>
<title>D3D: Implemented context state caching</title>
<updated>2014-12-07T17:17:19+00:00</updated>
<author>
<name>Yuriy O'Donnell</name>
<email>yuriyo@gmail.com</email>
</author>
<published>2014-10-29T00:19:09+00:00</published>
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This avoids most of the redundant API calls.
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This avoids most of the redundant API calls.
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</entry>
<entry>
<title>D3DBackend: Don't recompute ID3D11Layout.</title>
<updated>2014-04-11T20:13:01+00:00</updated>
<author>
<name>magumagu</name>
<email>magumagu9@gmail.com</email>
</author>
<published>2014-03-28T22:56:51+00:00</published>
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CreateInputLayout requires a shader as an input, but it only cares about
the signature; we don't need to recompute it for different shaders with
the same inputs.
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CreateInputLayout requires a shader as an input, but it only cares about
the signature; we don't need to recompute it for different shaders with
the same inputs.
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</entry>
<entry>
<title>clang-modernize -use-nullptr</title>
<updated>2014-03-09T20:14:26+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2014-03-09T20:14:26+00:00</published>
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<content type='text'>
and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
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and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
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</entry>
<entry>
<title>Convert all includes to relative paths.</title>
<updated>2014-02-18T07:19:10+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2014-02-17T10:18:15+00:00</published>
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<entry>
<title>PortableVertexFormat: use AttributeFormat for posmtx attribute format</title>
<updated>2014-01-31T06:19:34+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2014-01-24T14:41:08+00:00</published>
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<entry>
<title>PortableVertexFormat: use AttributeFormat for texcoord attribute format</title>
<updated>2014-01-31T06:19:34+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2014-01-24T14:32:27+00:00</published>
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