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<title>dolphin/Source/Core/VideoBackends/D3D12/FramebufferManager.h, 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>VideoCommon: Move some common initialization logic to RenderBase</title>
<updated>2017-03-04T06:42:16+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-03-04T06:40:08+00:00</published>
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<entry>
<title>FramebufferManagerBase: Return a std::pair from GetTargetSize</title>
<updated>2017-02-03T20:27:53+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2017-02-03T17:31:20+00:00</published>
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Keeps associated data together. It also eliminates the possibility of out
parameters not being initialized properly. For example, consider the
following example:

-- some FramebufferManager implementation --

void FBMgrImpl::GetTargetSize(u32* width, u32* height) override
{
  // Do nothing
}

-- somewhere else where the function is used --

u32 width, height;
framebuffer_manager_instance-&gt;GetTargetSize(&amp;width, &amp;height);

if (texture_width != width) &lt;-- Uninitialized variable usage
{
  ...
}

It makes it much more obvious to spot any initialization issues, because
it requires something to be returned, as opposed to allowing an
implementation to just not do anything.
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Keeps associated data together. It also eliminates the possibility of out
parameters not being initialized properly. For example, consider the
following example:

-- some FramebufferManager implementation --

void FBMgrImpl::GetTargetSize(u32* width, u32* height) override
{
  // Do nothing
}

-- somewhere else where the function is used --

u32 width, height;
framebuffer_manager_instance-&gt;GetTargetSize(&amp;width, &amp;height);

if (texture_width != width) &lt;-- Uninitialized variable usage
{
  ...
}

It makes it much more obvious to spot any initialization issues, because
it requires something to be returned, as opposed to allowing an
implementation to just not do anything.
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</entry>
<entry>
<title>ShaderGenCommon: Remove unnecessary includes</title>
<updated>2017-02-01T17:19:55+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2017-02-01T15:56:13+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: 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: 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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<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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