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<title>dolphin/Source/Core/VideoBackends/OGL/Src/Render.cpp, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<title>Remove unnecessary Src/ folders</title>
<updated>2013-12-31T19:03:19+00:00</updated>
<author>
<name>Jasper St. Pierre</name>
<email>jstpierre@mecheye.net</email>
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<published>2013-12-07T20:14:29+00:00</published>
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<title>Disable primitive restart on buggy OS X Intel HD 3000 drivers.</title>
<updated>2013-12-31T00:26:55+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
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<published>2013-12-31T00:26:55+00:00</published>
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<title>D3D/OGL: Add a TODO noting that we don't support GX_CULL_ALL, most notably required for accurate zfreeze emulation.</title>
<updated>2013-12-30T19:37:59+00:00</updated>
<author>
<name>Tony Wasserka</name>
<email>NeoBrainX@gmail.com</email>
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<published>2013-12-30T19:37:59+00:00</published>
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<title>Free performance for AMD+Linux. Instead of disabling BaseVertex due to pinned_memory. Just disable pinned_memory for the ELEMENT_ARRAY_BUFFER type which has issues with baseVertex(ELEMENT_ARRAY_BUFFER)+pinned_memory. In my two tests with this, I went from 5FPS to 11FPS in one test, and 2FPS to 6FPS in another.</title>
<updated>2013-12-28T14:00:44+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2013-12-28T14:00:44+00:00</published>
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<entry>
<title>[Android] Enable shader cache.</title>
<updated>2013-12-28T10:55:39+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2013-12-28T10:55:39+00:00</published>
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<title>Work around AMD's broken Linux drivers when it comes to pinned memory and base_vertex usage. It seems that using pinned memory with base_vertex disabled is quicker than the other way around.</title>
<updated>2013-12-19T15:40:13+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2013-12-19T15:40:13+00:00</published>
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<title>Fix the issue with COLOROUT not being defined anymore. Fix a issue where Mali shader compiler is idiotic in finding an overload for the mix function.</title>
<updated>2013-11-25T00:06:29+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@Gmail.com</email>
</author>
<published>2013-11-25T00:06:29+00:00</published>
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<title>[Android] Due to recent changes in code breaking Tegra 4 support, and also the upcoming code which will be breaking GLES2 support entirely. Taking the initiative to drop the remaining support code from the codebase in preparation for the upcoming changes. For a look at how Dolphin on Tegra 4 looked like prior and would not have been able to be fixed at all due to Tegra 4 not supporting the precision we need in our shaders; Look at this Youtube video http://youtu.be/Ga7Jc_Ote7U</title>
<updated>2013-11-24T21:49:23+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2013-11-24T21:49:23+00:00</published>
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<entry>
<title>Unused arguments removed from XFBSource::Draw</title>
<updated>2013-11-23T22:33:43+00:00</updated>
<author>
<name>Matthew Parlane</name>
<email>parlane@gmail.com</email>
</author>
<published>2013-11-23T22:33:43+00:00</published>
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Thanks neo.
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Thanks neo.
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<entry>
<title>Use IOFile for TextureToPng to support non-ascii</title>
<updated>2013-11-16T22:14:38+00:00</updated>
<author>
<name>Matthew Parlane</name>
<email>parlane@gmail.com</email>
</author>
<published>2013-11-16T22:12:07+00:00</published>
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Changed save texture/screenshot uses to std::string
Removed unneeded new/delete calls when dealing with temp data.
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Changed save texture/screenshot uses to std::string
Removed unneeded new/delete calls when dealing with temp data.
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