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<title>dolphin/Source/Core/VideoCommon/MainBase.cpp, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<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
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<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>
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<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>
<entry>
<title>Merge pull request #2274 from degasus/disable_bbox</title>
<updated>2015-05-25T12:46:12+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2015-05-25T12:46:12+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=69963dc4b0383732b0c55787845c958033242d25'/>
<id>69963dc4b0383732b0c55787845c958033242d25</id>
<content type='text'>
Disable bbox</content>
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<pre>
Disable bbox</pre>
</div>
</content>
</entry>
<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>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=268f52e05479dc8e0f2cbf550472ca8d4867cf22'/>
<id>268f52e05479dc8e0f2cbf550472ca8d4867cf22</id>
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<pre>
</pre>
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</entry>
<entry>
<title>VideoCommon: Warn if bbox is disabled but used</title>
<updated>2015-05-25T07:33:34+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-05-23T14:08:49+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=7e127da791cd8b81626fa2d196f874365cf4fab2'/>
<id>7e127da791cd8b81626fa2d196f874365cf4fab2</id>
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<pre>
</pre>
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</entry>
<entry>
<title>VideoCommon: return 0 if bbox is disabled</title>
<updated>2015-05-25T07:33:34+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-05-23T14:05:21+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=029912681e1f6a17ad68f8593c78d514b863724c'/>
<id>029912681e1f6a17ad68f8593c78d514b863724c</id>
<content type='text'>
Through just returning the last written value sounds better, this crashes Paper Mario.
In my opinion, gfx issues are fine on older GPUs, but crashes should not happen.
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<pre>
Through just returning the last written value sounds better, this crashes Paper Mario.
In my opinion, gfx issues are fine on older GPUs, but crashes should not happen.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: Make BBox emulation optional</title>
<updated>2015-05-25T07:33:34+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-04-06T00:17:57+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=acd074e291d287080031d7295baa6e2f7862440f'/>
<id>acd074e291d287080031d7295baa6e2f7862440f</id>
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</content>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Fifo: rewrite sync on idle skipping hack</title>
<updated>2015-04-06T10:35:35+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-03-05T20:14:46+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=b020ae1c5db4e2e198d1beea91c75219a251a167'/>
<id>b020ae1c5db4e2e198d1beea91c75219a251a167</id>
<content type='text'>
Now it's done without a busy loop
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<pre>
Now it's done without a busy loop
</pre>
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</content>
</entry>
<entry>
<title>VideoCommon: perf querys by async events</title>
<updated>2015-02-22T07:41:15+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-01-31T12:09:25+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=b35fa222f5db3d7862a8526735d195284b4a1f34'/>
<id>b35fa222f5db3d7862a8526735d195284b4a1f34</id>
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</content>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>VideoCommon: bbox by async events</title>
<updated>2015-02-22T07:41:15+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-01-31T11:43:58+00:00</published>
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<pre>
</pre>
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