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<title>dolphin/Source/Core/VideoBackends/OGL/VertexManager.cpp, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoBackend: Get rid of a boolean global</title>
<updated>2016-01-02T23:03:28+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-01-02T20:01:12+00:00</published>
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Also gets rid of global headers
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Also gets rid of global headers
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</entry>
<entry>
<title>StreamBuffer: Make factory function return a std::unique_ptr</title>
<updated>2015-12-21T15:21:38+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-12-21T15:15:17+00:00</published>
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<entry>
<title>VideoBackends: Simplify initialization and deinitialization of resources</title>
<updated>2015-12-21T03:40:37+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-12-21T02:49:49+00:00</published>
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<content type='text'>
Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.

Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
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Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.

Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: flush vertex manager if components change</title>
<updated>2015-11-01T21:39:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-11-01T21:39:31+00:00</published>
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</entry>
<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>
<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>
<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>
<entry>
<title>Coding style cleanup from the zfreeze merge</title>
<updated>2015-01-24T20:16:48+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-01-24T20:12:52+00:00</published>
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</entry>
<entry>
<title>Stop doing nastly shit to OpenGL stream buffers.</title>
<updated>2015-01-24T01:41:51+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-01-24T01:37:20+00:00</published>
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<content type='text'>
Instead we keep the loaded vertices in CPU memory.
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Instead we keep the loaded vertices in CPU memory.
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</entry>
<entry>
<title>Move Zfreeze code out individual backends into videoCommon</title>
<updated>2015-01-23T14:22:27+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-01-23T14:15:09+00:00</published>
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<content type='text'>
Also:
 * Implement support for per-vertex PosMatrixIndex
 * Only update zslope constant once when zfreeze is activated.
 * Added a bunch of comments.
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Also:
 * Implement support for per-vertex PosMatrixIndex
 * Only update zslope constant once when zfreeze is activated.
 * Added a bunch of comments.
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</entry>
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