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<title>dolphin/Source/Core/VideoBackends/OGL/PerfQuery.cpp, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>normalize common filenames in VideoBackends/OGL</title>
<updated>2021-01-27T22:29:48+00:00</updated>
<author>
<name>Shawn Hoffman</name>
<email>godisgovernment@gmail.com</email>
</author>
<published>2020-09-15T12:00:24+00:00</published>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>OpenGL: Migrate logging over to fmt</title>
<updated>2020-11-09T08:09:09+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-11-09T08:08:00+00:00</published>
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<id>413d64e7fc778d82ddcad97ee37b35e377407f9f</id>
<content type='text'>
Migrates over to the fmt-capable logger.
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<pre>
Migrates over to the fmt-capable logger.
</pre>
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</content>
</entry>
<entry>
<title>VideoCommon: Remove unused MathUtil.h include from VideoCommon.h</title>
<updated>2019-07-17T00:54:34+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-07-17T00:18:48+00:00</published>
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<id>2b9389202e0d1c8451aff176233cf211feef59dd</id>
<content type='text'>
This header doesn't actually make use of MathUtil.h within itself, so
this can be removed. Many other source files used VideoCommon.h as an
indirect include to include MathUtil.h, so these includes can also be
adjusted.

While we're at it, we can also migrate valid inclusions of VideoCommon.h
into cpp files where it can feasibly be done to minimize propagating it
via other headers.
</content>
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<pre>
This header doesn't actually make use of MathUtil.h within itself, so
this can be removed. Many other source files used VideoCommon.h as an
indirect include to include MathUtil.h, so these includes can also be
adjusted.

While we're at it, we can also migrate valid inclusions of VideoCommon.h
into cpp files where it can feasibly be done to minimize propagating it
via other headers.
</pre>
</div>
</content>
</entry>
<entry>
<title>Common/CommonFuncs: Remove now-unneccessary ArraySize function</title>
<updated>2019-06-01T14:07:57+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-06-01T11:55:09+00:00</published>
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<id>a9663669dc1037a04e37ae30efe18c0650547ac5</id>
<content type='text'>
Since C++17, non-member std::size() is present in the standard library
which also operates on regular C arrays. Given that, we can just replace
usages of ArraySize with that where applicable.

In many cases, we can just change the actual C array ArraySize() was
called on into a std::array and just use its .size() member function
instead.

In some other cases, we can collapse the loops they were used in, into a
ranged-for loop, eliminating the need for en explicit bounds query.
</content>
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<pre>
Since C++17, non-member std::size() is present in the standard library
which also operates on regular C arrays. Given that, we can just replace
usages of ArraySize with that where applicable.

In many cases, we can just change the actual C array ArraySize() was
called on into a std::array and just use its .size() member function
instead.

In some other cases, we can collapse the loops they were used in, into a
ranged-for loop, eliminating the need for en explicit bounds query.
</pre>
</div>
</content>
</entry>
<entry>
<title>GLContext: Remove global context pointer</title>
<updated>2018-10-20T11:11:34+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-10-03T13:03:26+00:00</published>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Refactoring and cleanup of GLInterface (now GLContext)</title>
<updated>2018-10-20T11:11:34+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-10-03T13:02:45+00:00</published>
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<id>134d967be2dd4ba9531abb8ba8494c3ac423ca72</id>
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<pre>
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</content>
</entry>
<entry>
<title>Improve PerfQuery accuracy</title>
<updated>2016-07-04T08:54:49+00:00</updated>
<author>
<name>hthh</name>
<email>hthh@hh.ht</email>
</author>
<published>2016-06-13T05:41:29+00:00</published>
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<id>8be5717a60a4c4fbd29a0968a9f331152ff581e3</id>
<content type='text'>
In TimeSplitters: Future Perfect, PerfQuery is used to detect
the visibility of lights and draw coronas. 25 points are drawn
for each light. However, the returned count was incorrectly
being divided by four leading to dim coronas.

Using 4x antialiasing was a workaround because of a bug where
antialiasing multiplied the PerfQuery results. This commit
fixes that bug too (but only for OpenGL).
</content>
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<pre>
In TimeSplitters: Future Perfect, PerfQuery is used to detect
the visibility of lights and draw coronas. 25 points are drawn
for each light. However, the returned count was incorrectly
being divided by four leading to dim coronas.

Using 4x antialiasing was a workaround because of a bug where
antialiasing multiplied the PerfQuery results. This commit
fixes that bug too (but only for OpenGL).
</pre>
</div>
</content>
</entry>
<entry>
<title>Reformat all the things. Have fun with merge conflicts.</title>
<updated>2016-06-24T08:43:46+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2016-06-24T08:43:46+00:00</published>
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<id>3570c7f03a2aa90aa634f96c0af1969af610f14d</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>VideoCommon: Header cleanup</title>
<updated>2016-01-18T01:11:45+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-01-17T21:54:31+00:00</published>
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<id>d9fec92628231526b47e19cd09b68572eb06e44f</id>
<content type='text'>
Also remedies places where the video backends and core rely on things
being indirectly included.
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<pre>
Also remedies places where the video backends and core rely on things
being indirectly included.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackends: Simplify initialization and deinitialization of resources</title>
<updated>2015-12-21T03:40:37+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-12-21T02:49:49+00:00</published>
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<id>f2951828335654d0993ead998b3c547f903501dd</id>
<content type='text'>
Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.

Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.

Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
</pre>
</div>
</content>
</entry>
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