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<title>dolphin/Source/Core/VideoBackends/D3D/PSTextureEncoder.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>D3D: Add debug object name for efb encoder pixel shader</title>
<updated>2015-02-12T13:34:36+00:00</updated>
<author>
<name>mr.greywater</name>
<email>mr.greywater@googlemail.com</email>
</author>
<published>2015-02-09T12:43:28+00:00</published>
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<entry>
<title>D3D: Fixed crash rendering EFB textures with MSAA</title>
<updated>2015-02-08T20:03:15+00:00</updated>
<author>
<name>mr.greywater</name>
<email>mr.greywater@googlemail.com</email>
</author>
<published>2015-02-08T15:58:04+00:00</published>
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Rendering EFB textures currently crashes with the D3D backend when MSAA is enabled, because the depth texture wasn't correctly resolved. An example for a crash would be starting Pokemon Snap with D3D and MSAA enabled.
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Rendering EFB textures currently crashes with the D3D backend when MSAA is enabled, because the depth texture wasn't correctly resolved. An example for a crash would be starting Pokemon Snap with D3D and MSAA enabled.
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<entry>
<title>Remove some debugging junk.</title>
<updated>2015-01-26T07:11:36+00:00</updated>
<author>
<name>magumagu</name>
<email>magumagu9@gmail.com</email>
</author>
<published>2015-01-26T07:11:36+00:00</published>
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<entry>
<title>Use linear sampling in ScaleByHalf mode.</title>
<updated>2015-01-26T07:05:23+00:00</updated>
<author>
<name>magumagu</name>
<email>magumagu9@gmail.com</email>
</author>
<published>2015-01-26T07:05:23+00:00</published>
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<entry>
<title>Fix stupid mistake.</title>
<updated>2015-01-26T05:20:25+00:00</updated>
<author>
<name>magumagu</name>
<email>magumagu9@gmail.com</email>
</author>
<published>2015-01-26T05:20:25+00:00</published>
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<entry>
<title>More work.</title>
<updated>2015-01-26T03:57:07+00:00</updated>
<author>
<name>magumagu</name>
<email>magumagu9@gmail.com</email>
</author>
<published>2015-01-26T01:22:29+00:00</published>
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<entry>
<title>WIP.</title>
<updated>2015-01-25T23:49:35+00:00</updated>
<author>
<name>magumagu</name>
<email>magumagu9@gmail.com</email>
</author>
<published>2015-01-25T23:49:35+00:00</published>
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<entry>
<title>D3D: Set the geometry shader before every draw call.</title>
<updated>2014-12-17T23:36:50+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-17T02:05:23+00:00</published>
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And refactor the VertexManager draw call.
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And refactor the VertexManager draw call.
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