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<title>dolphin/Source/Core/VideoBackends/D3D/Render.cpp, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>D3D11: Fix CPU EFB color reads when MSAA is enabled</title>
<updated>2016-05-19T12:51:00+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-05-01T14:29:36+00:00</published>
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Also swaps the byte order from RGBA-&gt;BGRA to match GL/D3D12, and what
the read handler is expecting.

Depth reads will now return the minimum depth of all samples, instead of
the average of all samples.
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<pre>
Also swaps the byte order from RGBA-&gt;BGRA to match GL/D3D12, and what
the read handler is expecting.

Depth reads will now return the minimum depth of all samples, instead of
the average of all samples.
</pre>
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</content>
</entry>
<entry>
<title>D3D: Amend code to fix a new VS warning</title>
<updated>2016-03-31T00:59:57+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-03-31T00:45:40+00:00</published>
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<id>33c22ffab7554802573da60d7cc5655fa90688a3</id>
<content type='text'>
Fixes warning C4334
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<pre>
Fixes warning C4334
</pre>
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</content>
</entry>
<entry>
<title>VideoCommon: Refactor TexMode0 mipmaps disabled test into a helper function</title>
<updated>2016-03-24T02:43:29+00:00</updated>
<author>
<name>EmptyChaos</name>
<email>EmptyChaos@users.noreply.github.com</email>
</author>
<published>2016-03-24T02:42:08+00:00</published>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>VideoBackends: Do not use Anisotropy on Point filtered textures.</title>
<updated>2016-03-24T02:43:29+00:00</updated>
<author>
<name>EmptyChaos</name>
<email>EmptyChaos@users.noreply.github.com</email>
</author>
<published>2016-03-24T02:23:56+00:00</published>
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<id>902e5cddf76e941af8bd506cef34176d080184e6</id>
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The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
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The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
</pre>
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</content>
</entry>
<entry>
<title>Merge pull request #3426 from Sonicadvance1/ES_fix_framedump</title>
<updated>2016-01-28T23:24:32+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2016-01-28T23:24:32+00:00</published>
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<id>e1f21602fdb49b2d03893167781a68d956c618c3</id>
<content type='text'>
Add support for framedumping to OpenGL ES.</content>
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Add support for framedumping to OpenGL ES.</pre>
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</content>
</entry>
<entry>
<title>Fifo: Make g_bSkipCurrentFrame a TU-local variable</title>
<updated>2016-01-25T10:23:14+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-01-24T04:20:13+00:00</published>
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<id>5ebd1e215b29bdbf74317ea1b6cb19578db0e41a</id>
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This is only ever queried, making it a global isn't necessary.
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This is only ever queried, making it a global isn't necessary.
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</content>
</entry>
<entry>
<title>VideoCommon: Header cleanup</title>
<updated>2016-01-18T01:11:45+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-01-17T21:54:31+00:00</published>
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<id>d9fec92628231526b47e19cd09b68572eb06e44f</id>
<content type='text'>
Also remedies places where the video backends and core rely on things
being indirectly included.
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Also remedies places where the video backends and core rely on things
being indirectly included.
</pre>
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</content>
</entry>
<entry>
<title>Merge pull request #3495 from Armada651/d3d-float</title>
<updated>2016-01-13T23:39:23+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2016-01-13T23:39:23+00:00</published>
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<id>48b60649af56253570c3a48edb708cfed8e8c91a</id>
<content type='text'>
D3D: Use a 32-bit floating point depth buffer.</content>
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<pre>
D3D: Use a 32-bit floating point depth buffer.</pre>
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</content>
</entry>
<entry>
<title>Fifo: Create a "Fifo" namespace.</title>
<updated>2016-01-12T22:28:26+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-01-12T21:44:58+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>D3D: Use the full depth range for Z pokes.</title>
<updated>2016-01-11T21:27:41+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2016-01-11T00:31:00+00:00</published>
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</content>
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<pre>
</pre>
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</entry>
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