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<title>dolphin/Source/Core/VideoCommon/GeometryShaderGen.cpp, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>ShaderGen: Only specify storage qualifier in interface block when needed</title>
<updated>2016-03-29T14:42:50+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-03-29T03:35:16+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e6b2212ec0240c8d00ec2f72b84c037db94bfccb'/>
<id>e6b2212ec0240c8d00ec2f72b84c037db94bfccb</id>
<content type='text'>
Drivers that don't support GL_ARB_shading_language_420pack require that
the storage qualifier be specified even when inside an interface block.

AMD's driver throws a compile error when "centroid in/out" is used within
an interface block.

Our previous behavior was to include the storage qualifier regardless, but
this wasn't working on AMD, therefore we should check for the presence of
the extension and include based on this, instead.
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<pre>
Drivers that don't support GL_ARB_shading_language_420pack require that
the storage qualifier be specified even when inside an interface block.

AMD's driver throws a compile error when "centroid in/out" is used within
an interface block.

Our previous behavior was to include the storage qualifier regardless, but
this wasn't working on AMD, therefore we should check for the presence of
the extension and include based on this, instead.
</pre>
</div>
</content>
</entry>
<entry>
<title>Workaround OS X video driver bug #24983074</title>
<updated>2016-03-09T15:11:00+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2016-03-08T00:05:52+00:00</published>
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<id>3ab7806e242d631f2fb034a23f354764ef6b9ee9</id>
<content type='text'>
OS X's shader compiler has a bug with interface blocks where interface block members don't properly inherit the layout qualifier from the interface
block.
Work around this limitation by explicitly stating the layout qualifier on both the interface block and every single member inside of that block.
</content>
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<pre>
OS X's shader compiler has a bug with interface blocks where interface block members don't properly inherit the layout qualifier from the interface
block.
Work around this limitation by explicitly stating the layout qualifier on both the interface block and every single member inside of that block.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: Header cleanup</title>
<updated>2016-01-18T01:11:45+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-01-17T21:54:31+00:00</published>
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<id>d9fec92628231526b47e19cd09b68572eb06e44f</id>
<content type='text'>
Also remedies places where the video backends and core rely on things
being indirectly included.
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<pre>
Also remedies places where the video backends and core rely on things
being indirectly included.
</pre>
</div>
</content>
</entry>
<entry>
<title>ShaderGen: Remove virtual methods from ShaderGeneratorInterface, move string buffer to ShaderCode</title>
<updated>2016-01-02T07:35:06+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-01-02T06:20:01+00:00</published>
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<id>617f9d953259a113d1c00c588c8c70837a791ae3</id>
<content type='text'>
This fixes the crashes occuring at startup with a non-empty shader cache.
Because LinearDiskCache reads/writes to the storage of ShaderUid, ShaderUid must be trivially copyable.
Additionally, adds a static assert to LinearDiskCache to ensure this doesn't happen in the future.

The initialization of ShaderUid data has been moved to the code generation functions, so the above condition holds true.
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<pre>
This fixes the crashes occuring at startup with a non-empty shader cache.
Because LinearDiskCache reads/writes to the storage of ShaderUid, ShaderUid must be trivially copyable.
Additionally, adds a static assert to LinearDiskCache to ensure this doesn't happen in the future.

The initialization of ShaderUid data has been moved to the code generation functions, so the above condition holds true.
</pre>
</div>
</content>
</entry>
<entry>
<title>ShaderGenerators: Remove unnecessary inline keywords</title>
<updated>2015-12-26T22:57:32+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-12-26T22:56:06+00:00</published>
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<id>c151fe582f3b9f893650d14239d56eb4d24cbab3</id>
<content type='text'>
Static by itself is sufficient
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<pre>
Static by itself is sufficient
</pre>
</div>
</content>
</entry>
<entry>
<title>ShaderGeneration: Get rid of static buffers</title>
<updated>2015-12-26T22:01:54+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-12-26T21:00:23+00:00</published>
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<id>8ce3a4aa7014c378d4121979f3fd10b9886d38bc</id>
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</content>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: return code/uid from shader gens</title>
<updated>2015-11-03T13:40:23+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-11-03T02:47:05+00:00</published>
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<id>71d1eb3c313535b5003884bb862635d4d2f8aae9</id>
<content type='text'>
rather than passing in non-const references
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<pre>
rather than passing in non-const references
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackends: Reimplement SSAA, now for D3D + OGL</title>
<updated>2015-09-06T17:40:00+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-09-06T11:58:18+00:00</published>
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<id>1c0366993a582e76333ed18421e92424261901f2</id>
<content type='text'>
</content>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Revert "GeometryShaderGen: Don't use `centroid in` for input variables."</title>
<updated>2015-06-18T18:25:32+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-06-18T00:20:22+00:00</published>
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<id>dd2183dbb5aed005c83bf913cc2f14882f9c446b</id>
<content type='text'>
This reverts commit 4cbaddb7ad1e84946a6fb1af1d853af15be90615.
</content>
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<pre>
This reverts commit 4cbaddb7ad1e84946a6fb1af1d853af15be90615.
</pre>
</div>
</content>
</entry>
<entry>
<title>GeometryShaderGen: Consistently use xfmem just as the vertex shader.</title>
<updated>2015-06-10T14:13:54+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-06-10T14:09:23+00:00</published>
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<id>fd637030e4859a676108115cc8bf34947cb8f71f</id>
<content type='text'>
There are very rare conditions in which xfmem can actually desync from bpmem.
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<pre>
There are very rare conditions in which xfmem can actually desync from bpmem.
</pre>
</div>
</content>
</entry>
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