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<title>dolphin/Source/Core/VideoBackends/OGL/FramebufferManager.cpp, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>FrameBufferManager: Fix typo in stereoscopic MSAA shader.</title>
<updated>2016-01-07T19:05:12+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2016-01-07T19:01:31+00:00</published>
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<entry>
<title>Merge pull request #3361 from stenzek/d3d-vectored-efb-pokes</title>
<updated>2015-12-30T14:27:24+00:00</updated>
<author>
<name>Markus Wick</name>
<email>degasus@users.noreply.github.com</email>
</author>
<published>2015-12-30T14:27:24+00:00</published>
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D3D: Implement vectored efb pokes</content>
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D3D: Implement vectored efb pokes</pre>
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</entry>
<entry>
<title>ShaderGeneration: Get rid of static buffers</title>
<updated>2015-12-26T22:01:54+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-12-26T21:00:23+00:00</published>
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</entry>
<entry>
<title>FramebufferManager: Get rid of raw new and delete</title>
<updated>2015-12-22T23:06:05+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-12-22T23:06:05+00:00</published>
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<entry>
<title>FramebufferManagerBase: Get rid of explicit delete and new</title>
<updated>2015-12-21T20:57:48+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-12-21T19:11:01+00:00</published>
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<pre>
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</entry>
<entry>
<title>VideoCommon: Change PokeEFB to take a pointer rather than a vector</title>
<updated>2015-12-20T04:42:14+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2015-12-19T14:34:56+00:00</published>
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This saves allocating a vector for the pass-through path.
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This saves allocating a vector for the pass-through path.
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<entry>
<title>Fix building with PCH disabled.</title>
<updated>2015-09-28T16:51:08+00:00</updated>
<author>
<name>Rohit Nirmal</name>
<email>rohitnirmal9@gmail.com</email>
</author>
<published>2015-09-28T15:57:16+00:00</published>
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<entry>
<title>Move GL interface code out of the OpenGL video backend.</title>
<updated>2015-09-21T12:36:45+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-09-18T16:40:00+00:00</published>
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<entry>
<title>Properly support MSAA and SSAA as separate features(+GLES)</title>
<updated>2015-09-05T10:23:29+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2015-09-01T05:17:24+00:00</published>
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SSAA relies on MSAA being active to work. We only supports 4x SSAA while in fact you can enable SSAA at any MSAA level.
I even managed to run 64xMSAA + SSAA on my Quadro which made some pretty sleek looking games. They were very cinematic though.

With this, it properly fixes up SSAA and MSAA support in GLES as well. Before they were broken when stereo rendering was enabled.
Now in GLES they can properly support MSAA and also stereo rendering with MSAA enabled(with proper extensions).
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SSAA relies on MSAA being active to work. We only supports 4x SSAA while in fact you can enable SSAA at any MSAA level.
I even managed to run 64xMSAA + SSAA on my Quadro which made some pretty sleek looking games. They were very cinematic though.

With this, it properly fixes up SSAA and MSAA support in GLES as well. Before they were broken when stereo rendering was enabled.
Now in GLES they can properly support MSAA and also stereo rendering with MSAA enabled(with proper extensions).
</pre>
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</content>
</entry>
<entry>
<title>Video: respect stride of efb copies to xfb</title>
<updated>2015-07-24T17:52:12+00:00</updated>
<author>
<name>booto</name>
<email>remornicus@gmail.com</email>
</author>
<published>2015-07-07T13:09:25+00:00</published>
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