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<title>dolphin/Source/Core/VideoCommon/PixelShaderGen.h, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<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>
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This reverts commit e2a1a085b6a9f36b23128872de85da727d231882, reversing
changes made to 2aea549eef85ba165672c8355d0e90781d805efd.
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This reverts commit e2a1a085b6a9f36b23128872de85da727d231882, reversing
changes made to 2aea549eef85ba165672c8355d0e90781d805efd.
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</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>
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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.
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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.
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</entry>
<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>
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Also remedies places where the video backends and core rely on things
being indirectly included.
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Also remedies places where the video backends and core rely on things
being indirectly included.
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</entry>
<entry>
<title>VideoCommon: return code/uid from shader gens</title>
<updated>2015-11-03T13:40:23+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-11-03T02:47:05+00:00</published>
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rather than passing in non-const references
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rather than passing in non-const references
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</entry>
<entry>
<title>VideoCommon: flush vertex manager if components change</title>
<updated>2015-11-01T21:39:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-11-01T21:39:31+00:00</published>
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</entry>
<entry>
<title>ShaderCaches: remove unneeded typedefs</title>
<updated>2015-10-29T13:43:05+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-10-29T13:43:05+00:00</published>
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</entry>
<entry>
<title>VideoBackends: Reimplement SSAA, now for D3D + OGL</title>
<updated>2015-09-06T17:40:00+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-09-06T11:58:18+00:00</published>
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<entry>
<title>PixelShaderGen: Move defines into the implementation file</title>
<updated>2015-09-01T16:18:18+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-09-01T16:18:13+00:00</published>
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These aren't used outside of it. This also reduces the amount of things in
the global namespace.
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These aren't used outside of it. This also reduces the amount of things in
the global namespace.
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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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