<feed xmlns='http://www.w3.org/2005/Atom'>
<title>dolphin/Source/Core/VideoBackends/D3D/Render.h, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>VideoCommon: Change PokeEFB to take a pointer rather than a vector</title>
<updated>2015-12-20T04:42:14+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2015-12-19T14:34:56+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=a61fc372bbb538cba7bf43a6402f3036fb468810'/>
<id>a61fc372bbb538cba7bf43a6402f3036fb468810</id>
<content type='text'>
This saves allocating a vector for the pass-through path.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This saves allocating a vector for the pass-through path.
</pre>
</div>
</content>
</entry>
<entry>
<title>D3D: Implement vectored efb pokes, increase util vertex buffer size to 64KiB</title>
<updated>2015-12-19T14:31:58+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2015-12-19T05:45:21+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=7b628c99ec4731ab606b8dd50ce3c3223d81b4eb'/>
<id>7b628c99ec4731ab606b8dd50ce3c3223d81b4eb</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Add missing license headers</title>
<updated>2015-05-25T11:11:47+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-24T04:32:32+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=268f52e05479dc8e0f2cbf550472ca8d4867cf22'/>
<id>268f52e05479dc8e0f2cbf550472ca8d4867cf22</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>TextureCache: load all mipmap levels from custom textures</title>
<updated>2015-03-01T23:09:09+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-03-01T12:04:48+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=35373c5185d586602a44c51544f85fb6acde10f1'/>
<id>35373c5185d586602a44c51544f85fb6acde10f1</id>
<content type='text'>
This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
</pre>
</div>
</content>
</entry>
<entry>
<title>Revert "Merge pull request #1903 from RisingFog/libav"</title>
<updated>2015-01-26T01:35:29+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2015-01-26T01:35:29+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=1e809d9c11079be3ed8985dae42f36595767dcb5'/>
<id>1e809d9c11079be3ed8985dae42f36595767dcb5</id>
<content type='text'>
This reverts commit 34079a00379d8fb773e570c2d6fbf8750c0cd7b2, reversing
changes made to 3274df71588640b4648628e513cc59d6bdbdae26.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This reverts commit 34079a00379d8fb773e570c2d6fbf8750c0cd7b2, reversing
changes made to 3274df71588640b4648628e513cc59d6bdbdae26.
</pre>
</div>
</content>
</entry>
<entry>
<title>Use ffmpeg for Windows Video Dumping instead of VFW</title>
<updated>2015-01-22T00:47:45+00:00</updated>
<author>
<name>Fog</name>
<email>christhecoolist@gmail.com</email>
</author>
<published>2015-01-17T18:47:07+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=6cad635bd887634b1908c61ef6039420890b2ba2'/>
<id>6cad635bd887634b1908c61ef6039420890b2ba2</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>D3D: Support stereoscopic XFB blit to screen.</title>
<updated>2014-12-24T17:45:24+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-20T17:20:49+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=4a86234a79f2ad2f72d17bb622669710aa1a37e8'/>
<id>4a86234a79f2ad2f72d17bb622669710aa1a37e8</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: Merge LineGeometryShader into GeometryShaderGen.</title>
<updated>2014-12-15T21:47:42+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-15T21:12:17+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=55e60a9c2242713a93621ca1b618930e5c61aef0'/>
<id>55e60a9c2242713a93621ca1b618930e5c61aef0</id>
<content type='text'>
This adds line-width emulation support to OpenGL.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This adds line-width emulation support to OpenGL.
</pre>
</div>
</content>
</entry>
<entry>
<title>Add HW bounding Box support to d3d backend</title>
<updated>2014-12-05T18:03:24+00:00</updated>
<author>
<name>Rodolfo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2014-12-05T02:01:20+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=93b4540e1943263e33aebf9aa3912f35dbdb4a0a'/>
<id>93b4540e1943263e33aebf9aa3912f35dbdb4a0a</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>OGL: implement bounding box support with ssbo</title>
<updated>2014-11-17T20:20:32+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2014-11-13T22:26:49+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=c211450b997effa6d91059fb0aaa564892297719'/>
<id>c211450b997effa6d91059fb0aaa564892297719</id>
<content type='text'>
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
</pre>
</div>
</content>
</entry>
</feed>
