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<title>dolphin/Source/Core/VideoBackends/D3D12, 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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<pre>
</pre>
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</entry>
<entry>
<title>D3D12: Fix invalid CopyTextureRegion call in CopyRectangleFromTexture</title>
<updated>2016-05-08T13:18:58+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-03-15T11:53:09+00:00</published>
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<id>fde7dee652674f3d42d80e2f4a3ae0ff30ecaa06</id>
<content type='text'>
This was occuring when the source texture was larger than the destination
texture, but the source rect was &lt;= dest rect, so the copy is valid.
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<pre>
This was occuring when the source texture was larger than the destination
texture, but the source rect was &lt;= dest rect, so the copy is valid.
</pre>
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</content>
</entry>
<entry>
<title>D3D12: Cleanup startup/shutdown process</title>
<updated>2016-05-08T13:18:58+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-03-06T14:36:37+00:00</published>
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<id>9bff1875479c4b31e93350a44e25f6cb154894f1</id>
<content type='text'>
Sorts out references that cause some modules to be kept around after
backend shutdown.

Should also solve the issue with errors being thrown due to the config
being loaded after device creation, leading to the incorrect device being
used in a multi-adapter system.
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<pre>
Sorts out references that cause some modules to be kept around after
backend shutdown.

Should also solve the issue with errors being thrown due to the config
being loaded after device creation, leading to the incorrect device being
used in a multi-adapter system.
</pre>
</div>
</content>
</entry>
<entry>
<title>D3D12: Implement perf query support</title>
<updated>2016-05-08T13:18:57+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-03-06T11:34:41+00:00</published>
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<pre>
</pre>
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</content>
</entry>
<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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<pre>
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</entry>
<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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<pre>
</pre>
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</entry>
<entry>
<title>D3D12: Remove feature level checks</title>
<updated>2016-05-08T02:08:25+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-03-06T08:45:57+00:00</published>
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<id>3372bfa6ab72c38763ed5b37dcb0fe6a9068a7eb</id>
<content type='text'>
We don't create a device below feature level 11_0 anyway, so no point
checking, we can just assume support.
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<pre>
We don't create a device below feature level 11_0 anyway, so no point
checking, we can just assume support.
</pre>
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</content>
</entry>
<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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<id>063761fbd287c1dd05e022c5369a07747156eb70</id>
<content type='text'>
Resources are already aligned to an address larger than any of our
requirements, anyway.
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<pre>
Resources are already aligned to an address larger than any of our
requirements, anyway.
</pre>
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</content>
</entry>
<entry>
<title>D3D12: Improve output of shader compiler errors</title>
<updated>2016-05-08T02:08:25+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-03-06T08:31:46+00:00</published>
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<id>0c27aae7d3af2a5d5c60dae0f9dc70eb6ccfecbb</id>
<content type='text'>
These were completely broken due to lack of c_str(). We also output
warnings now as well (these can be useful).
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<pre>
These were completely broken due to lack of c_str(). We also output
warnings now as well (these can be useful).
</pre>
</div>
</content>
</entry>
<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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<id>acfa93372ec58faac05f9ed7c8ac0d6ed5ad403e</id>
<content type='text'>
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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<pre>
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.
</pre>
</div>
</content>
</entry>
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