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<title>dolphin/Source/Core/VideoBackends/D3D12/main.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>
<entry>
<title>HiresTextures: Support parsing DDS files directly</title>
<updated>2017-04-28T14:14:23+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-04-16T09:30:11+00:00</published>
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This leaves DDS textures using DXT1/3/5 compressed in-memory, which can
be passed directly to the backend.
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This leaves DDS textures using DXT1/3/5 compressed in-memory, which can
be passed directly to the backend.
</pre>
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</entry>
<entry>
<title>VideoConfigDiag: Move post-processing shader list to post processor</title>
<updated>2017-04-25T04:27:05+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-04-21T13:59:45+00:00</published>
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<content type='text'>
The backends don't use this list at all, and since more than one
backend supports post-processing now, it's duplicate code.
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<pre>
The backends don't use this list at all, and since more than one
backend supports post-processing now, it's duplicate code.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackends: Add configuration field for GPU texture decoding</title>
<updated>2017-04-01T02:32:05+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-11-27T08:14:57+00:00</published>
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<entry>
<title>VideoBackends: Add support flag for compute shaders</title>
<updated>2017-04-01T02:31:41+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-11-27T08:14:55+00:00</published>
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</entry>
<entry>
<title>VideoConfig: add bSupportsFragmentStoresAndAtomics</title>
<updated>2017-03-16T00:20:47+00:00</updated>
<author>
<name>Michael Maltese</name>
<email>michaeljosephmaltese@gmail.com</email>
</author>
<published>2017-03-05T23:17:54+00:00</published>
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</entry>
<entry>
<title>OGL: Remove support for NV_depth_buffer_float.</title>
<updated>2017-03-14T00:02:13+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2017-03-14T00:02:13+00:00</published>
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<content type='text'>
We can't clamp the depth values to the 24-bit range while this extension is active.
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We can't clamp the depth values to the 24-bit range while this extension is active.
</pre>
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</entry>
<entry>
<title>Merge pull request #4935 from Armada651/depth-range-fix</title>
<updated>2017-03-10T17:05:52+00:00</updated>
<author>
<name>Markus Wick</name>
<email>degasus@users.noreply.github.com</email>
</author>
<published>2017-03-10T17:05:52+00:00</published>
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<content type='text'>
VideoBackends: Set the maximum range when the depth range is oversized.</content>
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VideoBackends: Set the maximum range when the depth range is oversized.</pre>
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</entry>
<entry>
<title>VideoBackends: Move max texture size to VideoConfig</title>
<updated>2017-03-09T14:04:13+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-03-09T14:01:23+00:00</published>
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<content type='text'>
This stops the virtual method call from within the Renderer constructor.

The initialization here for GL had to be moved to VideoBackend, as the
Renderer constructor will not have been executed before the value is
required.
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<pre>
This stops the virtual method call from within the Renderer constructor.

The initialization here for GL had to be moved to VideoBackend, as the
Renderer constructor will not have been executed before the value is
required.
</pre>
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</content>
</entry>
<entry>
<title>VideoCommon: Move last EFB scale handling to CalculateTargetSize</title>
<updated>2017-03-04T06:53:07+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-03-04T06:42:27+00:00</published>
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