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<title>dolphin/Source/Core/VideoBackends/D3D/TextureCache.cpp, 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>
<title>TextureCache: Implement deferred/batched EFB copies</title>
<updated>2018-11-07T06:25:01+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-11-02T14:17:00+00:00</published>
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<entry>
<title>EFB2RAM: Apply copy filter as a float coefficient after sampling</title>
<updated>2018-05-22T02:24:08+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-05-22T02:14:48+00:00</published>
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Using 8-bit integer math here lead to precision loss for depth copies,
which broke various effects in games, e.g. lens flare in MK:DD.

It's unlikely the console implements this as a floating-point multiply
(fixed-point perhaps), but since we have the float round trip in our
EFB2RAM shaders anyway, it's not going to make things any worse. If we
do rewrite our shaders to use integer math completely, then it might be
worth switching this conversion back to integers.

However, the range of the values (format) should be known, or we should
expand all values out to 24-bits first.
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Using 8-bit integer math here lead to precision loss for depth copies,
which broke various effects in games, e.g. lens flare in MK:DD.

It's unlikely the console implements this as a floating-point multiply
(fixed-point perhaps), but since we have the float round trip in our
EFB2RAM shaders anyway, it's not going to make things any worse. If we
do rewrite our shaders to use integer math completely, then it might be
worth switching this conversion back to integers.

However, the range of the values (format) should be known, or we should
expand all values out to 24-bits first.
</pre>
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</entry>
<entry>
<title>TextureConversionShader: Don't sample from adjacent rows when not needed</title>
<updated>2018-05-03T04:09:32+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-05-03T04:09:32+00:00</published>
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<entry>
<title>Implement EFB copy filter and gamma in hardware backends</title>
<updated>2018-04-29T09:05:20+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-04-29T08:52:30+00:00</published>
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Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
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Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
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</entry>
<entry>
<title>VideoBackends: Restore the framebuffer as part of the API state</title>
<updated>2018-03-01T07:31:24+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-02-09T11:41:31+00:00</published>
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It's not often we switch out to draw to the EFB anyway.
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It's not often we switch out to draw to the EFB anyway.
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<entry>
<title>VideoCommon: Drop now unused efb2tex matrix generation.</title>
<updated>2017-12-06T08:30:03+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2017-12-02T16:16:58+00:00</published>
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<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>
<title>VideoBackends: Use VideoCommon shader generators for efb2tex copies.</title>
<updated>2017-12-02T14:17:39+00:00</updated>
<author>
<name>Markus Wick</name>
<email>markus@selfnet.de</email>
</author>
<published>2017-08-04T15:56:24+00:00</published>
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This will generate one shader per copy format. For now, it is the same
shader with the colmat hard coded. So it should already improve the GPU
performance a bit, but a rewrite of the shader generator is suggested.

Half of the patch is done by linkmauve1:
VideoCommon: Reorganise the shader writes.
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This will generate one shader per copy format. For now, it is the same
shader with the colmat hard coded. So it should already improve the GPU
performance a bit, but a rewrite of the shader generator is suggested.

Half of the patch is done by linkmauve1:
VideoCommon: Reorganise the shader writes.
</pre>
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</content>
</entry>
<entry>
<title>VideoCommon: Move abstract texture creation function to Renderer</title>
<updated>2017-11-22T08:47:04+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-09-30T06:25:36+00:00</published>
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