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<title>dolphin/Source/Core/VideoBackends/OGL/TextureCache.cpp, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>OGL: Always use sampler objects.</title>
<updated>2015-05-29T12:03:03+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-05-28T22:53:07+00:00</published>
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<id>c4fc141ced900bfa73b06155e5e566df131e2f67</id>
<content type='text'>
We are used to use the texture parameter for all util draw calls,
but AMD seems to have a bug where they use the sampler parameter
of stage 0 if no sampler is bound to the used stage.
So as workaround (and a bit as nicer code), we now use sampler
objects everywhere.
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<pre>
We are used to use the texture parameter for all util draw calls,
but AMD seems to have a bug where they use the sampler parameter
of stage 0 if no sampler is bound to the used stage.
So as workaround (and a bit as nicer code), we now use sampler
objects everywhere.
</pre>
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</content>
</entry>
<entry>
<title>OGL: use GL_TEXTURE* constants</title>
<updated>2015-05-27T13:05:49+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-25T13:14:20+00:00</published>
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</entry>
<entry>
<title>Set copyright year to when a file was created</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-24T04:55:12+00:00</published>
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<entry>
<title>Update license headers to GPLv2+</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-17T23:08:10+00:00</published>
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<entry>
<title>VideoCommon: Clamp integer conversions.</title>
<updated>2015-05-08T12:32:16+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-05-06T20:42:06+00:00</published>
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<entry>
<title>VideoBackends: Floor depth values in depth copy shaders.</title>
<updated>2015-05-08T12:29:30+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-05-06T20:02:12+00:00</published>
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<entry>
<title>VideoBackends: Use proper floating point depth precision.</title>
<updated>2015-05-08T12:29:29+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-05-05T21:34:45+00:00</published>
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<entry>
<title>VideoBackends: Implement depth copy shaders with integer math.</title>
<updated>2015-05-04T22:40:25+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-05-04T21:28:30+00:00</published>
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<entry>
<title>VideoCommon: Implement EFB dumping for both backends.</title>
<updated>2015-05-02T11:23:33+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-05-02T10:10:40+00:00</published>
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<entry>
<title>Merge pull request #2089 from degasus/remove_disable_efb_copy</title>
<updated>2015-02-24T22:31:05+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2015-02-24T22:31:05+00:00</published>
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<id>f06b1106dbbaba5b8a9b09e7762029f3918260cd</id>
<content type='text'>
Remove disable efb copy</content>
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Remove disable efb copy</pre>
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