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<title>dolphin/Source/Core/VideoBackends/D3D12/D3DStreamBuffer.cpp, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Remove D3D12</title>
<updated>2017-05-19T00:01:12+00:00</updated>
<author>
<name>Helios747</name>
<email>aserna3@gmail.com</email>
</author>
<published>2016-11-05T04:57:33+00:00</published>
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<entry>
<title>Reformat all the things. Have fun with merge conflicts.</title>
<updated>2016-06-24T08:43:46+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2016-06-24T08:43:46+00:00</published>
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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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<entry>
<title>D3D12: Don't add padding when allocating within empty StreamBuffer</title>
<updated>2016-05-08T02:08:25+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-03-06T08:33:46+00:00</published>
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Resources are already aligned to an address larger than any of our
requirements, anyway.
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Resources are already aligned to an address larger than any of our
requirements, anyway.
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<entry>
<title>D3D12: Optionally prevent StreamBuffer from executing command list</title>
<updated>2016-02-28T07:18:46+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-02-23T12:12:03+00:00</published>
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This applies to callers that do not have full knowledge of the command
list state, and thus, cannot restore it should allocations cause command
list execution. Instead we reallocate a new buffer. Should not happen
often enough for this to be a concern, as it's mainly for the utility
classes.
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This applies to callers that do not have full knowledge of the command
list state, and thus, cannot restore it should allocations cause command
list execution. Instead we reallocate a new buffer. Should not happen
often enough for this to be a concern, as it's mainly for the utility
classes.
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</entry>
<entry>
<title>D3D12: Don't add fence tracking entries without buffer offset changes</title>
<updated>2016-02-28T07:18:38+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-02-16T16:44:17+00:00</published>
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<entry>
<title>D3DStreamBuffer: Use size_t within the class interface</title>
<updated>2016-02-16T07:08:52+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-02-16T05:39:04+00:00</published>
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A few StreamBuffer instances take arguments that are actually size_t,
and this will cause truncation warnings during argument forwarding
with make_unique.
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A few StreamBuffer instances take arguments that are actually size_t,
and this will cause truncation warnings during argument forwarding
with make_unique.
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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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