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<title>dolphin/Source/Core/VideoCommon/TextureConversionShader.cpp, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
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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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<id>2975e530914778f9abaa1aedf6a6c947559ef7ab</id>
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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>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>
<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>TextureConversionShader: Use floating point values in clamp().</title>
<updated>2015-05-08T12:32:24+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-05-07T21:50:14+00:00</published>
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</entry>
<entry>
<title>VideoCommon: Clamp integer conversions.</title>
<updated>2015-05-08T12:32:16+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-05-06T20:42:06+00:00</published>
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<id>0f2c72f0f844c219e168faa7de8dd515f8723fdc</id>
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</entry>
<entry>
<title>VideoBackends: Use proper floating point depth precision.</title>
<updated>2015-05-08T12:29:29+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-05-05T21:34:45+00:00</published>
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</entry>
<entry>
<title>TextureConversionShader: Use a Texture2DArray to match the shader resource view.</title>
<updated>2015-02-21T10:50:20+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-02-21T10:38:42+00:00</published>
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</entry>
<entry>
<title>Fix regression for D3D EFB depth copies.</title>
<updated>2015-02-03T19:27:27+00:00</updated>
<author>
<name>magumagu</name>
<email>magumagu9@gmail.com</email>
</author>
<published>2015-02-02T00:20:32+00:00</published>
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On D3D, we read from the depth buffer using the format
DXGI_FORMAT_R24_UNORM_X8_TYPELESS (essentially, the "r" component contains
the depth, and the other components contain nothing).
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On D3D, we read from the depth buffer using the format
DXGI_FORMAT_R24_UNORM_X8_TYPELESS (essentially, the "r" component contains
the depth, and the other components contain nothing).
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</content>
</entry>
<entry>
<title>Don't use boolean negation.</title>
<updated>2015-01-26T07:28:59+00:00</updated>
<author>
<name>magumagu</name>
<email>magumagu9@gmail.com</email>
</author>
<published>2015-01-26T07:28:39+00:00</published>
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</entry>
<entry>
<title>Fix RGBA8 encoding.</title>
<updated>2015-01-26T06:53:30+00:00</updated>
<author>
<name>magumagu</name>
<email>magumagu9@gmail.com</email>
</author>
<published>2015-01-26T06:53:30+00:00</published>
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