<feed xmlns='http://www.w3.org/2005/Atom'>
<title>dolphin/Source/Core/VideoCommon/PixelShaderManager.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>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.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
No need to do this within the shader per pixel if it can be done once.
</pre>
</div>
</content>
</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>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=d9fec92628231526b47e19cd09b68572eb06e44f'/>
<id>d9fec92628231526b47e19cd09b68572eb06e44f</id>
<content type='text'>
Also remedies places where the video backends and core rely on things
being indirectly included.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Also remedies places where the video backends and core rely on things
being indirectly included.
</pre>
</div>
</content>
</entry>
<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>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=ef1dfa8bcbb4ac391704317d2bb55d7c99c1916e'/>
<id>ef1dfa8bcbb4ac391704317d2bb55d7c99c1916e</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</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>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=30ebb2459eb97ba544547183854775df8460b475'/>
<id>30ebb2459eb97ba544547183854775df8460b475</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<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>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=cefcb0ace9d363b3679b4e93bcc9ec05f1e5f4f8'/>
<id>cefcb0ace9d363b3679b4e93bcc9ec05f1e5f4f8</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackends: Clamp depth to uint24 range.</title>
<updated>2015-05-18T21:22:28+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-05-16T19:25:52+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=ef789410429d0fc20a68fd8f7aca0ecc42695bf6'/>
<id>ef789410429d0fc20a68fd8f7aca0ecc42695bf6</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>TextureCache: load all mipmap levels from custom textures</title>
<updated>2015-03-01T23:09:09+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-03-01T12:04:48+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=35373c5185d586602a44c51544f85fb6acde10f1'/>
<id>35373c5185d586602a44c51544f85fb6acde10f1</id>
<content type='text'>
This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
</pre>
</div>
</content>
</entry>
<entry>
<title>PixelShaderManager: Remove unnecessary casts.</title>
<updated>2015-02-28T05:04:05+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-02-28T05:04:02+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=d10571a86a30d1fe0540cebcb7ef05609451ae8b'/>
<id>d10571a86a30d1fe0540cebcb7ef05609451ae8b</id>
<content type='text'>
EFBToScaledXf and EFBScaledYf return a float, so the cast isn't needed here.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
EFBToScaledXf and EFBScaledYf return a float, so the cast isn't needed here.
</pre>
</div>
</content>
</entry>
<entry>
<title>Ensure that ZSlopes save/restore state correctly.</title>
<updated>2015-01-22T14:32:31+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-01-15T16:29:39+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e88c02dece0e5e8d3b019fd0137eab790d6d2036'/>
<id>e88c02dece0e5e8d3b019fd0137eab790d6d2036</id>
<content type='text'>
Had to re-do *ShaderManager so they saved their constant arrays
instead of completly rebuilding them on restore state.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Had to re-do *ShaderManager so they saved their constant arrays
instead of completly rebuilding them on restore state.
</pre>
</div>
</content>
</entry>
<entry>
<title>Fixes Mario Tennis Gimmick Courts and adds support for FastDepthCalc</title>
<updated>2015-01-22T14:32:31+00:00</updated>
<author>
<name>NanoByte011</name>
<email>nanobyte011@hotmail.com</email>
</author>
<published>2015-01-13T09:55:25+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=add59b3bea032e331363dcf28361f8e0de65e43d'/>
<id>add59b3bea032e331363dcf28361f8e0de65e43d</id>
<content type='text'>
- Calculate ZSlope every flush but only set PixelShader Constant on Reset Buffer when zfreeze
- Fixed another Pixel Shader bug in D3D that was giving me grief
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
- Calculate ZSlope every flush but only set PixelShader Constant on Reset Buffer when zfreeze
- Fixed another Pixel Shader bug in D3D that was giving me grief
</pre>
</div>
</content>
</entry>
</feed>
