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<title>dolphin/Source/Core/VideoBackends/OGL, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>analytics: Report OpenGL's adapter name too.</title>
<updated>2016-06-20T11:54:44+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2016-06-20T11:54:44+00:00</published>
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<entry>
<title>[OGL] Workaround nvidia being weird with GL_MAX_TEXTURE_SIZE</title>
<updated>2016-05-30T15:06:19+00:00</updated>
<author>
<name>Anthony Serna</name>
<email>aserna3@gmail.com</email>
</author>
<published>2016-05-30T04:48:21+00:00</published>
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<entry>
<title>Fix building with PCH disabled.</title>
<updated>2016-05-26T18:05:21+00:00</updated>
<author>
<name>Rohit Nirmal</name>
<email>rohitnirmal9@gmail.com</email>
</author>
<published>2016-05-26T17:42:07+00:00</published>
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<entry>
<title>OGL: Work around slowdown of glMapBufferRange with SSBO on NVIDIA drivers</title>
<updated>2016-05-19T11:24:09+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-05-11T12:19:59+00:00</published>
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Using glMapBufferRange to read back the contents of the SSBO is extremely
slow on NVIDIA drivers. This is more noticeable at higher internal
resolutions. Using glGetBufferSubData instead does not seem to exhibit
this slowdown.
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Using glMapBufferRange to read back the contents of the SSBO is extremely
slow on NVIDIA drivers. This is more noticeable at higher internal
resolutions. Using glGetBufferSubData instead does not seem to exhibit
this slowdown.
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<entry>
<title>OGL: Use coherent mapping on Qualcomm devices.</title>
<updated>2016-05-11T21:55:28+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-05-11T19:35:08+00:00</published>
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<entry>
<title>OGL: Drop QC ES3.1 workaround.</title>
<updated>2016-05-11T18:45:07+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-05-11T18:45:07+00:00</published>
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This was never tested well:

HdkR&gt; The tester was most likely trying to load a stale shader cache or something
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This was never tested well:

HdkR&gt; The tester was most likely trying to load a stale shader cache or something
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</entry>
<entry>
<title>D3D12: Implement XFB encoding/decoding (support Real XFB)</title>
<updated>2016-05-08T13:18:51+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-03-06T08:48:35+00:00</published>
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<entry>
<title>Merge pull request #3672 from EmptyChaos/d3d-anisotropy</title>
<updated>2016-03-26T02:25:01+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2016-03-26T02:25:01+00:00</published>
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Fix D3D Forced Anisotropy</content>
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Fix D3D Forced Anisotropy</pre>
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<entry>
<title>OpenGL: Cache query to max texture size.</title>
<updated>2016-03-25T14:14:39+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2016-03-25T14:14:39+00:00</published>
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This showed up really high when I was profiling things.
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This showed up really high when I was profiling things.
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<entry>
<title>VideoCommon: Refactor TexMode0 mipmaps disabled test into a helper function</title>
<updated>2016-03-24T02:43:29+00:00</updated>
<author>
<name>EmptyChaos</name>
<email>EmptyChaos@users.noreply.github.com</email>
</author>
<published>2016-03-24T02:42:08+00:00</published>
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