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<title>dolphin/Source/Core/VideoBackends/D3D/XFBEncoder.cpp, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<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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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.
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</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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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.
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</entry>
<entry>
<title>Video: Trying to fix D3D/XFB disabled regression</title>
<updated>2015-07-25T16:59:00+00:00</updated>
<author>
<name>booto</name>
<email>remornicus@gmail.com</email>
</author>
<published>2015-07-25T16:59:00+00:00</published>
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</entry>
<entry>
<title>Video: stride in bytes rather than pixels</title>
<updated>2015-07-24T18:48:56+00:00</updated>
<author>
<name>booto</name>
<email>remornicus@gmail.com</email>
</author>
<published>2015-07-24T18:48:56+00:00</published>
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</entry>
<entry>
<title>Set copyright year to when a file was created</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-24T04:55:12+00:00</published>
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</entry>
<entry>
<title>Update license headers to GPLv2+</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-17T23:08:10+00:00</published>
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</entry>
<entry>
<title>D3D: replace memset, fix warning</title>
<updated>2015-02-12T13:45:05+00:00</updated>
<author>
<name>mr.greywater</name>
<email>mr.greywater@googlemail.com</email>
</author>
<published>2015-02-12T13:45:05+00:00</published>
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</entry>
<entry>
<title>XFBEncoder: Cosmetics.</title>
<updated>2014-12-28T15:30:48+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-28T15:30:48+00:00</published>
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<entry>
<title>XFBEncoder: Sample the first layer of the resolved EFB texture.</title>
<updated>2014-12-25T11:09:35+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-25T11:09:35+00:00</published>
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Using the multisampled EFB texture is invalid, as the XFB encoder does not have a multisampling shader.
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Using the multisampled EFB texture is invalid, as the XFB encoder does not have a multisampling shader.
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</entry>
<entry>
<title>D3D: Set the geometry shader before every draw call.</title>
<updated>2014-12-17T23:36:50+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-17T02:05:23+00:00</published>
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<content type='text'>
And refactor the VertexManager draw call.
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And refactor the VertexManager draw call.
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