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<title>dolphin/Source/Core/VideoBackends/D3D12/DescriptorHeapManager.cpp, branch 2412</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoBackends:D3D12: Don't query GPU descriptor handle for non-shader visible heap</title>
<updated>2022-10-29T21:39:27+00:00</updated>
<author>
<name>Robin Kertels</name>
<email>robin.kertels@gmail.com</email>
</author>
<published>2022-10-29T07:49:03+00:00</published>
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<id>22fecb41fc85f3c2ef6a3f1e1d422dd6b6e9a76b</id>
<content type='text'>
Fixes the following error in the D3D12 debug layer:

D3D12 ERROR: ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart:
GetGPUDescriptorHandleForHeapStart is invalid to call on a descriptor
heap that does not have DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE set.
If the heap is not supposed to be shader visible, then
GetCPUDescriptorHandleForHeapStart would be the appropriate method
to call. That call is valid both for shader visible and non shader
visible descriptor heaps.
[ STATE_GETTING ERROR #1315: DESCRIPTOR_HEAP_NOT_SHADER_VISIBLE]
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Fixes the following error in the D3D12 debug layer:

D3D12 ERROR: ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart:
GetGPUDescriptorHandleForHeapStart is invalid to call on a descriptor
heap that does not have DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE set.
If the heap is not supposed to be shader visible, then
GetCPUDescriptorHandleForHeapStart would be the appropriate method
to call. That call is valid both for shader visible and non shader
visible descriptor heaps.
[ STATE_GETTING ERROR #1315: DESCRIPTOR_HEAP_NOT_SHADER_VISIBLE]
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</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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</pre>
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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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</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>
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</entry>
<entry>
<title>VideoCommon: Expose SamplerState to shaders</title>
<updated>2021-11-18T04:04:34+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-08-09T04:11:50+00:00</published>
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<id>4a9b26de86aa7e99af51016e07a755968b8777e0</id>
<content type='text'>
The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
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The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
</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>
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<id>e149ad4f0a9874f354221a7fc76d8f1841e47808</id>
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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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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>
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</content>
</entry>
<entry>
<title>normalize common filenames in VideoBackends/D3D12</title>
<updated>2021-01-27T22:29:48+00:00</updated>
<author>
<name>Shawn Hoffman</name>
<email>godisgovernment@gmail.com</email>
</author>
<published>2020-09-15T13:01:29+00:00</published>
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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>
<content type='text'>
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>D3D12: Migrate logging over to fmt</title>
<updated>2020-11-09T07:59:51+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-11-09T07:59:48+00:00</published>
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<id>d7834bd6b4966be32c44aaf5563c3a1cd0367dc3</id>
<content type='text'>
Migrates the logging over to the fmt-capable logger.
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Migrates the logging over to the fmt-capable logger.
</pre>
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</content>
</entry>
<entry>
<title>Implement D3D12 backend</title>
<updated>2019-04-01T01:24:55+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-03-28T10:35:46+00:00</published>
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