<feed xmlns='http://www.w3.org/2005/Atom'>
<title>dolphin/Source/Core/VideoBackends/OGL/main.cpp, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Rewrite FileSearch and improve ScanDirectoryTree.</title>
<updated>2015-05-28T23:14:42+00:00</updated>
<author>
<name>comex</name>
<email>comexk@gmail.com</email>
</author>
<published>2014-11-15T20:46:40+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=a225426510fc25316b3868e8764893dff284e77e'/>
<id>a225426510fc25316b3868e8764893dff284e77e</id>
<content type='text'>
- FileSearch is now just one function, and it converts the original glob
  into a regex on all platforms rather than relying on native Windows
  pattern matching on there and a complete hack elsewhere.  It now
  supports recursion out of the box rather than manually expanding
  into a full list of directories in multiple call sites.

  - This adds a GCC &gt;= 4.9 dependency due to older versions having
  outright broken &lt;regex&gt;.  MSVC is fine with it.

- ScanDirectoryTree returns the parent entry rather than filling parts
  of it in via reference.  The count is now stored in the entry like it
  was for subdirectories.

- .glsl file search is now done with DoFileSearch.

- IOCTLV_READ_DIR now uses ScanDirectoryTree directly and sorts the
  results after replacements for better determinism.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
- FileSearch is now just one function, and it converts the original glob
  into a regex on all platforms rather than relying on native Windows
  pattern matching on there and a complete hack elsewhere.  It now
  supports recursion out of the box rather than manually expanding
  into a full list of directories in multiple call sites.

  - This adds a GCC &gt;= 4.9 dependency due to older versions having
  outright broken &lt;regex&gt;.  MSVC is fine with it.

- ScanDirectoryTree returns the parent entry rather than filling parts
  of it in via reference.  The count is now stored in the entry like it
  was for subdirectories.

- .glsl file search is now done with DoFileSearch.

- IOCTLV_READ_DIR now uses ScanDirectoryTree directly and sorts the
  results after replacements for better determinism.
</pre>
</div>
</content>
</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>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=30ebb2459eb97ba544547183854775df8460b475'/>
<id>30ebb2459eb97ba544547183854775df8460b475</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</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>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=cefcb0ace9d363b3679b4e93bcc9ec05f1e5f4f8'/>
<id>cefcb0ace9d363b3679b4e93bcc9ec05f1e5f4f8</id>
<content type='text'>
</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Merge pull request #2092 from Sonicadvance1/gles_occlusion_queries</title>
<updated>2015-03-08T13:44:15+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2015-03-08T13:44:15+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=70977fd6b163d38e1db875d1e3d303656b071043'/>
<id>70977fd6b163d38e1db875d1e3d303656b071043</id>
<content type='text'>
Implement full occlusion queries for the Nexus 9.</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Implement full occlusion queries for the Nexus 9.</pre>
</div>
</content>
</entry>
<entry>
<title>OGL: support palette texture decoding</title>
<updated>2015-02-24T21:51:55+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-02-20T23:12:27+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=ac7102918dfcee7127b39f981f2c8f475212879e'/>
<id>ac7102918dfcee7127b39f981f2c8f475212879e</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Implement full occlusion queries for the Nexus 9.</title>
<updated>2015-02-21T23:24:36+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2015-02-21T22:58:53+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e9ac4d53a6b50e61375ffc1994d7d278e4c94e7a'/>
<id>e9ac4d53a6b50e61375ffc1994d7d278e4c94e7a</id>
<content type='text'>
GLES3 spec is worthless and only returns a boolean result for occlusion queries. This is fine for simple cellular games but we need more than a
boolean result.
Thankfully Nvidia exposes GL_NV_occlusion_queries under a OpenGL ES extension, which allows us to get full samples rendered.
The only device this change affects is the Nexus 9, since it is an Nvidia K1 crippled to only support OpenGL ES.
No other OpenGL ES device that I know of supports this extension.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
GLES3 spec is worthless and only returns a boolean result for occlusion queries. This is fine for simple cellular games but we need more than a
boolean result.
Thankfully Nvidia exposes GL_NV_occlusion_queries under a OpenGL ES extension, which allows us to get full samples rendered.
The only device this change affects is the Nexus 9, since it is an Nvidia K1 crippled to only support OpenGL ES.
No other OpenGL ES device that I know of supports this extension.
</pre>
</div>
</content>
</entry>
<entry>
<title>Decode EFB copies used as paletted textures.</title>
<updated>2015-02-19T23:09:27+00:00</updated>
<author>
<name>magumagu</name>
<email>magumagu9@gmail.com</email>
</author>
<published>2015-01-26T23:33:23+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=c0a4760f0efbb99274c33f30154a7f43aab70494'/>
<id>c0a4760f0efbb99274c33f30154a7f43aab70494</id>
<content type='text'>
A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format.  Detect when this happens, and decode the copy on
the GPU using the specified palette.

This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.

D3D only at the moment, but porting to OpenGL should be straightforward..
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format.  Detect when this happens, and decode the copy on
the GPU using the specified palette.

This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.

D3D only at the moment, but porting to OpenGL should be straightforward..
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackends: set GLInterface to zero after deleting it</title>
<updated>2015-02-01T12:51:34+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-02-01T12:51:34+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=081137bd4f4fdba599374a43086fe6688ef8c58b'/>
<id>081137bd4f4fdba599374a43086fe6688ef8c58b</id>
<content type='text'>
This fixes a crash on opening the gfx settings after closing a game.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This fixes a crash on opening the gfx settings after closing a game.
</pre>
</div>
</content>
</entry>
<entry>
<title>OGL: Fix a memory leak that would occur every time a game is launched</title>
<updated>2015-01-31T21:00:53+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-01-31T02:25:16+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=9476756d4388c6e5f639f5cbf979612bff856293'/>
<id>9476756d4388c6e5f639f5cbf979612bff856293</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>PostProcessing: Add support for user-supplied anaglyph shaders.</title>
<updated>2015-01-25T21:07:03+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-01-03T00:33:30+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=262c3b19ecf9a4c022b3667613f892a5539dd34d'/>
<id>262c3b19ecf9a4c022b3667613f892a5539dd34d</id>
<content type='text'>
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
</pre>
</div>
</content>
</entry>
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