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<title>dolphin/Source/Core/VideoBackends/Software/Tev.cpp, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoSW: Drop SetTevReg for colors.</title>
<updated>2016-03-06T10:05:49+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-03-06T10:03:45+00:00</published>
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<entry>
<title>Merge pull request #3523 from lioncash/video</title>
<updated>2016-01-18T01:24:50+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2016-01-18T01:24:50+00:00</published>
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VideoCommon: Header cleanup</content>
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VideoCommon: Header cleanup</pre>
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<entry>
<title>VideoCommon: Header cleanup</title>
<updated>2016-01-18T01:11:45+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-01-17T21:54:31+00:00</published>
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Also remedies places where the video backends and core rely on things
being indirectly included.
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Also remedies places where the video backends and core rely on things
being indirectly included.
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</entry>
<entry>
<title>PixelShaderGen: Use bitwise AND for wrapping indirect texture coordinates</title>
<updated>2016-01-15T09:46:38+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-01-13T15:57:01+00:00</published>
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(x % y) is not defined in GLSL when sign(x) != sign(y).
This also has the added benefit of behaving the same as sampler wrapping modes, in regards to negative inputs.
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(x % y) is not defined in GLSL when sign(x) != sign(y).
This also has the added benefit of behaving the same as sampler wrapping modes, in regards to negative inputs.
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</entry>
<entry>
<title>VideoSW: Use more VideoCommon</title>
<updated>2016-01-06T21:10:29+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-10-09T18:50:36+00:00</published>
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Now we require lots of empty functions, but this removes by far more duplicated code.
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Now we require lots of empty functions, but this removes by far more duplicated code.
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<entry>
<title>Tev: Don't savestate Zero16</title>
<updated>2015-09-30T23:45:50+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-09-29T19:55:33+00:00</published>
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It's an array of zeroes. There's no need.
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It's an array of zeroes. There's no need.
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<entry>
<title>ChunkFile: Provide additional helpers for C-style arrays</title>
<updated>2015-09-30T23:45:46+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-09-29T16:35:30+00:00</published>
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Gets rid of magic numbers in cases where the array size is known at compile time.
This is also useful for future entries that are stack allocated arrays as these
functions prevent incorrect sizes being provided.
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Gets rid of magic numbers in cases where the array size is known at compile time.
This is also useful for future entries that are stack allocated arrays as these
functions prevent incorrect sizes being provided.
</pre>
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</entry>
<entry>
<title>VideoSW: Drop SW bbox code</title>
<updated>2015-09-17T16:21:37+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-09-17T16:19:47+00:00</published>
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The hardware backends don't use this shared code any more, and it's not needed for video sw either. So this was just dead code.
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The hardware backends don't use this shared code any more, and it's not needed for video sw either. So this was just dead code.
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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>
<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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