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<title>dolphin/Source/Core/VideoBackends, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>analytics: Report OpenGL's adapter name too.</title>
<updated>2016-06-20T11:54:44+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2016-06-20T11:54:44+00:00</published>
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<entry>
<title>[OGL] Workaround nvidia being weird with GL_MAX_TEXTURE_SIZE</title>
<updated>2016-05-30T15:06:19+00:00</updated>
<author>
<name>Anthony Serna</name>
<email>aserna3@gmail.com</email>
</author>
<published>2016-05-30T04:48:21+00:00</published>
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<entry>
<title>Fix building with PCH disabled.</title>
<updated>2016-05-26T18:05:21+00:00</updated>
<author>
<name>Rohit Nirmal</name>
<email>rohitnirmal9@gmail.com</email>
</author>
<published>2016-05-26T17:42:07+00:00</published>
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<entry>
<title>D3D11: Fix CPU EFB color reads when MSAA is enabled</title>
<updated>2016-05-19T12:51:00+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-05-01T14:29:36+00:00</published>
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Also swaps the byte order from RGBA-&gt;BGRA to match GL/D3D12, and what
the read handler is expecting.

Depth reads will now return the minimum depth of all samples, instead of
the average of all samples.
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<pre>
Also swaps the byte order from RGBA-&gt;BGRA to match GL/D3D12, and what
the read handler is expecting.

Depth reads will now return the minimum depth of all samples, instead of
the average of all samples.
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</entry>
<entry>
<title>OGL: Work around slowdown of glMapBufferRange with SSBO on NVIDIA drivers</title>
<updated>2016-05-19T11:24:09+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-05-11T12:19:59+00:00</published>
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Using glMapBufferRange to read back the contents of the SSBO is extremely
slow on NVIDIA drivers. This is more noticeable at higher internal
resolutions. Using glGetBufferSubData instead does not seem to exhibit
this slowdown.
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Using glMapBufferRange to read back the contents of the SSBO is extremely
slow on NVIDIA drivers. This is more noticeable at higher internal
resolutions. Using glGetBufferSubData instead does not seem to exhibit
this slowdown.
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</entry>
<entry>
<title>Merge pull request #3832 from degasus/android</title>
<updated>2016-05-18T19:26:45+00:00</updated>
<author>
<name>Markus Wick</name>
<email>degasus@users.noreply.github.com</email>
</author>
<published>2016-05-18T19:26:45+00:00</published>
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DriverDetails: Update Qualcomm new driver version.</content>
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DriverDetails: Update Qualcomm new driver version.</pre>
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</entry>
<entry>
<title>VideoSW: Fix XFB config.</title>
<updated>2016-05-18T16:37:44+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-05-17T20:57:25+00:00</published>
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<entry>
<title>VideoSW: Drop Update in XFB copy.</title>
<updated>2016-05-18T16:37:44+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-05-18T07:13:13+00:00</published>
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<entry>
<title>OGL: Use coherent mapping on Qualcomm devices.</title>
<updated>2016-05-11T21:55:28+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-05-11T19:35:08+00:00</published>
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<entry>
<title>OGL: Drop QC ES3.1 workaround.</title>
<updated>2016-05-11T18:45:07+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-05-11T18:45:07+00:00</published>
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This was never tested well:

HdkR&gt; The tester was most likely trying to load a stale shader cache or something
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This was never tested well:

HdkR&gt; The tester was most likely trying to load a stale shader cache or something
</pre>
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