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<title>dolphin/Source/Core/VideoBackends/D3D12/FramebufferManager.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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<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 XFB encoding/decoding (support Real XFB)</title>
<updated>2016-05-08T13:18:51+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-03-06T08:48:35+00:00</published>
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<entry>
<title>D3D12: Refactoring and cleanups</title>
<updated>2016-05-08T02:08:25+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-03-05T12:38:14+00:00</published>
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Moves render target restoring to RestoreAPIState, this also means no need
to manually restore after allocating in a buffer that caused execution,
because the manager restores it for us.

Remove a method that wasn't used from D3DUtil.cpp, and fixes a few errors
in EFB poke drawing.
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Moves render target restoring to RestoreAPIState, this also means no need
to manually restore after allocating in a buffer that caused execution,
because the manager restores it for us.

Remove a method that wasn't used from D3DUtil.cpp, and fixes a few errors
in EFB poke drawing.
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</content>
</entry>
<entry>
<title>D3D12: Fix error with &gt;1xIR/MSAA EFB depth access</title>
<updated>2016-05-08T02:08:25+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-03-05T12:27:59+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: Use helper method for binding EFB render targets</title>
<updated>2016-05-08T02:08:25+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-03-05T10:22:08+00:00</published>
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<entry>
<title>D3D12: Add helper method for setting both viewport and scissor rect</title>
<updated>2016-02-28T07:18:46+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-02-23T12:18:41+00:00</published>
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Simplfies making changes, as well as keeping the two in sync.
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Simplfies making changes, as well as keeping the two in sync.
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<entry>
<title>D3D12: Implement non-blocking EFB access when EFB has not been modified</title>
<updated>2016-02-28T07:18:43+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-02-21T07:18:02+00:00</published>
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<entry>
<title>D3D12: Simplify and fix MSAA EFB depth copy path</title>
<updated>2016-02-28T07:18:43+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-02-21T06:55:43+00:00</published>
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