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<title>dolphin/Source/Core/VideoBackends/D3D/XFBEncoder.cpp, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<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>
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<published>2015-05-24T04:55:12+00:00</published>
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<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>
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<published>2015-05-17T23:08:10+00:00</published>
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<entry>
<title>D3D: replace memset, fix warning</title>
<updated>2015-02-12T13:45:05+00:00</updated>
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<name>mr.greywater</name>
<email>mr.greywater@googlemail.com</email>
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<published>2015-02-12T13:45:05+00:00</published>
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<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>
<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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And refactor the VertexManager draw call.
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And refactor the VertexManager draw call.
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<entry>
<title>D3D: Fixed StateManager member function name case</title>
<updated>2014-12-07T17:45:50+00:00</updated>
<author>
<name>Yuriy O'Donnell</name>
<email>yuriyo@gmail.com</email>
</author>
<published>2014-12-06T13:54:06+00:00</published>
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<entry>
<title>D3D: Implemented context state caching</title>
<updated>2014-12-07T17:17:19+00:00</updated>
<author>
<name>Yuriy O'Donnell</name>
<email>yuriyo@gmail.com</email>
</author>
<published>2014-10-29T00:19:09+00:00</published>
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This avoids most of the redundant API calls.
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This avoids most of the redundant API calls.
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<entry>
<title>D3D: moved render state cache implementation to D3DState.h/cpp</title>
<updated>2014-10-15T18:22:41+00:00</updated>
<author>
<name>Yuriy O'Donnell</name>
<email>yuriyo@gmail.com</email>
</author>
<published>2014-06-23T06:11:07+00:00</published>
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<entry>
<title>Fix D3D Real XFB texture sampling.</title>
<updated>2014-07-30T01:15:01+00:00</updated>
<author>
<name>jimbo1qaz</name>
<email>jimbo1qaz@gmail.com</email>
</author>
<published>2014-07-30T01:15:01+00:00</published>
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