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<title>dolphin/Source/Core/VideoBackends/D3D/main.cpp, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>D3D: Cosmetics.</title>
<updated>2015-06-24T21:16:53+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-06-24T21:16:53+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=dbfdbf7dbdbb2740f55d37b4514700c27ee8894b'/>
<id>dbfdbf7dbdbb2740f55d37b4514700c27ee8894b</id>
<content type='text'>
Merge two cases which should've already been merged.
</content>
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<pre>
Merge two cases which should've already been merged.
</pre>
</div>
</content>
</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>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=30ebb2459eb97ba544547183854775df8460b475'/>
<id>30ebb2459eb97ba544547183854775df8460b475</id>
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</content>
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<pre>
</pre>
</div>
</content>
</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>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=cefcb0ace9d363b3679b4e93bcc9ec05f1e5f4f8'/>
<id>cefcb0ace9d363b3679b4e93bcc9ec05f1e5f4f8</id>
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</content>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>OGL: Depth range inversion.</title>
<updated>2015-05-22T21:52:22+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-05-22T20:42:25+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e31982474c384d70736fb9e0de8910ed65a5df53'/>
<id>e31982474c384d70736fb9e0de8910ed65a5df53</id>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>VertexShaderGen: Use correct depth output when glClipControl is supported.</title>
<updated>2015-05-22T21:52:21+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-05-18T23:18:04+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=88cc91030e2155d54915fab873a47889d7573454'/>
<id>88cc91030e2155d54915fab873a47889d7573454</id>
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</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Decode EFB copies used as paletted textures.</title>
<updated>2015-02-19T23:09:27+00:00</updated>
<author>
<name>magumagu</name>
<email>magumagu9@gmail.com</email>
</author>
<published>2015-01-26T23:33:23+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=c0a4760f0efbb99274c33f30154a7f43aab70494'/>
<id>c0a4760f0efbb99274c33f30154a7f43aab70494</id>
<content type='text'>
A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format.  Detect when this happens, and decode the copy on
the GPU using the specified palette.

This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.

D3D only at the moment, but porting to OpenGL should be straightforward..
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format.  Detect when this happens, and decode the copy on
the GPU using the specified palette.

This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.

D3D only at the moment, but porting to OpenGL should be straightforward..
</pre>
</div>
</content>
</entry>
<entry>
<title>PostProcessing: Add support for user-supplied anaglyph shaders.</title>
<updated>2015-01-25T21:07:03+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-01-03T00:33:30+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=262c3b19ecf9a4c022b3667613f892a5539dd34d'/>
<id>262c3b19ecf9a4c022b3667613f892a5539dd34d</id>
<content type='text'>
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
</pre>
</div>
</content>
</entry>
<entry>
<title>TexCache: rewrite level calculation</title>
<updated>2015-01-11T21:23:35+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-01-11T14:15:14+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=744b1c162441b296e0af121d5ca6e95761587b6e'/>
<id>744b1c162441b296e0af121d5ca6e95761587b6e</id>
<content type='text'>
</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
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</content>
</entry>
<entry>
<title>OGL: Don't generate a geometry shader if the backend doesn't support it.</title>
<updated>2014-12-17T23:36:49+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-16T23:26:03+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=7e8f96f0d3649f20483a639ac37f489737cba500'/>
<id>7e8f96f0d3649f20483a639ac37f489737cba500</id>
<content type='text'>
This commit repurposes the bSupportsStereoscopy flag as the bSupportsGeometryShaders flag.
</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This commit repurposes the bSupportsStereoscopy flag as the bSupportsGeometryShaders flag.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: Add a separate constants buffer for the geometry shader.</title>
<updated>2014-12-14T20:23:13+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-14T20:23:13+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=b406e4e1f2c696ba5f6bec04ea2e6a8cc03a02d1'/>
<id>b406e4e1f2c696ba5f6bec04ea2e6a8cc03a02d1</id>
<content type='text'>
</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
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</content>
</entry>
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