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<title>dolphin/Source/Core/VideoBackends/OGL/TextureConverter.cpp, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>TextureCache: Rewrite EFB Copy control flow</title>
<updated>2015-11-15T11:02:41+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-10-29T17:08:04+00:00</published>
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<entry>
<title>OGL-TextureConverter: Keep care about the global state ifself</title>
<updated>2015-11-15T10:59:52+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-10-29T07:45:17+00:00</published>
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<entry>
<title>OGL: Remove TCache::Entry usage in TextureConverter</title>
<updated>2015-11-15T10:59:52+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-10-29T07:42:30+00:00</published>
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<entry>
<title>TextureCacheBase: Change CacheLinesPerRow to BytesPerRow</title>
<updated>2015-10-22T12:14:43+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-10-19T16:00:29+00:00</published>
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<entry>
<title>Fix building with PCH disabled.</title>
<updated>2015-09-28T16:51:08+00:00</updated>
<author>
<name>Rohit Nirmal</name>
<email>rohitnirmal9@gmail.com</email>
</author>
<published>2015-09-28T15:57:16+00:00</published>
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<entry>
<title>Move common EFB copy code into VideoCommon</title>
<updated>2015-09-06T09:16:51+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-09-04T14:45:29+00:00</published>
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Addded a few duplicated depth copy texture formats to the enum
in TextureDecoder.h. These texture formats were already implemented
in TextureCacheBase and the ogl/dx11 texture cache implementations.
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Addded a few duplicated depth copy texture formats to the enum
in TextureDecoder.h. These texture formats were already implemented
in TextureCacheBase and the ogl/dx11 texture cache implementations.
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<entry>
<title>[GLES] Fix real XFB.</title>
<updated>2015-08-12T22:32:05+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2015-08-12T22:31:18+00:00</published>
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GLES doesn't support the BGRA texture format type, just use RGBA.
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GLES doesn't support the BGRA texture format type, just use RGBA.
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<entry>
<title>Video: stride in bytes rather than pixels</title>
<updated>2015-07-24T18:48:56+00:00</updated>
<author>
<name>booto</name>
<email>remornicus@gmail.com</email>
</author>
<published>2015-07-24T18:48:56+00:00</published>
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<entry>
<title>Video: respect stride of efb copies to xfb</title>
<updated>2015-07-24T17:52:12+00:00</updated>
<author>
<name>booto</name>
<email>remornicus@gmail.com</email>
</author>
<published>2015-07-07T13:09:25+00:00</published>
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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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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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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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