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<title>dolphin/Source/Core/VideoBackends/D3D12/D3D12BoundingBox.cpp, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Replace 'reinterpret_cast' with 'static_cast'</title>
<updated>2024-11-08T06:26:47+00:00</updated>
<author>
<name>Dr. Dystopia</name>
<email>jonis9898@hotmail.com</email>
</author>
<published>2024-07-24T04:24:51+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=6d44afc7dd129603401ce1a7ee4a059be1fbdda4'/>
<id>6d44afc7dd129603401ce1a7ee4a059be1fbdda4</id>
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</entry>
<entry>
<title>Remove redundant semicolons</title>
<updated>2024-08-20T12:59:54+00:00</updated>
<author>
<name>Dr. Dystopia</name>
<email>jonis9898@hotmail.com</email>
</author>
<published>2024-08-18T13:08:44+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=9602f36248edec803275128a0a327e3355f9472d'/>
<id>9602f36248edec803275128a0a327e3355f9472d</id>
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<pre>
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</entry>
<entry>
<title>VideoCommon: Use std::span for BoundingBox::Write()</title>
<updated>2023-12-09T21:33:21+00:00</updated>
<author>
<name>Lioncash</name>
<email>mai.iam2048@gmail.com</email>
</author>
<published>2023-12-09T19:54:17+00:00</published>
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<id>5f6c76af51bd41508c38c153bd471f9a6e7ee663</id>
<content type='text'>
Crosses off a lingering TODO.

Also amends a few nearby cases where a u32 cast was being repromoted to
size_t.
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Crosses off a lingering TODO.

Also amends a few nearby cases where a u32 cast was being repromoted to
size_t.
</pre>
</div>
</content>
</entry>
<entry>
<title>Add AbstractGfx for DX12</title>
<updated>2023-01-31T06:41:24+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-29T10:58:54+00:00</published>
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<id>8ad59f8ccf95e5e6906887d40ed30717a33b84f6</id>
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</entry>
<entry>
<title>VideoBackends:D3D12: Use COMMON as initial state for default heap buffer</title>
<updated>2022-10-29T21:39:32+00:00</updated>
<author>
<name>Robin Kertels</name>
<email>robin.kertels@gmail.com</email>
</author>
<published>2022-10-29T07:49:52+00:00</published>
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<id>a6aa6512917d5ff33c8c864445e55d47a9176ead</id>
<content type='text'>
Fixes the following error in the D3D12 debug layer:

D3D12 WARNING: ID3D12Device::CreateCommittedResource:
Ignoring InitialState D3D12_RESOURCE_STATE_UNORDERED_ACCESS.
Buffers are effectively created in state D3D12_RESOURCE_STATE_COMMON.
[ STATE_CREATION WARNING #1328: CREATERESOURCE_STATE_IGNORED]
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<pre>
Fixes the following error in the D3D12 debug layer:

D3D12 WARNING: ID3D12Device::CreateCommittedResource:
Ignoring InitialState D3D12_RESOURCE_STATE_UNORDERED_ACCESS.
Buffers are effectively created in state D3D12_RESOURCE_STATE_COMMON.
[ STATE_CREATION WARNING #1328: CREATERESOURCE_STATE_IGNORED]
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackends/D3D12: Include HRESULT in error messages</title>
<updated>2022-01-09T20:44:53+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-12-12T21:18:39+00:00</published>
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<id>1b32e6dae23835c020a7ea44d14a88e6b55b0353</id>
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</entry>
<entry>
<title>VideoBackends/D3D: Eliminate CHECK in favor of ASSERT_MSG</title>
<updated>2022-01-09T20:44:13+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-11-10T23:55:33+00:00</published>
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<id>82acfa6a46120ea28d139fa5fe9db336d766c651</id>
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</content>
</entry>
<entry>
<title>Treewide: Adjust order of includes</title>
<updated>2021-12-10T22:49:57+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-12-10T02:22:16+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=20257634209dba85d2cd51ad42e660090a5224e6'/>
<id>20257634209dba85d2cd51ad42e660090a5224e6</id>
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</content>
</entry>
<entry>
<title>VideoCommon: Abstract bounding box</title>
<updated>2021-10-04T19:51:24+00:00</updated>
<author>
<name>Techjar</name>
<email>tecknojar@gmail.com</email>
</author>
<published>2021-06-09T11:42:21+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=1161af80594c403233e3d21589af004ee2d75594'/>
<id>1161af80594c403233e3d21589af004ee2d75594</id>
<content type='text'>
This moves much of the duplicated bounding box code into VideoCommon,
leaving only the specific buffer implementations in each backend.
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This moves much of the duplicated bounding box code into VideoCommon,
leaving only the specific buffer implementations in each backend.
</pre>
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</content>
</entry>
<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e149ad4f0a9874f354221a7fc76d8f1841e47808'/>
<id>e149ad4f0a9874f354221a7fc76d8f1841e47808</id>
<content type='text'>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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<pre>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
</pre>
</div>
</content>
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