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<title>dolphin/Source/Core/VideoCommon/NativeVertexFormat.h, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Set copyright year to when a file was created</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-24T04:55:12+00:00</published>
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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>
<entry>
<title>Stop doing nastly shit to OpenGL stream buffers.</title>
<updated>2015-01-24T01:41:51+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-01-24T01:37:20+00:00</published>
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Instead we keep the loaded vertices in CPU memory.
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Instead we keep the loaded vertices in CPU memory.
</pre>
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</entry>
<entry>
<title>Move Zfreeze code out individual backends into videoCommon</title>
<updated>2015-01-23T14:22:27+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-01-23T14:15:09+00:00</published>
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<id>5510c86b8133ec734ba490b700d4f432d98f71a7</id>
<content type='text'>
Also:
 * Implement support for per-vertex PosMatrixIndex
 * Only update zslope constant once when zfreeze is activated.
 * Added a bunch of comments.
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Also:
 * Implement support for per-vertex PosMatrixIndex
 * Only update zslope constant once when zfreeze is activated.
 * Added a bunch of comments.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: split VertexLoaderBase from VertexLoader</title>
<updated>2014-12-21T13:12:43+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2014-12-13T00:51:14+00:00</published>
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</entry>
<entry>
<title>Add missing includes where headers depend on other headers having been included first.</title>
<updated>2014-10-22T01:22:16+00:00</updated>
<author>
<name>comex</name>
<email>comexk@gmail.com</email>
</author>
<published>2014-10-21T06:01:38+00:00</published>
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<id>6e774f1b6457939c61c7fe5a0b19c4751e8bb61e</id>
<content type='text'>
This is good hygiene, and also happens to be required to build Dolphin
using Clang modules.

(Under this setup, each header file becomes a module, and each #include
is automatically translated to a module import.  Recursive includes
still leak through (by default), but modules are compiled independently,
and can't depend on defines or types having previously been set up.  The
main reason to retrofit it onto Dolphin is compilation performance - no
more textual includes whatsoever, rather than putting a few blessed
common headers into a PCH.  Unfortunately, I found multiple Clang bugs
while trying to build Dolphin this way, so it's not ready yet, but I can
start with this prerequisite.)
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<pre>
This is good hygiene, and also happens to be required to build Dolphin
using Clang modules.

(Under this setup, each header file becomes a module, and each #include
is automatically translated to a module import.  Recursive includes
still leak through (by default), but modules are compiled independently,
and can't depend on defines or types having previously been set up.  The
main reason to retrofit it onto Dolphin is compilation performance - no
more textual includes whatsoever, rather than putting a few blessed
common headers into a PCH.  Unfortunately, I found multiple Clang bugs
while trying to build Dolphin this way, so it's not ready yet, but I can
start with this prerequisite.)
</pre>
</div>
</content>
</entry>
<entry>
<title>Switch to an unordered_map as a micro-optimization.</title>
<updated>2014-09-29T01:23:29+00:00</updated>
<author>
<name>comex</name>
<email>comexk@gmail.com</email>
</author>
<published>2014-08-28T02:37:08+00:00</published>
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</entry>
<entry>
<title>Include CommonTypes.h instead of Common.h.</title>
<updated>2014-09-08T19:39:58+00:00</updated>
<author>
<name>Rohit Nirmal</name>
<email>rohitnirmal9@gmail.com</email>
</author>
<published>2014-09-08T01:06:58+00:00</published>
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</content>
</entry>
<entry>
<title>VideoCommon: Cache native vertex formats</title>
<updated>2014-07-04T12:39:27+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2014-06-05T15:55:21+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=bb2fc8ecbb9fe2e54b0a657ebd24702ab27f7e8c'/>
<id>bb2fc8ecbb9fe2e54b0a657ebd24702ab27f7e8c</id>
<content type='text'>
We are used to have a 1:1 mapping of GX vertex formats and the native (OGL + D3D) ones, but there are by far more GX ones.
This new cache maps them directly so that we don't flush on GX vertex format changes as long as the native one doesn't change.

The idea is stolen from galop1n.
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<pre>
We are used to have a 1:1 mapping of GX vertex formats and the native (OGL + D3D) ones, but there are by far more GX ones.
This new cache maps them directly so that we don't flush on GX vertex format changes as long as the native one doesn't change.

The idea is stolen from galop1n.
</pre>
</div>
</content>
</entry>
<entry>
<title>Convert all includes to relative paths.</title>
<updated>2014-02-18T07:19:10+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2014-02-17T10:18:15+00:00</published>
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