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<title>dolphin/Source/Core/VideoCommon/FramebufferManagerBase.cpp, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<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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<entry>
<title>Use emplace_* functions where in-place construction is preferable</title>
<updated>2015-02-04T16:39:08+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-02-04T15:36:42+00:00</published>
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<pre>
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<entry>
<title>FramebufferManagerBase: Remove obsolete parameters.</title>
<updated>2014-12-24T23:58:16+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-24T23:58:16+00:00</published>
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</entry>
<entry>
<title>D3D: Support stereoscopic XFB blit to screen.</title>
<updated>2014-12-24T17:45:24+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-20T17:20:49+00:00</published>
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<pre>
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<entry>
<title>FramebufferManagerBase: Only allocate one layer for Real XFB.</title>
<updated>2014-12-24T16:22:23+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-12-20T16:24:35+00:00</published>
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<pre>
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<entry>
<title>TextureCache: Ensure that all render target textures have as many layers as the frame buffer.</title>
<updated>2014-11-23T13:27:40+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-11-06T10:41:39+00:00</published>
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Also fixes a case where the D3D code path did not initialize num_layers leading to undefined behaviour.
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Also fixes a case where the D3D code path did not initialize num_layers leading to undefined behaviour.
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</entry>
<entry>
<title>Change a bunch of reference function arguments to pointers.</title>
<updated>2014-10-02T07:00:33+00:00</updated>
<author>
<name>comex</name>
<email>comexk@gmail.com</email>
</author>
<published>2014-10-02T06:20:46+00:00</published>
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<content type='text'>
Per the coding style and sanity.
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Per the coding style and sanity.
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</content>
</entry>
<entry>
<title>VideoCommon: Fix function casing in FrameBufferManagerBase</title>
<updated>2014-09-20T18:54:59+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2014-09-20T18:54:59+00:00</published>
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</entry>
<entry>
<title>Remove the 3D Vision hack.</title>
<updated>2014-07-26T10:45:10+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-07-26T10:45:10+00:00</published>
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The hack was needed because the Nvidia 3D Vision heuristics are documented to only support surfaces that are the same size as the backbuffer. This would be the case if you enabled the hack and selected the "Auto (Window Size)" internal resolution.

However, on recent drivers the same effect is achieved by selecting the "Auto (Multiple)" internal resolution. Therefore the hack is no longer required.
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The hack was needed because the Nvidia 3D Vision heuristics are documented to only support surfaces that are the same size as the backbuffer. This would be the case if you enabled the hack and selected the "Auto (Window Size)" internal resolution.

However, on recent drivers the same effect is achieved by selecting the "Auto (Multiple)" internal resolution. Therefore the hack is no longer required.
</pre>
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</content>
</entry>
<entry>
<title>VideoCommon: recreate XFB texture when the XFB size changes.</title>
<updated>2014-05-05T18:01:14+00:00</updated>
<author>
<name>magumagu</name>
<email>magumagu9@gmail.com</email>
</author>
<published>2014-05-03T06:07:55+00:00</published>
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<id>716b3fefd423fc443b3280a65336e9bc0504d96c</id>
<content type='text'>
We need to do this to correctly deal with games which dynamically change the
XFB width and height.
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We need to do this to correctly deal with games which dynamically change the
XFB width and height.
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