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<title>dolphin/Source/Core/VideoBackends/OGL/TextureConverter.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>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>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>
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</content>
</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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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.
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</entry>
<entry>
<title>AbstractTexture: Support multisampled abstract texture</title>
<updated>2018-03-01T07:31:24+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-01-21T05:03:06+00:00</published>
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<entry>
<title>VideoBackends: Restore the framebuffer as part of the API state</title>
<updated>2018-03-01T07:31:24+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-02-09T11:41:31+00:00</published>
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It's not often we switch out to draw to the EFB anyway.
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It's not often we switch out to draw to the EFB anyway.
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</entry>
<entry>
<title>OGL: Track state of last bound vertex array object</title>
<updated>2018-02-22T09:08:52+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-01-20T14:59:10+00:00</published>
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This reduces the overhead of calling glBindVertexArray() every time
RestoreAPIState() is called, even when it is redundant.
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This reduces the overhead of calling glBindVertexArray() every time
RestoreAPIState() is called, even when it is redundant.
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<entry>
<title>AbstractTexture: Move Bind() method to Renderer</title>
<updated>2018-01-22T03:22:09+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-01-21T13:13:25+00:00</published>
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This makes state tracking simpler, and enables easier porting to command
lists later on.
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This makes state tracking simpler, and enables easier porting to command
lists later on.
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</entry>
<entry>
<title>OGL/TextureConverter: Remove unnecessary using declaration</title>
<updated>2017-12-03T23:51:22+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2017-12-03T23:49:43+00:00</published>
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<entry>
<title>OGL/TextureConverter: Resolve -Wmissing-variable-declaration warnings</title>
<updated>2017-12-03T23:51:17+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2017-12-03T23:47:14+00:00</published>
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