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<title>dolphin/Source/Core/VideoBackends/Vulkan/FramebufferManager.h, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<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>Vulkan: Fix possible mismatch between EFB framebuffer and render pass</title>
<updated>2018-01-11T06:02:31+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-01-11T06:02:31+00:00</published>
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This could happen when changing MSAA settings or internal resolution at
runtime.
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This could happen when changing MSAA settings or internal resolution at
runtime.
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</content>
</entry>
<entry>
<title>Vulkan: Move render pass management to ObjectCache</title>
<updated>2018-01-11T05:21:34+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-09-09T04:04:26+00:00</published>
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</entry>
<entry>
<title>Vulkan: Drop StagingTexture2D class as it is now duplicated functionality</title>
<updated>2017-11-22T08:49:33+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-11-13T14:21:48+00:00</published>
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</entry>
<entry>
<title>Remove old XFB logic</title>
<updated>2017-11-18T04:11:29+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2017-08-07T04:05:42+00:00</published>
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</entry>
<entry>
<title>Add support for hybrid XFB</title>
<updated>2017-11-18T01:47:56+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2017-05-29T22:02:09+00:00</published>
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<entry>
<title>Renderer: Move cull mode to a rasterization state object</title>
<updated>2017-09-11T10:01:45+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-04-30T08:07:57+00:00</published>
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<content type='text'>
Also moves logic for primitive handling to VideoCommon.
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Also moves logic for primitive handling to VideoCommon.
</pre>
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</content>
</entry>
<entry>
<title>Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture'</title>
<updated>2017-06-13T05:41:51+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2017-04-23T04:44:34+00:00</published>
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</entry>
<entry>
<title>Vulkan: Fix invalid resolve at swap time when MSAA is enabled</title>
<updated>2017-04-15T08:35:58+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-04-15T08:35:58+00:00</published>
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</entry>
<entry>
<title>FramebufferManagerBase: Return a std::pair from GetTargetSize</title>
<updated>2017-02-03T20:27:53+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2017-02-03T17:31:20+00:00</published>
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<content type='text'>
Keeps associated data together. It also eliminates the possibility of out
parameters not being initialized properly. For example, consider the
following example:

-- some FramebufferManager implementation --

void FBMgrImpl::GetTargetSize(u32* width, u32* height) override
{
  // Do nothing
}

-- somewhere else where the function is used --

u32 width, height;
framebuffer_manager_instance-&gt;GetTargetSize(&amp;width, &amp;height);

if (texture_width != width) &lt;-- Uninitialized variable usage
{
  ...
}

It makes it much more obvious to spot any initialization issues, because
it requires something to be returned, as opposed to allowing an
implementation to just not do anything.
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<pre>
Keeps associated data together. It also eliminates the possibility of out
parameters not being initialized properly. For example, consider the
following example:

-- some FramebufferManager implementation --

void FBMgrImpl::GetTargetSize(u32* width, u32* height) override
{
  // Do nothing
}

-- somewhere else where the function is used --

u32 width, height;
framebuffer_manager_instance-&gt;GetTargetSize(&amp;width, &amp;height);

if (texture_width != width) &lt;-- Uninitialized variable usage
{
  ...
}

It makes it much more obvious to spot any initialization issues, because
it requires something to be returned, as opposed to allowing an
implementation to just not do anything.
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</entry>
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