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<title>dolphin/Source/Core/VideoBackends/OGL/TextureCache.cpp, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Move most backend functionality to VideoCommon</title>
<updated>2019-02-19T06:57:54+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-02-15T01:59:50+00:00</published>
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<entry>
<title>OGL: Fix broken stereoscopy geometry shader for EFB copies</title>
<updated>2019-01-19T13:22:57+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-01-19T13:22:57+00:00</published>
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</entry>
<entry>
<title>TextureCache: Implement deferred/batched EFB copies</title>
<updated>2018-11-07T06:25:01+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-11-02T14:17:00+00:00</published>
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<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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<entry>
<title>GL/TextureCache: Clean up inline shader code</title>
<updated>2018-08-30T14:05:39+00:00</updated>
<author>
<name>spycrab</name>
<email>spycrab@users.noreply.github.com</email>
</author>
<published>2018-08-19T23:39:10+00:00</published>
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<entry>
<title>EFB2RAM: Apply copy filter as a float coefficient after sampling</title>
<updated>2018-05-22T02:24:08+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-05-22T02:14:48+00:00</published>
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Using 8-bit integer math here lead to precision loss for depth copies,
which broke various effects in games, e.g. lens flare in MK:DD.

It's unlikely the console implements this as a floating-point multiply
(fixed-point perhaps), but since we have the float round trip in our
EFB2RAM shaders anyway, it's not going to make things any worse. If we
do rewrite our shaders to use integer math completely, then it might be
worth switching this conversion back to integers.

However, the range of the values (format) should be known, or we should
expand all values out to 24-bits first.
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Using 8-bit integer math here lead to precision loss for depth copies,
which broke various effects in games, e.g. lens flare in MK:DD.

It's unlikely the console implements this as a floating-point multiply
(fixed-point perhaps), but since we have the float round trip in our
EFB2RAM shaders anyway, it's not going to make things any worse. If we
do rewrite our shaders to use integer math completely, then it might be
worth switching this conversion back to integers.

However, the range of the values (format) should be known, or we should
expand all values out to 24-bits first.
</pre>
</div>
</content>
</entry>
<entry>
<title>Merge pull request #6743 from stenzek/faster-disabled-copy-filter</title>
<updated>2018-05-17T08:45:50+00:00</updated>
<author>
<name>Markus Wick</name>
<email>degasus@users.noreply.github.com</email>
</author>
<published>2018-05-17T08:45:50+00:00</published>
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TextureConversionShader: Don't sample from adjacent rows when not needed</content>
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TextureConversionShader: Don't sample from adjacent rows when not needed</pre>
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</entry>
<entry>
<title>OGL: Fix incorrect clamping in EFB copies</title>
<updated>2018-05-05T07:45:54+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-05-05T07:45:54+00:00</published>
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<entry>
<title>TextureConversionShader: Don't sample from adjacent rows when not needed</title>
<updated>2018-05-03T04:09:32+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-05-03T04:09:32+00:00</published>
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</entry>
<entry>
<title>Implement EFB copy filter and gamma in hardware backends</title>
<updated>2018-04-29T09:05:20+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-04-29T08:52:30+00:00</published>
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<id>9e798eec94a8ebe94c1ef8270b504b5698b2a0f5</id>
<content type='text'>
Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
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Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
</pre>
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