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<title>dolphin/Source/Core/VideoCommon/ShaderGenCommon.cpp, branch 2409</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoCommon: allow custom shaders to set the alpha value for use when blending is enabled</title>
<updated>2024-04-28T23:15:27+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
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<published>2024-04-20T06:35:31+00:00</published>
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<title>VideoCommon: Fix custom shader constants on GLES</title>
<updated>2023-08-22T17:38:18+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
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<published>2023-08-22T17:38:18+00:00</published>
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<title>VideoCommon: add milliseconds elapsed time value to pixel shaders as a uniform to be able to support animation effects in custom shaders</title>
<updated>2023-08-20T23:53:27+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
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<published>2023-01-07T18:30:29+00:00</published>
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<title>VideoCommon: add custom pixel shader definition and custom shader header to shadergen common as it will be used by both the special and uber shader variant of pixel shaders</title>
<updated>2023-08-20T23:53:27+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
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<published>2022-12-04T05:54:22+00:00</published>
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<entry>
<title>D3D: Restore workaround for erroneous NaN optimization</title>
<updated>2023-02-26T00:27:30+00:00</updated>
<author>
<name>Dentomologist</name>
<email>dentomologist@gmail.com</email>
</author>
<published>2023-02-26T00:11:09+00:00</published>
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The HLSL compiler incorrectly decides isnan can't be true, so this
workaround was originally added in 52c82733 but lost during the
conversion to SPIR-V.
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The HLSL compiler incorrectly decides isnan can't be true, so this
workaround was originally added in 52c82733 but lost during the
conversion to SPIR-V.
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<entry>
<title>VideoCommon: Fix stereoscopic 3D on OpenGL &lt; 4.3 (macOS)</title>
<updated>2023-02-14T17:25:33+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-12-11T07:15:15+00:00</published>
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<entry>
<title>PixelShaderGen: Clamp texture layer when using manual texture sampling with stereoscopic 3D</title>
<updated>2022-12-27T21:45:13+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2022-12-27T21:45:13+00:00</published>
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Otherwise, texelFetch() will use an out-of-bounds layer for game textures (that have 1 layer; EFB copies have 2 layers in stereoscopic 3D mode), which is undefined behavior (often resulting in a black image). The fast texture sampling path uses texture(), which always clamps (see https://www.khronos.org/opengl/wiki/Array_Texture#Access_in_shaders), so it was unaffected by this difference.
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Otherwise, texelFetch() will use an out-of-bounds layer for game textures (that have 1 layer; EFB copies have 2 layers in stereoscopic 3D mode), which is undefined behavior (often resulting in a black image). The fast texture sampling path uses texture(), which always clamps (see https://www.khronos.org/opengl/wiki/Array_Texture#Access_in_shaders), so it was unaffected by this difference.
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<entry>
<title>VideoCommon: Move repeated point/line expansion code to ShaderGenCommon</title>
<updated>2022-10-23T01:13:24+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-10-05T03:54:30+00:00</published>
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<entry>
<title>VideoCommon: Add vertex shader point and line expansion</title>
<updated>2022-10-23T01:13:24+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-07-23T05:47:04+00:00</published>
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<entry>
<title>VideoCommon: Add dynamic vertex loader to ubershaders</title>
<updated>2022-09-19T21:28:23+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-06-18T06:09:35+00:00</published>
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