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<title>dolphin/Source/Core/VideoBackends/Software/SWVertexLoader.h, branch 2503a</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Software: Fix zfreeze with CullMode::All</title>
<updated>2022-04-09T03:05:32+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-11-30T01:51:02+00:00</published>
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<entry>
<title>Remove parameters to SWVertexLoader::SetFormat</title>
<updated>2021-12-18T20:51:56+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-04-30T21:48:27+00:00</published>
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They haven't been used since efbe5bc4b65.
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They haven't been used since efbe5bc4b65.
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<entry>
<title>Fix all uninitialized variable warnings (C26495)</title>
<updated>2021-10-13T19:32:16+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-09-04T04:43:19+00:00</published>
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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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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>
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</entry>
<entry>
<title>Software: Remove normalization special case</title>
<updated>2021-01-04T07:22:48+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-01-04T07:22:48+00:00</published>
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The special case doesn't appear to make a significant difference in any games, and the current implementation has a (minor, fixable) issue that breaks Super Mario Sunshine (both with a failed assertion (https://bugs.dolphin-emu.org/issues/11742) and a rendering issue (https://bugs.dolphin-emu.org/issues/7476)).  Hardware testing wasn't able to reproduce the special case, either, so it may just not exist.

PR #9315 contains a fixed implementation of the special case on all video backends, and can serve as a basis for it being reintroduced if it is found to exist under more specific circumstances.  For now, I don't see a reason to keep it present.
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The special case doesn't appear to make a significant difference in any games, and the current implementation has a (minor, fixable) issue that breaks Super Mario Sunshine (both with a failed assertion (https://bugs.dolphin-emu.org/issues/11742) and a rendering issue (https://bugs.dolphin-emu.org/issues/7476)).  Hardware testing wasn't able to reproduce the special case, either, so it may just not exist.

PR #9315 contains a fixed implementation of the special case on all video backends, and can serve as a basis for it being reintroduced if it is found to exist under more specific circumstances.  For now, I don't see a reason to keep it present.
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</content>
</entry>
<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>
<entry>
<title>Use main buffers for utility draws</title>
<updated>2018-12-04T07:37:25+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-11-27T07:16:53+00:00</published>
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<entry>
<title>SWVertexLoader: Make SWVertexLoader a final class</title>
<updated>2017-09-09T19:33:30+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2017-09-09T19:28:08+00:00</published>
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<content type='text'>
It doesn't make sense to allow extending this class based off the way
the VertexLoader API is set up.
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It doesn't make sense to allow extending this class based off the way
the VertexLoader API is set up.
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</entry>
<entry>
<title>SWVertexLoader: Make SetFormat() and ResetBuffer() private</title>
<updated>2017-09-09T19:33:30+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2017-09-09T19:23:16+00:00</published>
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<content type='text'>
SetFormat() is only ever used internally. ResetBuffer() is only
used to implement the VertexManagerBase class interface, so
there's no need to make it protected.
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SetFormat() is only ever used internally. ResetBuffer() is only
used to implement the VertexManagerBase class interface, so
there's no need to make it protected.
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</entry>
<entry>
<title>SWVertexLoader: Remove GetIndexBuffer()</title>
<updated>2017-09-09T19:33:22+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2017-09-09T19:19:46+00:00</published>
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<content type='text'>
It's only ever used in one place internally and is arguably unnecessary.
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It's only ever used in one place internally and is arguably unnecessary.
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