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<title>dolphin/Source/Core/VideoCommon/PixelShaderGen.cpp, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Merge pull request #2894 from Sonicadvance1/no_more_eaten_canary</title>
<updated>2015-09-01T20:12:35+00:00</updated>
<author>
<name>Markus Wick</name>
<email>markus@selfnet.de</email>
</author>
<published>2015-08-22T08:08:14+00:00</published>
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<id>994d13af831d2e236b72053b9cb9303f3adac64e</id>
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Fix the shader overrunning our max shader size.
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Fix the shader overrunning our max shader size.
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<entry>
<title>VideoBackends: Allow the viewport to use the full depth range.</title>
<updated>2015-06-06T01:37:46+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-05-24T09:57:02+00:00</published>
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<entry>
<title>D3D: Depth range inversion.</title>
<updated>2015-05-26T13:31:31+00:00</updated>
<author>
<name>galop1n</name>
<email>galopin@gmail.com</email>
</author>
<published>2015-05-24T12:44:25+00:00</published>
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Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
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Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
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</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>
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<id>69963dc4b0383732b0c55787845c958033242d25</id>
<content type='text'>
Disable bbox</content>
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Disable bbox</pre>
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</entry>
<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>
<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>
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<entry>
<title>PixelShaderGen: apply zfreeze before ztextures</title>
<updated>2015-05-13T18:06:23+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-05-07T20:48:49+00:00</published>
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<id>3d98f6ab9f5b70d02121f110ef298ea1224f202e</id>
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The zfreeze option freezes the depth plane of the rasterization.
So this is done before the TEV stages, where the z-textures are applied.
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The zfreeze option freezes the depth plane of the rasterization.
So this is done before the TEV stages, where the z-textures are applied.
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</entry>
<entry>
<title>PixelShaderGen: Clamp zCoord to the depth range.</title>
<updated>2015-05-08T12:43:43+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-05-08T12:26:48+00:00</published>
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<entry>
<title>PixelShaderGen: Use new multiplier everywhere and directly cast to int instead or rounding.</title>
<updated>2015-05-08T12:32:23+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-05-07T21:49:09+00:00</published>
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