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<title>dolphin/Source/Core/VideoBackends/D3D, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>D3D11: Fix CPU EFB color reads when MSAA is enabled</title>
<updated>2016-05-19T12:51:00+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-05-01T14:29:36+00:00</published>
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<content type='text'>
Also swaps the byte order from RGBA-&gt;BGRA to match GL/D3D12, and what
the read handler is expecting.

Depth reads will now return the minimum depth of all samples, instead of
the average of all samples.
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<pre>
Also swaps the byte order from RGBA-&gt;BGRA to match GL/D3D12, and what
the read handler is expecting.

Depth reads will now return the minimum depth of all samples, instead of
the average of all samples.
</pre>
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</content>
</entry>
<entry>
<title>Merge pull request #3745 from stenzek/d3d11-texcache</title>
<updated>2016-04-24T09:47:32+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2016-04-24T09:47:32+00:00</published>
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<id>8a21b082d63363b12522b6fcbc7249ab578babf0</id>
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D3D11: Fix EFB MSAA depth buffer copies, StateManager desyncs in some cases</content>
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D3D11: Fix EFB MSAA depth buffer copies, StateManager desyncs in some cases</pre>
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</entry>
<entry>
<title>D3D: Amend code to fix a new VS warning</title>
<updated>2016-03-31T00:59:57+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-03-31T00:45:40+00:00</published>
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<id>33c22ffab7554802573da60d7cc5655fa90688a3</id>
<content type='text'>
Fixes warning C4334
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Fixes warning C4334
</pre>
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</content>
</entry>
<entry>
<title>D3D11: Fix some cases where render target switches desynced StateManager</title>
<updated>2016-03-25T14:01:26+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-02-18T10:22:55+00:00</published>
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<id>53cf42fb0649fe2e5eea79d56e1f6e2cb9f2269a</id>
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This was occuring in certain EFB copy patterns, leaving the textures
unbound for the next draw call.
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<pre>
This was occuring in certain EFB copy patterns, leaving the textures
unbound for the next draw call.
</pre>
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</content>
</entry>
<entry>
<title>D3D11: Simplify MSAA depth texture resolving</title>
<updated>2016-03-25T14:00:39+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-02-18T09:50:26+00:00</published>
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<id>63e4e076832c9bec2e41d6b7d72f9e92d5d1da56</id>
<content type='text'>
This also fixes EFB depth buffer copies when MSAA is enabled.
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This also fixes EFB depth buffer copies when MSAA is enabled.
</pre>
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</content>
</entry>
<entry>
<title>VideoCommon: Refactor TexMode0 mipmaps disabled test into a helper function</title>
<updated>2016-03-24T02:43:29+00:00</updated>
<author>
<name>EmptyChaos</name>
<email>EmptyChaos@users.noreply.github.com</email>
</author>
<published>2016-03-24T02:42:08+00:00</published>
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</pre>
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</entry>
<entry>
<title>VideoBackends: Do not use Anisotropy on Point filtered textures.</title>
<updated>2016-03-24T02:43:29+00:00</updated>
<author>
<name>EmptyChaos</name>
<email>EmptyChaos@users.noreply.github.com</email>
</author>
<published>2016-03-24T02:23:56+00:00</published>
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The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
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The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
</pre>
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</content>
</entry>
<entry>
<title>Merge pull request #3355 from mimimi085181/partial-texture-updates-check-dimensions</title>
<updated>2016-02-28T23:49:48+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2016-02-28T23:49:48+00:00</published>
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<id>961901daaec87de966ee3eb259060a9c2b651497</id>
<content type='text'>
Partial texture updates: Check the dimensions of the efb copy</content>
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Partial texture updates: Check the dimensions of the efb copy</pre>
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</content>
</entry>
<entry>
<title>Rename Direct3D to Direct3D 11</title>
<updated>2016-02-17T03:43:21+00:00</updated>
<author>
<name>Chris Burgener</name>
<email>christhecoolist@gmail.com</email>
</author>
<published>2016-02-17T03:43:21+00:00</published>
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</pre>
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</entry>
<entry>
<title>NativeVertexFormat: Add missing override specifier</title>
<updated>2016-02-16T04:41:20+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-02-16T04:12:04+00:00</published>
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</pre>
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