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<title>dolphin/Source/Core/VideoBackends/Null/ShaderCache.h, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Move shader caches to VideoCommon</title>
<updated>2018-03-10T05:56:30+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-02-24T15:15:35+00:00</published>
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</pre>
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</entry>
<entry>
<title>Renderer: Move cull mode to a rasterization state object</title>
<updated>2017-09-11T10:01:45+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-04-30T08:07:57+00:00</published>
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<id>836b9b9acbc2ff2d10d6f3c81e64b7b10b22f023</id>
<content type='text'>
Also moves logic for primitive handling to VideoCommon.
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Also moves logic for primitive handling to VideoCommon.
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</content>
</entry>
<entry>
<title>ShaderGen: Pass host config to shader generation functions</title>
<updated>2017-07-20T07:54:33+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-07-20T07:10:02+00:00</published>
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<content type='text'>
Also moves the host config checks to common.
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Also moves the host config checks to common.
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</entry>
<entry>
<title>VideoCommon: Make dst_alpha state implicit.</title>
<updated>2017-01-04T19:02:31+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-12-28T00:37:41+00:00</published>
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</entry>
<entry>
<title>PixelShaderGen: Drop dstAlphaMode constant in shader generation.</title>
<updated>2016-10-04T08:13:46+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-09-28T20:31:39+00:00</published>
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<content type='text'>
It is already stored within the UID.
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It is already stored within the UID.
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</entry>
<entry>
<title>VideoCommon: Make API_TYPE an enum class</title>
<updated>2016-07-29T23:20:16+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-07-21T23:04:57+00:00</published>
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<content type='text'>
Allows for forward declarations in most places, which prevents dumping
unrelated VideoCommon.h contents directly into headers.
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Allows for forward declarations in most places, which prevents dumping
unrelated VideoCommon.h contents directly into headers.
</pre>
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</content>
</entry>
<entry>
<title>Multithreadded Shadergen: Minor fixups.</title>
<updated>2016-06-26T04:13:22+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2016-02-27T20:46:58+00:00</published>
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</entry>
<entry>
<title>Remove UID Checker.</title>
<updated>2016-06-26T04:13:22+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2016-01-16T12:57:59+00:00</published>
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<content type='text'>
Kind of pointless now that multiple shaders with the same UID are
now fundementally impossible.
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<pre>
Kind of pointless now that multiple shaders with the same UID are
now fundementally impossible.
</pre>
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</content>
</entry>
<entry>
<title>Multithreadded Shadergen: Second pass over Pixel Shadergen.</title>
<updated>2016-06-26T04:13:21+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2016-01-16T12:41:26+00:00</published>
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<content type='text'>
Note: It's not 100% perfect, as some of the GPU capablities leak into the
pixel shader UID.

Currently our UIDs don't get exported, so there is no issue. But someone
might want to fix this in the future.
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<pre>
Note: It's not 100% perfect, as some of the GPU capablities leak into the
pixel shader UID.

Currently our UIDs don't get exported, so there is no issue. But someone
might want to fix this in the future.
</pre>
</div>
</content>
</entry>
<entry>
<title>Multithreadded Shadergen: Second Pass over vertex/lighting Shadergens</title>
<updated>2016-06-26T04:13:21+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2016-01-16T11:34:06+00:00</published>
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<content type='text'>
As much as possible, the asserts have been moved out of the GetUID
function. But there are some places where asserts depend on variables
that aren't stored in the shader UID.
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<pre>
As much as possible, the asserts have been moved out of the GetUID
function. But there are some places where asserts depend on variables
that aren't stored in the shader UID.
</pre>
</div>
</content>
</entry>
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