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<title>dolphin/Source/Core/VideoBackends/D3D12/D3DBase.cpp, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>D3D12: Specify read/write ranges when calling Map/Unmap</title>
<updated>2016-05-08T13:18:59+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-03-15T12:26:01+00:00</published>
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<title>D3D12: Cleanup startup/shutdown process</title>
<updated>2016-05-08T13:18:58+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-03-06T14:36:37+00:00</published>
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Sorts out references that cause some modules to be kept around after
backend shutdown.

Should also solve the issue with errors being thrown due to the config
being loaded after device creation, leading to the incorrect device being
used in a multi-adapter system.
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Sorts out references that cause some modules to be kept around after
backend shutdown.

Should also solve the issue with errors being thrown due to the config
being loaded after device creation, leading to the incorrect device being
used in a multi-adapter system.
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</entry>
<entry>
<title>D3D12: Remove D3D11 header references</title>
<updated>2016-05-08T13:18:56+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-03-06T09:36:40+00:00</published>
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<entry>
<title>D3D12: Implement GPU-based bounding box</title>
<updated>2016-05-08T02:08:25+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-03-05T11:15:48+00:00</published>
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<entry>
<title>D3D12: Don't keep screenshot/encoder buffers mapped</title>
<updated>2016-02-28T07:24:09+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-02-23T12:21:09+00:00</published>
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Readback heaps do not support persistent mapping. See D3D12 docs.
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Readback heaps do not support persistent mapping. See D3D12 docs.
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<entry>
<title>D3D12: Don't enumerate outputs, it's not used anywhere</title>
<updated>2016-02-28T07:18:45+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-02-21T11:51:15+00:00</published>
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The D3D12 backend does not support exclusive fullscreen.
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The D3D12 backend does not support exclusive fullscreen.
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</entry>
<entry>
<title>D3D12: Cleanup/refactoring of teardown process</title>
<updated>2016-02-28T07:18:42+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-02-17T04:57:57+00:00</published>
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<entry>
<title>D3D12: Clean up debug device creation path</title>
<updated>2016-02-28T07:18:39+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-02-17T03:39:12+00:00</published>
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<entry>
<title>D3D12: Get rid of safe deletion macros</title>
<updated>2016-02-16T07:09:06+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-02-16T06:21:22+00:00</published>
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Anything these macros provided can be obsoleted by using
the correct standard library types.
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Anything these macros provided can be obsoleted by using
the correct standard library types.
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</entry>
<entry>
<title>D3D12: Initial commit for D3D12 backend implementation.</title>
<updated>2016-02-15T17:48:25+00:00</updated>
<author>
<name>hdcmeta</name>
<email>hdcmeta@gmail.com</email>
</author>
<published>2016-01-08T03:40:35+00:00</published>
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