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<title>dolphin/Source/Core/VideoCommon/ConstantManager.h, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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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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<entry>
<title>Make zfreeze use screenspace coordinates independant of IR.</title>
<updated>2015-01-22T14:32:31+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-01-02T17:06:56+00:00</published>
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OpenGL requires the y coordinates to be flipped.

Also refactored PixelGen code to remove duplicate code.
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OpenGL requires the y coordinates to be flipped.

Also refactored PixelGen code to remove duplicate code.
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</entry>
<entry>
<title>Initial port of zfreeze branch (3.5-1729)</title>
<updated>2015-01-22T14:31:54+00:00</updated>
<author>
<name>NanoByte011</name>
<email>nanobyte011@hotmail.com</email>
</author>
<published>2014-12-25T07:34:22+00:00</published>
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<content type='text'>
Initial port of original zfreeze branch (3.5-1729) by neobrain into
most recent build of Dolphin.

Makes Rogue Squadron 2 very playable at full speed thanks to recent core
speedups made to Dolphin. Works on DirectX Video plugin only for now.

Enjoy!  and Merry Xmas!!
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Initial port of original zfreeze branch (3.5-1729) by neobrain into
most recent build of Dolphin.

Makes Rogue Squadron 2 very playable at full speed thanks to recent core
speedups made to Dolphin. Works on DirectX Video plugin only for now.

Enjoy!  and Merry Xmas!!
</pre>
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</content>
</entry>
<entry>
<title>GeometryShaderGen: Pack uniforms more tightly.</title>
<updated>2014-12-17T23:36:40+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-15T23:21:07+00:00</published>
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<entry>
<title>GeometryShaderGen: Use signed integers for the texture offset flags.</title>
<updated>2014-12-15T22:05:16+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-15T22:05:16+00:00</published>
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<entry>
<title>GeometryShaderManager: Upload Line/Point width constants.</title>
<updated>2014-12-15T21:47:35+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-14T20:44:33+00:00</published>
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<entry>
<title>VideoCommon: Add a separate constants buffer for the geometry shader.</title>
<updated>2014-12-14T20:23:13+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-14T20:23:13+00:00</published>
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<entry>
<title>Renamed DEPTHPARAMS to PIXELCENTERCORRECTION</title>
<updated>2014-11-29T10:42:52+00:00</updated>
<author>
<name>Yuriy O'Donnell</name>
<email>yuriyo@gmail.com</email>
</author>
<published>2014-10-25T00:59:02+00:00</published>
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This shader constant was previously used for depth remapping in D3D and for pixel center correction. Now it only serves one purpose and the new name makes it clear.
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This shader constant was previously used for depth remapping in D3D and for pixel center correction. Now it only serves one purpose and the new name makes it clear.
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</entry>
<entry>
<title>VideoCommon: Switch to Nvidia stereoscopy offset formula.</title>
<updated>2014-11-23T13:27:40+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-11-08T13:31:26+00:00</published>
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<entry>
<title>GeometryShader: Transform the projection within the geometry shader.</title>
<updated>2014-11-23T13:27:38+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-10-30T01:08:15+00:00</published>
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Reduces the amount of data transferred through uniforms.
The shearing transformation is reduced to a single multiplication/addition for optimization.
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Reduces the amount of data transferred through uniforms.
The shearing transformation is reduced to a single multiplication/addition for optimization.
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