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<title>dolphin/Source/Core/VideoBackends/OGL/Render.h, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Use ffmpeg for Windows Video Dumping instead of VFW</title>
<updated>2016-01-07T23:37:58+00:00</updated>
<author>
<name>Chris Burgener</name>
<email>christhecoolist@gmail.com</email>
</author>
<published>2016-01-02T18:07:08+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>Merge pull request #3336 from Sonicadvance1/improve_glextensions</title>
<updated>2016-01-01T18:01:51+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2016-01-01T18:01:51+00:00</published>
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<id>b4e9bbb5516070fbed6fe49b90b00136f8e6f7e8</id>
<content type='text'>
[GLExtensions] Improve the extension loader.</content>
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<pre>
[GLExtensions] Improve the extension loader.</pre>
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</content>
</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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<id>a61fc372bbb538cba7bf43a6402f3036fb468810</id>
<content type='text'>
This saves allocating a vector for the pass-through path.
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<pre>
This saves allocating a vector for the pass-through path.
</pre>
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</content>
</entry>
<entry>
<title>[OGL] Update extension checks in Render.</title>
<updated>2015-12-13T17:39:45+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2015-12-13T17:39:45+00:00</published>
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<id>78dda1cf79851f8936c25242a307df6a3d4c5186</id>
<content type='text'>
This was relying on behaviour that GLExtensions was adding fake extensions to the supported list with ES.
This no longer happens so it needed to be changed.
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<pre>
This was relying on behaviour that GLExtensions was adding fake extensions to the supported list with ES.
This no longer happens so it needed to be changed.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: Create default implementation for state setters</title>
<updated>2015-11-24T21:39:10+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-11-21T09:20:34+00:00</published>
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<id>df799dd12466a319c5616027980db0dbcadaa7de</id>
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It's fine to pull those within the backends, so there is no need to enforce them to implement this interface.
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<pre>
It's fine to pull those within the backends, so there is no need to enforce them to implement this interface.
</pre>
</div>
</content>
</entry>
<entry>
<title>Enable Anisotropic filtering in ES.</title>
<updated>2015-11-19T08:00:43+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2015-11-19T06:46:26+00:00</published>
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<id>ed5e3c054e58b7547cead222048676f32ce8858d</id>
<content type='text'>
This adds a check to make sure the vendor supports anisotropic filtering.
Pretty much all vendors support this, even the mobile ones.
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<pre>
This adds a check to make sure the vendor supports anisotropic filtering.
Pretty much all vendors support this, even the mobile ones.
</pre>
</div>
</content>
</entry>
<entry>
<title>Remove the "Show EFB Copy Regions" debug option.</title>
<updated>2015-11-05T05:15:46+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-11-05T05:15:46+00:00</published>
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<id>51c984dde396d2612c6832df863f898af176d4c6</id>
<content type='text'>
It was only implemented in OpenGL, though the option was visible in both
backends, leading to memory leaks if you enabled it in DirectX.

And it wasn't particularly useful as a debug feature as it only showed
where in the EFB the copies were taken from, not what format it was, or
what the copy was used for, or what content was in the EFB at that point
in time.

Also, it stretched the copy regions relative to the window, so the
on-screen regions don't even line up with the window unless the game used
the full EFB (some pal games) and you game image stretched to the full
window.
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<pre>
It was only implemented in OpenGL, though the option was visible in both
backends, leading to memory leaks if you enabled it in DirectX.

And it wasn't particularly useful as a debug feature as it only showed
where in the EFB the copies were taken from, not what format it was, or
what the copy was used for, or what content was in the EFB at that point
in time.

Also, it stretched the copy regions relative to the window, so the
on-screen regions don't even line up with the window unless the game used
the full EFB (some pal games) and you game image stretched to the full
window.
</pre>
</div>
</content>
</entry>
<entry>
<title>Support Conservative Depth as a fallback for EarlyZ</title>
<updated>2015-10-17T12:46:54+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-10-17T11:43:22+00:00</published>
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<id>e7b2a22225b7d11f38dd045c990370df1daac61e</id>
<content type='text'>
Allows Mesa based drivers to support ZCompLoc
</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Allows Mesa based drivers to support ZCompLoc
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackends: Reimplement SSAA, now for D3D + OGL</title>
<updated>2015-09-06T17:40:00+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-09-06T11:58:18+00:00</published>
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<id>1c0366993a582e76333ed18421e92424261901f2</id>
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</content>
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<pre>
</pre>
</div>
</content>
</entry>
<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>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=7650117c266b3eed1c3bdae0feb2828a6482bfe0'/>
<id>7650117c266b3eed1c3bdae0feb2828a6482bfe0</id>
<content type='text'>
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).
</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
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>
</div>
</content>
</entry>
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