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<title>dolphin/Source/Core/VideoBackends/Software/SWRenderer.h, branch release-prep-2503</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Implement AbstractGfx for Software &amp; Null</title>
<updated>2023-01-31T06:41:23+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-27T02:07:05+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>Refactor to remove virtual from RenderXFBToScreen</title>
<updated>2023-01-31T05:29:47+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-26T06:06:39+00:00</published>
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<id>c38c76abad039c3c0ccb3f7ebb891dc62560f8a3</id>
<content type='text'>
Slightly simplifies the upcoming refactor
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Slightly simplifies the upcoming refactor
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</content>
</entry>
<entry>
<title>Software: Use new scissor logic</title>
<updated>2022-04-16T19:34:58+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-11-10T02:38:24+00:00</published>
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Unlike the hardware backends, the software renderer can use multiple scissor rectangles (though this will result in extra rasterization).
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Unlike the hardware backends, the software renderer can use multiple scissor rectangles (though this will result in extra rasterization).
</pre>
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</content>
</entry>
<entry>
<title>VideoCommon: Abstract bounding box</title>
<updated>2021-10-04T19:51:24+00:00</updated>
<author>
<name>Techjar</name>
<email>tecknojar@gmail.com</email>
</author>
<published>2021-06-09T11:42:21+00:00</published>
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<id>1161af80594c403233e3d21589af004ee2d75594</id>
<content type='text'>
This moves much of the duplicated bounding box code into VideoCommon,
leaving only the specific buffer implementations in each backend.
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This moves much of the duplicated bounding box code into VideoCommon,
leaving only the specific buffer implementations in each backend.
</pre>
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</content>
</entry>
<entry>
<title>VideoBackends / VideoCommon: allow the ability to set debug names for shaders / textures.  These names are visible in applications like RenderDoc</title>
<updated>2021-08-30T18:47:48+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2021-08-28T05:30:05+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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<pre>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
</pre>
</div>
</content>
</entry>
<entry>
<title>Software: Fix bad backbuffer size</title>
<updated>2021-05-24T19:16:39+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-05-23T02:58:27+00:00</published>
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<id>4a4244f04d80dbca76aa560debe139aa6121125b</id>
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MAX_XFB_WIDTH/HEIGHT are the largest XFB sizes seen in practice, but do not make sense to use for the backbuffer size, which should be the size of the window.  The old code created screenshots with a size of 720x540 on NTSC games when "Dump Frames at Internal Resolution" is unchecked; now, the window size is used.
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<pre>
MAX_XFB_WIDTH/HEIGHT are the largest XFB sizes seen in practice, but do not make sense to use for the backbuffer size, which should be the size of the window.  The old code created screenshots with a size of 720x540 on NTSC games when "Dump Frames at Internal Resolution" is unchecked; now, the window size is used.
</pre>
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</content>
</entry>
<entry>
<title>VideoCommon: Split BBox* functions into common and backend implementation variants</title>
<updated>2021-05-22T05:11:57+00:00</updated>
<author>
<name>Techjar</name>
<email>tecknojar@gmail.com</email>
</author>
<published>2021-05-22T01:54:19+00:00</published>
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<id>0f17990137e9d32e442b7baf000098af5ffae111</id>
<content type='text'>
This will allow for some aspects of bounding box to be handled in
VideoCommon instead of individual backends.
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<pre>
This will allow for some aspects of bounding box to be handled in
VideoCommon instead of individual backends.
</pre>
</div>
</content>
</entry>
<entry>
<title>Merge pull request #8049 from stenzek/crop</title>
<updated>2019-06-08T10:57:52+00:00</updated>
<author>
<name>Connor McLaughlin</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-06-08T10:57:52+00:00</published>
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<id>951b66e4acb7d3a92998ddb1a06731ddf9e7eea8</id>
<content type='text'>
Renderer: Adjust source rectangle when crop would draw off screen </content>
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<pre>
Renderer: Adjust source rectangle when crop would draw off screen </pre>
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</content>
</entry>
<entry>
<title>VideoCommon/RenderBase: Use a std::string_view with CreateShaderFromSource()</title>
<updated>2019-05-30T07:29:35+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-05-30T07:07:40+00:00</published>
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<id>e60268bd4274de510f5214d6eedafba30a253984</id>
<content type='text'>
Greatly simplifies the overall interface when it comes to compiling
shaders. Also allows getting rid of a std::string overload of the same
name. Now std::string and const char* both go through the same function.
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<pre>
Greatly simplifies the overall interface when it comes to compiling
shaders. Also allows getting rid of a std::string overload of the same
name. Now std::string and const char* both go through the same function.
</pre>
</div>
</content>
</entry>
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