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<title>dolphin/Source/Core/VideoCommon/PixelShaderGen.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: Simplify indirect texture lookup code slightly</title>
<updated>2016-04-24T05:55:52+00:00</updated>
<author>
<name>Jeffrey Pfau</name>
<email>jeffrey@endrift.com</email>
</author>
<published>2016-04-24T05:55:17+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=d6517a761cfb8173da366cfc11069359dd6cfd92'/>
<id>d6517a761cfb8173da366cfc11069359dd6cfd92</id>
<content type='text'>
</content>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Revert "VideoBackend: Remove extraneous shifts from indirect texture lookups"</title>
<updated>2016-04-24T05:55:42+00:00</updated>
<author>
<name>Jeffrey Pfau</name>
<email>jeffrey@endrift.com</email>
</author>
<published>2016-04-24T05:55:42+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=aa736bf258e1715fd9bcd06b2fe4cf8ccdb62d4e'/>
<id>aa736bf258e1715fd9bcd06b2fe4cf8ccdb62d4e</id>
<content type='text'>
This reverts commit 1f1b127b69e47728593e8174d4ed8883622792a5.
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<pre>
This reverts commit 1f1b127b69e47728593e8174d4ed8883622792a5.
</pre>
</div>
</content>
</entry>
<entry>
<title>PixelShaderGen: Fixes implicit type conversion or PR #3772.</title>
<updated>2016-04-10T10:49:32+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-04-10T10:49:32+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=ef01f234df3f0c950ffe7727f3fe07d656795524'/>
<id>ef01f234df3f0c950ffe7727f3fe07d656795524</id>
<content type='text'>
This regression did only happen on OpenGL ES.
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<pre>
This regression did only happen on OpenGL ES.
</pre>
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</content>
</entry>
<entry>
<title>PixelShaderGen: Move constant multiplication to constant generation.</title>
<updated>2016-04-09T10:25:00+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-04-09T00:36:19+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=10e4f7e7bf214ad2c02470a722065875ccc1eee9'/>
<id>10e4f7e7bf214ad2c02470a722065875ccc1eee9</id>
<content type='text'>
No need to do this within the shader per pixel if it can be done once.
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<pre>
No need to do this within the shader per pixel if it can be done once.
</pre>
</div>
</content>
</entry>
<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.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<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>Merge pull request #3719 from Sonicadvance1/workaround_osx_video_drivers</title>
<updated>2016-03-26T00:43:32+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2016-03-26T00:43:32+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=ae4cb12033eb01df67cea1f054d44526fe093059'/>
<id>ae4cb12033eb01df67cea1f054d44526fe093059</id>
<content type='text'>
Workaround OS X video driver bug #24983074</content>
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<pre>
Workaround OS X video driver bug #24983074</pre>
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</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>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=3ab7806e242d631f2fb034a23f354764ef6b9ee9'/>
<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>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<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>Revert "Merge pull request #3578 from Armada651/forced-slow-depth"</title>
<updated>2016-02-28T23:55:51+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2016-02-28T23:55:51+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=6d1628eda4b78bfee7eefec1b632953f52a785f5'/>
<id>6d1628eda4b78bfee7eefec1b632953f52a785f5</id>
<content type='text'>
This reverts commit e2a1a085b6a9f36b23128872de85da727d231882, reversing
changes made to 2aea549eef85ba165672c8355d0e90781d805efd.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This reverts commit e2a1a085b6a9f36b23128872de85da727d231882, reversing
changes made to 2aea549eef85ba165672c8355d0e90781d805efd.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoConfig: Replace FastDepthCalc by ForcedSlowDepth.</title>
<updated>2016-02-08T11:26:55+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2016-01-27T15:13:41+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=9805f709132decd152b4e4ed7034f7a83578450c'/>
<id>9805f709132decd152b4e4ed7034f7a83578450c</id>
<content type='text'>
Fast depth is now more accurate than slow depth and should always be used.
The option will be kept in a different form as it is still used as a hack to fix some games.
Also, the slow depth code path will still be relied upon by cards that don't support GL_ARB_clip_control.
</content>
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<pre>
Fast depth is now more accurate than slow depth and should always be used.
The option will be kept in a different form as it is still used as a hack to fix some games.
Also, the slow depth code path will still be relied upon by cards that don't support GL_ARB_clip_control.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackend: Remove extraneous shifts from indirect texture lookups</title>
<updated>2016-01-26T03:27:26+00:00</updated>
<author>
<name>Jeffrey Pfau</name>
<email>jeffrey@endrift.com</email>
</author>
<published>2016-01-26T03:21:42+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=1f1b127b69e47728593e8174d4ed8883622792a5'/>
<id>1f1b127b69e47728593e8174d4ed8883622792a5</id>
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</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
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