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<title>dolphin/Source/Core/VideoBackends/D3D/PixelShaderCache.h, 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>Use main buffers for utility draws</title>
<updated>2018-12-04T07:37:25+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-11-27T07:16:53+00:00</published>
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<entry>
<title>Move shader caches to VideoCommon</title>
<updated>2018-03-10T05:56:30+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-02-24T15:15:35+00:00</published>
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</entry>
<entry>
<title>D3D: Use VideoCommon EFB-to-texture shaders</title>
<updated>2017-12-05T17:33:50+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-12-05T17:01:04+00:00</published>
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</entry>
<entry>
<title>VideoBackends: Add the explicit keyword to WorkItem-derived class constructors</title>
<updated>2017-09-02T21:35:20+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2017-09-02T21:32:26+00:00</published>
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Prevents implicit conversions
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Prevents implicit conversions
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</content>
</entry>
<entry>
<title>VideoBackends: Support a different number of threads for precompiling</title>
<updated>2017-07-30T07:43:59+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-07-27T03:15:38+00:00</published>
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At runtime, we only really want a single shader compiler thread.
However, for initial boots, we can use a higher number to speed things
up.
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At runtime, we only really want a single shader compiler thread.
However, for initial boots, we can use a higher number to speed things
up.
</pre>
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</content>
</entry>
<entry>
<title>D3D: Uber shader support</title>
<updated>2017-07-30T07:43:59+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-07-20T05:25:31+00:00</published>
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</entry>
<entry>
<title>D3D11: Reload shader cache when relevant config changes</title>
<updated>2017-07-20T07:46:59+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-06-24T09:29:03+00:00</published>
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<entry>
<title>VideoCommon: Make dst_alpha state implicit.</title>
<updated>2017-01-04T19:02:31+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-12-28T00:37:41+00:00</published>
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</entry>
<entry>
<title>Remove the rest of ShaderDebugging.</title>
<updated>2016-06-26T04:25:11+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2016-02-27T21:01:25+00:00</published>
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<id>2f134c5c36c3a9c3c7a618635d98d0bf2191b9f2</id>
<content type='text'>
Without UID checking, it's basically a no-op that disables shader cache
and stores the shader source code (without ever reading it back).
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Without UID checking, it's basically a no-op that disables shader cache
and stores the shader source code (without ever reading it back).
</pre>
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</content>
</entry>
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