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<title>dolphin/Source/Core/VideoBackends/D3D/TextureCache.cpp, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>D3D11: Fix some cases where render target switches desynced StateManager</title>
<updated>2016-03-25T14:01:26+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-02-18T10:22:55+00:00</published>
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<id>53cf42fb0649fe2e5eea79d56e1f6e2cb9f2269a</id>
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This was occuring in certain EFB copy patterns, leaving the textures
unbound for the next draw call.
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This was occuring in certain EFB copy patterns, leaving the textures
unbound for the next draw call.
</pre>
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</content>
</entry>
<entry>
<title>Copy all layers of textures with CopyRectangleFromTexture</title>
<updated>2016-02-14T20:17:06+00:00</updated>
<author>
<name>mimimi085181</name>
<email>mimimi085181@gmail.com</email>
</author>
<published>2016-02-14T16:13:07+00:00</published>
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</entry>
<entry>
<title>For partial texture updates check the dimensions of the efb copy and the target texture, not just the binary size.</title>
<updated>2016-02-14T16:13:51+00:00</updated>
<author>
<name>mimimi085181</name>
<email>mimimi085181@gmail.com</email>
</author>
<published>2015-12-18T15:59:11+00:00</published>
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This should get Donkey Kong Country Returns characters to be as broken as they should be. They will be fixed in a later pr.

Expected result is:
efbtex: characters are always flickering or invisible, no matter what scaling or IR setting
efb2ram: characters are always working properly at 1xIR, no matter what scaling or IR setting
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This should get Donkey Kong Country Returns characters to be as broken as they should be. They will be fixed in a later pr.

Expected result is:
efbtex: characters are always flickering or invisible, no matter what scaling or IR setting
efb2ram: characters are always working properly at 1xIR, no matter what scaling or IR setting
</pre>
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</content>
</entry>
<entry>
<title>TextureCache, fix an incorrect assert.</title>
<updated>2015-12-29T01:25:31+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-12-29T01:25:31+00:00</published>
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<entry>
<title>D3D: Fix compilation error on windows</title>
<updated>2015-12-28T05:50:01+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2015-12-28T05:50:01+00:00</published>
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<entry>
<title>Merge pull request #3295 from stenzek/d3d-xfb-msaa</title>
<updated>2015-12-28T00:13:42+00:00</updated>
<author>
<name>Markus Wick</name>
<email>degasus@users.noreply.github.com</email>
</author>
<published>2015-12-28T00:13:42+00:00</published>
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D3D: Fix multiple issues relating to MSAA</content>
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D3D: Fix multiple issues relating to MSAA</pre>
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</entry>
<entry>
<title>VideoBackends: Simplify initialization and deinitialization of resources</title>
<updated>2015-12-21T03:40:37+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-12-21T02:49:49+00:00</published>
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<content type='text'>
Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.

Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
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Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.

Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
</pre>
</div>
</content>
</entry>
<entry>
<title>D3D: Fix EFB depth buffer copies, filtering on scaled EFB copies when MSAA is enabled, real XFB filtering</title>
<updated>2015-12-08T10:29:21+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2015-11-28T11:33:47+00:00</published>
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<content type='text'>
Since ResolveSubresource cannot be used with depth textures (and throws an error with the debug layer enabled), use a shader which selects the minimum depth value from all samples.

Changes the sampler by XFBEncoder to use a linear filter, rather than point, to match GL behavior.
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Since ResolveSubresource cannot be used with depth textures (and throws an error with the debug layer enabled), use a shader which selects the minimum depth value from all samples.

Changes the sampler by XFBEncoder to use a linear filter, rather than point, to match GL behavior.
</pre>
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</content>
</entry>
<entry>
<title>D3D: Remove redundant cast, move pitch calculation to caller</title>
<updated>2015-11-24T11:54:19+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2015-11-24T11:54:19+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>TextureCache: Rewrite EFB Copy control flow</title>
<updated>2015-11-15T11:02:41+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-10-29T17:08:04+00:00</published>
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