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<title>dolphin/Source/Core/VideoBackends/D3D/VertexManager.cpp, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>normalize common filenames in VideoBackends/D3D</title>
<updated>2021-01-27T22:29:48+00:00</updated>
<author>
<name>Shawn Hoffman</name>
<email>godisgovernment@gmail.com</email>
</author>
<published>2020-09-15T12:50:34+00:00</published>
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</entry>
<entry>
<title>VideoCommon/IndexGenerator: Eliminate static state</title>
<updated>2019-12-05T15:49:32+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-12-05T15:01:33+00:00</published>
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<content type='text'>
Now that we've extracted all of the stateless functions that can be
hidden, it's time to make the index generator a regular class with
active data members.

This can just be a member that sits within the vertex manager base
class. By deglobalizing the state of the index generator we also get rid
of the wonky dual-initializing that was going on within the OpenGL
backend.

Since the renderer is always initialized before the vertex manager, we
now only call Init() once throughout the execution lifecycle.
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<pre>
Now that we've extracted all of the stateless functions that can be
hidden, it's time to make the index generator a regular class with
active data members.

This can just be a member that sits within the vertex manager base
class. By deglobalizing the state of the index generator we also get rid
of the wonky dual-initializing that was going on within the OpenGL
backend.

Since the renderer is always initialized before the vertex manager, we
now only call Init() once throughout the execution lifecycle.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon/Statistics: Rename stats global to g_stats</title>
<updated>2019-07-11T03:34:54+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-07-11T03:34:50+00:00</published>
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<id>d4337eebdeb999df380394cdd20d054f5e9fe375</id>
<content type='text'>
Makes the global variable follow our convention of prefixing g_ on
global variables to make it obvious in surrounding code that it's not a
local variable.
</content>
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<pre>
Makes the global variable follow our convention of prefixing g_ on
global variables to make it obvious in surrounding code that it's not a
local variable.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon/Statistics: Normalize statistic variable names</title>
<updated>2019-07-11T03:19:10+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-07-11T03:11:14+00:00</published>
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<id>a99c7d01e1b043df9c09a3047bf0442f88ad94d3</id>
<content type='text'>
Normalizes all variables related to statistics so that they follow our
coding style.

These are relatively low traffic areas, so this modification isn't too
noisy.
</content>
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<pre>
Normalizes all variables related to statistics so that they follow our
coding style.

These are relatively low traffic areas, so this modification isn't too
noisy.
</pre>
</div>
</content>
</entry>
<entry>
<title>D3D11: Use ComPtr smart pointer where possible</title>
<updated>2019-03-29T09:52:38+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-03-09T13:31:37+00:00</published>
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</entry>
<entry>
<title>D3D11: Use D3DCommon where appropriate</title>
<updated>2019-03-29T09:52:38+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-03-09T13:31:36+00:00</published>
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<id>3d8014beb565d0c18d511438957cbed668da8fb2</id>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackends: Fix GPU decoding of XFB buffers</title>
<updated>2019-02-28T10:35:22+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-02-28T10:35:17+00:00</published>
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<id>21d81f99ff9d51cb1dd845260e8655753bf0db4b</id>
<content type='text'>
Was using UNORM instead of UINT, resulting in invalid values.
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<pre>
Was using UNORM instead of UINT, resulting in invalid values.
</pre>
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</content>
</entry>
<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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<pre>
</pre>
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</content>
</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>
<entry>
<title>D3D: Fix broken bounding box</title>
<updated>2018-03-16T14:20:43+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-03-16T14:20:43+00:00</published>
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