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<title>dolphin/Source/Core/VideoCommon/PixelShaderManager.cpp, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<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'/>
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</pre>
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</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'/>
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</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>
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</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'/>
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<pre>
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</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>
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<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.
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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>
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</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>
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EFBToScaledXf and EFBScaledYf return a float, so the cast isn't needed here.
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EFBToScaledXf and EFBScaledYf return a float, so the cast isn't needed here.
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</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>
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<id>e88c02dece0e5e8d3b019fd0137eab790d6d2036</id>
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Had to re-do *ShaderManager so they saved their constant arrays
instead of completly rebuilding them on restore state.
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Had to re-do *ShaderManager so they saved their constant arrays
instead of completly rebuilding them on restore state.
</pre>
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</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>
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<id>add59b3bea032e331363dcf28361f8e0de65e43d</id>
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- 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
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- 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>
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</content>
</entry>
<entry>
<title>Make zfreeze use screenspace coordinates independant of IR.</title>
<updated>2015-01-22T14:32:31+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-01-02T17:06:56+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=88c7afd315d06c27e459a8352f753cdeca5a1fe5'/>
<id>88c7afd315d06c27e459a8352f753cdeca5a1fe5</id>
<content type='text'>
OpenGL requires the y coordinates to be flipped.

Also refactored PixelGen code to remove duplicate code.
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OpenGL requires the y coordinates to be flipped.

Also refactored PixelGen code to remove duplicate code.
</pre>
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</content>
</entry>
<entry>
<title>Cleanup and refactor of zfreeze port</title>
<updated>2015-01-22T14:32:31+00:00</updated>
<author>
<name>NanoByte011</name>
<email>nanobyte011@hotmail.com</email>
</author>
<published>2014-12-26T08:25:24+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=613781c7650d3cbd494a212eacdff10ea5140894'/>
<id>613781c7650d3cbd494a212eacdff10ea5140894</id>
<content type='text'>
Based on the feedback from pull request #1767 I have put in most of
degasus's suggestions in here now.

I think we have a real winner here as moving the code to
VertexManagerBase for a function has allowed OGL to utilize zfreeze now
:)

Correct use of the vertex pointer has also corrected most of the issue
found in pull request #1767 that JMC47 stated.  Which also for me now
has Mario Tennis working with no polygon spikes on the characters
anymore!  Shadows are still an issue and probably in the other games
with shadow problems.  Rebel Strike also seems better but random skybox
glitches can show up.
</content>
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<pre>
Based on the feedback from pull request #1767 I have put in most of
degasus's suggestions in here now.

I think we have a real winner here as moving the code to
VertexManagerBase for a function has allowed OGL to utilize zfreeze now
:)

Correct use of the vertex pointer has also corrected most of the issue
found in pull request #1767 that JMC47 stated.  Which also for me now
has Mario Tennis working with no polygon spikes on the characters
anymore!  Shadows are still an issue and probably in the other games
with shadow problems.  Rebel Strike also seems better but random skybox
glitches can show up.
</pre>
</div>
</content>
</entry>
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