<feed xmlns='http://www.w3.org/2005/Atom'>
<title>dolphin/Source/Core/VideoCommon/MainBase.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>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>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=d9fec92628231526b47e19cd09b68572eb06e44f'/>
<id>d9fec92628231526b47e19cd09b68572eb06e44f</id>
<content type='text'>
Also remedies places where the video backends and core rely on things
being indirectly included.
</content>
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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>Fifo: Create a "Fifo" namespace.</title>
<updated>2016-01-12T22:28:26+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-01-12T21:44:58+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=5f244abf2833db9d3a7d93a0632b56c4bf55e5e7'/>
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</content>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackend: Remove simple wrapper functions.</title>
<updated>2016-01-12T22:28:26+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-01-12T08:55:29+00:00</published>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Merge VideoBackendHardware into VideoBackend.</title>
<updated>2016-01-12T22:18:58+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-01-12T08:35:24+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=0c92603fd58219f7b3c8e22eea9233c820c9a0e9'/>
<id>0c92603fd58219f7b3c8e22eea9233c820c9a0e9</id>
<content type='text'>
And rename it to VideoBackendBase because of conflicts within the backends itself.
</content>
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<pre>
And rename it to VideoBackendBase because of conflicts within the backends itself.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackend: Get rid of a boolean global</title>
<updated>2016-01-02T23:03:28+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-01-02T20:01:12+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=01f99a04a2af61d70fc2a5eed14b2a0bf3c05696'/>
<id>01f99a04a2af61d70fc2a5eed14b2a0bf3c05696</id>
<content type='text'>
Also gets rid of global headers
</content>
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<pre>
Also gets rid of global headers
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: rename TextureCache to TextureCacheBase</title>
<updated>2015-11-06T14:43:58+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-11-06T00:28:05+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=81d9cce70c5a41b2791ab9cd5e69d4732becc34d'/>
<id>81d9cce70c5a41b2791ab9cd5e69d4732becc34d</id>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Misc. style fixes</title>
<updated>2015-10-10T15:44:42+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-10-10T15:44:42+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=0f1b28740215fac37d3d01a25737e5fa02132ac5'/>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Fix building with PCH disabled.</title>
<updated>2015-09-28T16:51:08+00:00</updated>
<author>
<name>Rohit Nirmal</name>
<email>rohitnirmal9@gmail.com</email>
</author>
<published>2015-09-28T15:57:16+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=3b75f45cf63e8455efb539109bebf6626bcb40e3'/>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Fifo: Rewrite SyncGpu</title>
<updated>2015-06-08T21:16:24+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-06-03T21:21:46+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=d31bed8b79a1266d7ac9c7c6f0e45c20d36aaf4c'/>
<id>d31bed8b79a1266d7ac9c7c6f0e45c20d36aaf4c</id>
<content type='text'>
The new implementation has 3 options:
 SyncGpuMaxDistance
 SyncGpuMinDistance
 SyncGpuOverclock

The MaxDistance controlls how many CPU cycles the CPU is allowed to be in front
of the GPU. Too low values will slow down extremly, too high values are as
unsynchronized and half of the games will crash.
The -MinDistance (negative) set how many cycles the GPU is allowed to be in
front of the CPU. As we are used to emulate an infinitiv fast GPU, this may be
set to any high (negative) number.

The last parameter is to hack a faster (&gt;1.0) or slower(&lt;1.0) GPU. As we don't
emulate GPU timing very well (eg skip the timings of the pixel stage completely),
an overclock factor of ~0.5 is often much more accurate than 1.0
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
The new implementation has 3 options:
 SyncGpuMaxDistance
 SyncGpuMinDistance
 SyncGpuOverclock

The MaxDistance controlls how many CPU cycles the CPU is allowed to be in front
of the GPU. Too low values will slow down extremly, too high values are as
unsynchronized and half of the games will crash.
The -MinDistance (negative) set how many cycles the GPU is allowed to be in
front of the CPU. As we are used to emulate an infinitiv fast GPU, this may be
set to any high (negative) number.

The last parameter is to hack a faster (&gt;1.0) or slower(&lt;1.0) GPU. As we don't
emulate GPU timing very well (eg skip the timings of the pixel stage completely),
an overclock factor of ~0.5 is often much more accurate than 1.0
</pre>
</div>
</content>
</entry>
<entry>
<title>Fix invalid pointer errors in Burnout 2.</title>
<updated>2015-05-29T06:51:17+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-05-29T06:25:19+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=6d916762fb52a85aa086ef0cb6516cc63fbe775b'/>
<id>6d916762fb52a85aa086ef0cb6516cc63fbe775b</id>
<content type='text'>
Yet another story of games loading weird shit into registers.

For some reason, Burnout 2 would (in rare situations) load invalid
addresses into cp_state.array_bases. What would the real hardware
do in this situation? Who knows, Burnout 2 doesn't actually enable
the vertex array with the invalid address so nothing kinky happens.

But dolphin tries to optimise things and starts using the address
as soon as it is loaded into memory. This causes GetPointer (which is
now much more vocal) to throw an error.

The Fix:  We don't call GetPointer until we are sure the vertex array
has been enabled.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Yet another story of games loading weird shit into registers.

For some reason, Burnout 2 would (in rare situations) load invalid
addresses into cp_state.array_bases. What would the real hardware
do in this situation? Who knows, Burnout 2 doesn't actually enable
the vertex array with the invalid address so nothing kinky happens.

But dolphin tries to optimise things and starts using the address
as soon as it is loaded into memory. This causes GetPointer (which is
now much more vocal) to throw an error.

The Fix:  We don't call GetPointer until we are sure the vertex array
has been enabled.
</pre>
</div>
</content>
</entry>
</feed>
