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<title>dolphin/Source/Core/VideoBackends/Software/VideoBackend.h, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Fifo: Rewrite SyncGpu</title>
<updated>2015-06-08T21:16:24+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-06-03T21:21:46+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=d31bed8b79a1266d7ac9c7c6f0e45c20d36aaf4c'/>
<id>d31bed8b79a1266d7ac9c7c6f0e45c20d36aaf4c</id>
<content type='text'>
The new implementation has 3 options:
 SyncGpuMaxDistance
 SyncGpuMinDistance
 SyncGpuOverclock

The MaxDistance controlls how many CPU cycles the CPU is allowed to be in front
of the GPU. Too low values will slow down extremly, too high values are as
unsynchronized and half of the games will crash.
The -MinDistance (negative) set how many cycles the GPU is allowed to be in
front of the CPU. As we are used to emulate an infinitiv fast GPU, this may be
set to any high (negative) number.

The last parameter is to hack a faster (&gt;1.0) or slower(&lt;1.0) GPU. As we don't
emulate GPU timing very well (eg skip the timings of the pixel stage completely),
an overclock factor of ~0.5 is often much more accurate than 1.0
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<pre>
The new implementation has 3 options:
 SyncGpuMaxDistance
 SyncGpuMinDistance
 SyncGpuOverclock

The MaxDistance controlls how many CPU cycles the CPU is allowed to be in front
of the GPU. Too low values will slow down extremly, too high values are as
unsynchronized and half of the games will crash.
The -MinDistance (negative) set how many cycles the GPU is allowed to be in
front of the CPU. As we are used to emulate an infinitiv fast GPU, this may be
set to any high (negative) number.

The last parameter is to hack a faster (&gt;1.0) or slower(&lt;1.0) GPU. As we don't
emulate GPU timing very well (eg skip the timings of the pixel stage completely),
an overclock factor of ~0.5 is often much more accurate than 1.0
</pre>
</div>
</content>
</entry>
<entry>
<title>Add missing license headers</title>
<updated>2015-05-25T11:11:47+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-24T04:32:32+00:00</published>
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</content>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Fifo: rewrite sync on idle skipping hack</title>
<updated>2015-04-06T10:35:35+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-03-05T20:14:46+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=b020ae1c5db4e2e198d1beea91c75219a251a167'/>
<id>b020ae1c5db4e2e198d1beea91c75219a251a167</id>
<content type='text'>
Now it's done without a busy loop
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<pre>
Now it's done without a busy loop
</pre>
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</content>
</entry>
<entry>
<title>OGL: implement bounding box support with ssbo</title>
<updated>2014-11-17T20:20:32+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2014-11-13T22:26:49+00:00</published>
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<id>c211450b997effa6d91059fb0aaa564892297719</id>
<content type='text'>
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
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<pre>
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
</pre>
</div>
</content>
</entry>
<entry>
<title>WIP XFB scaling.</title>
<updated>2014-09-19T17:33:15+00:00</updated>
<author>
<name>magumagu</name>
<email>magumagu9@gmail.com</email>
</author>
<published>2014-05-02T07:08:44+00:00</published>
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<id>32e5043b291158ada1615a2e69ad2d6c142482c6</id>
<content type='text'>
Still an ugly mess.
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<pre>
Still an ugly mess.
</pre>
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</content>
</entry>
<entry>
<title>Core: Remove UpdateFPSDisplay</title>
<updated>2014-08-19T14:05:58+00:00</updated>
<author>
<name>Jasper St. Pierre</name>
<email>jstpierre@mecheye.net</email>
</author>
<published>2014-08-07T02:38:39+00:00</published>
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<id>63f1a169696a9b9b519f3be4ee47ee7253f645a7</id>
<content type='text'>
This is effectively unused, as the window handles that we pass to the
GLInterface are window handles for the frame which isn't ever a real
toplevel window. Host_UpdateTitle is what actually sets the proper title
on the render window.
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<pre>
This is effectively unused, as the window handles that we pass to the
GLInterface are window handles for the frame which isn't ever a real
toplevel window. Host_UpdateTitle is what actually sets the proper title
on the render window.
</pre>
</div>
</content>
</entry>
<entry>
<title>Core: Don't pass through a reference to the window handle</title>
<updated>2014-08-19T14:05:58+00:00</updated>
<author>
<name>Jasper St. Pierre</name>
<email>jstpierre@mecheye.net</email>
</author>
<published>2014-08-06T04:44:21+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=7ca8d8dfc7e9bf3b09f9cab929c98f9e607c298b'/>
<id>7ca8d8dfc7e9bf3b09f9cab929c98f9e607c298b</id>
<content type='text'>
Now that MainNoGUI is properly architected and GLX doesn't need to
sometimes craft its own windows sometimes which we have to thread back
into MainNoGUI, we don't need to thread the window handle that GLX
creates at all.

This removes the reference to pass back here, and the g_pWindowHandle
always be the same as the window returned by Host_GetRenderHandle().

A future cleanup could remove g_pWindowHandle entirely.
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<pre>
Now that MainNoGUI is properly architected and GLX doesn't need to
sometimes craft its own windows sometimes which we have to thread back
into MainNoGUI, we don't need to thread the window handle that GLX
creates at all.

This removes the reference to pass back here, and the g_pWindowHandle
always be the same as the window returned by Host_GetRenderHandle().

A future cleanup could remove g_pWindowHandle entirely.
</pre>
</div>
</content>
</entry>
<entry>
<title>Isolate D3D and Software Renderer from wxWidgets code</title>
<updated>2014-08-04T00:28:50+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2014-08-04T00:07:27+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=a66a7e1344bac0522dab868104be39923c1608bc'/>
<id>a66a7e1344bac0522dab868104be39923c1608bc</id>
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</content>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Video backends: remove dead code.</title>
<updated>2014-06-01T08:56:09+00:00</updated>
<author>
<name>magumagu</name>
<email>magumagu9@gmail.com</email>
</author>
<published>2014-06-01T08:56:09+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=0aecd9504e8ccbf52b89032be9d15b25ff14543d'/>
<id>0aecd9504e8ccbf52b89032be9d15b25ff14543d</id>
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</content>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Software backend: Delete forked PixelEngine.</title>
<updated>2014-03-29T19:07:20+00:00</updated>
<author>
<name>magumagu</name>
<email>magumagu9@gmail.com</email>
</author>
<published>2014-03-29T02:22:15+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=0661efea8456b32d88fa13103f8ed68509f2b69f'/>
<id>0661efea8456b32d88fa13103f8ed68509f2b69f</id>
<content type='text'>
Mostly just zapping a bunch of duplicated code; the only interesting thing
going on here is the changes to the performance counter implementation.
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<pre>
Mostly just zapping a bunch of duplicated code; the only interesting thing
going on here is the changes to the performance counter implementation.
</pre>
</div>
</content>
</entry>
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