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<title>dolphin/Source/Core/VideoBackends/D3D/main.cpp, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<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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</pre>
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</entry>
<entry>
<title>General: Convert PanicAlerts over to fmt equivalent</title>
<updated>2020-12-02T18:38:33+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-12-02T18:17:27+00:00</published>
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<id>139d4fc76e4ddf45179ca5ec5e42c52ef513ea4d</id>
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Converts lingering panic alert calls over to the fmt-capable ones.
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Converts lingering panic alert calls over to the fmt-capable ones.
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</content>
</entry>
<entry>
<title>Make default graphics backend not show up as empty</title>
<updated>2020-09-06T10:56:45+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2020-09-06T10:56:45+00:00</published>
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<id>6eefc3c524a8530a3cb24b5c797288e156bec1db</id>
<content type='text'>
Fixes https://bugs.dolphin-emu.org/issues/12245.

I considered making a change to DolphinQt instead of
the core, but then additional effort would've been
required to add the same fix to the Android GUI once
we start using the new config system there.
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Fixes https://bugs.dolphin-emu.org/issues/12245.

I considered making a change to DolphinQt instead of
the core, but then additional effort would've been
required to add the same fix to the Android GUI once
we start using the new config system there.
</pre>
</div>
</content>
</entry>
<entry>
<title>FramebufferManager: Copy to color format for depth readbacks on GLES</title>
<updated>2020-05-24T06:11:11+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2020-05-24T06:11:10+00:00</published>
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<id>bf74553878ee4495b684fecb80ca31a567e79c63</id>
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glReadPixels() with depth formats is not supported.

Should fix broken EFB access on GLES.
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glReadPixels() with depth formats is not supported.

Should fix broken EFB access on GLES.
</pre>
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</content>
</entry>
<entry>
<title>D3D11: Initialize shader cache before renderer</title>
<updated>2019-10-02T01:50:10+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-10-02T01:50:09+00:00</published>
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<id>e754c8ab265a85018cb1251578467d1a1f2dbd8a</id>
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Otherwise the shaders we need for e.g. postprocessing are null.
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Otherwise the shaders we need for e.g. postprocessing are null.
</pre>
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</content>
</entry>
<entry>
<title>D3D11: Show a warning message about unsupported features when switching to D3D11 backend on Windows 7</title>
<updated>2019-07-29T14:47:45+00:00</updated>
<author>
<name>Silent</name>
<email>zdanio95@gmail.com</email>
</author>
<published>2019-07-21T15:29:08+00:00</published>
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<id>43bfb183c22de508afd2f1b156c9aed15260b01a</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>D3D11: Query for output merger logic op support and use logic op code only if supported</title>
<updated>2019-07-29T14:47:39+00:00</updated>
<author>
<name>Silent</name>
<email>zdanio95@gmail.com</email>
</author>
<published>2019-07-21T15:10:51+00:00</published>
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<id>ff00873610a3cd55e76245ef0aae892026fedd9b</id>
<content type='text'>
Previously code assumed that if DX11.1 runtime is supported, logic ops will,
but Windows 7 SP1 with a Platform Update supports DX11.1 runtime without logic ops.
This created pretty jarring visual artifacts, which now should be gone OR replaced
with much less jarring errors.
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Previously code assumed that if DX11.1 runtime is supported, logic ops will,
but Windows 7 SP1 with a Platform Update supports DX11.1 runtime without logic ops.
This created pretty jarring visual artifacts, which now should be gone OR replaced
with much less jarring errors.
</pre>
</div>
</content>
</entry>
<entry>
<title>D3D: Set optional features after creating the device</title>
<updated>2019-04-28T05:26:49+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-04-28T05:26:46+00:00</published>
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<id>025767c9293a8ecf770daef063005491898206f6</id>
<content type='text'>
Fixes feature level 10.0 devices crashing during runtime.
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Fixes feature level 10.0 devices crashing during runtime.
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</content>
</entry>
<entry>
<title>AbstractPipeline: Support returning "cache data"</title>
<updated>2019-04-15T14:09:47+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-04-15T11:55:26+00:00</published>
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<id>61a656570e2afc7a474c44de5795f5d564043c6c</id>
<content type='text'>
"Cache data" can be used to assist a driver with creating pipelines by
using previously-compiled shader ISA.
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"Cache data" can be used to assist a driver with creating pipelines by
using previously-compiled shader ISA.
</pre>
</div>
</content>
</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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<pre>
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