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<title>dolphin/Source/Core/VideoCommon/VertexLoaderManager.h, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Fix building with PCH disabled.</title>
<updated>2016-02-26T19:55:34+00:00</updated>
<author>
<name>Rohit Nirmal</name>
<email>rohitnirmal9@gmail.com</email>
</author>
<published>2016-02-26T19:55:34+00:00</published>
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<entry>
<title>D3D12: Additions to VideoCommon to support D3D12 backend.</title>
<updated>2016-02-15T17:48:23+00:00</updated>
<author>
<name>hdcmeta</name>
<email>hdcmeta@gmail.com</email>
</author>
<published>2016-01-08T03:38:00+00:00</published>
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<entry>
<title>VideoCommon: Convert some DataReader includes into forward declarations</title>
<updated>2016-01-31T20:19:20+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-01-31T19:51:55+00:00</published>
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<id>1df1ba55bbdc0287a1d43a41fab1d9b6b9833ec0</id>
<content type='text'>
Gets rid of some indirect inclusions in cpp files.
Also this will reduce the amount of rebuilt files if
changes occur in the DataReader header.
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Gets rid of some indirect inclusions in cpp files.
Also this will reduce the amount of rebuilt files if
changes occur in the DataReader header.
</pre>
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</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>
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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.
</pre>
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</content>
</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>zfreeze: cache vertex positions</title>
<updated>2015-06-07T10:13:00+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-06-01T17:58:27+00:00</published>
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Suggested by degasus.
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Suggested by degasus.
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</entry>
<entry>
<title>Clean up cached_arraybases. Update VideoSW to new scheme.</title>
<updated>2015-05-29T16:09:27+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-05-29T12:42:45+00:00</published>
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<id>f57517f1a05db1790f853bf43d6093c19478b4ce</id>
<content type='text'>
Move ownership of cached_arraybases from CPMemory to VertexLoaderManager
to better match it usage.
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Move ownership of cached_arraybases from CPMemory to VertexLoaderManager
to better match it usage.
</pre>
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</content>
</entry>
<entry>
<title>Fix invalid pointer errors in Burnout 2.</title>
<updated>2015-05-29T06:51:17+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-05-29T06:25:19+00:00</published>
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<content type='text'>
Yet another story of games loading weird shit into registers.

For some reason, Burnout 2 would (in rare situations) load invalid
addresses into cp_state.array_bases. What would the real hardware
do in this situation? Who knows, Burnout 2 doesn't actually enable
the vertex array with the invalid address so nothing kinky happens.

But dolphin tries to optimise things and starts using the address
as soon as it is loaded into memory. This causes GetPointer (which is
now much more vocal) to throw an error.

The Fix:  We don't call GetPointer until we are sure the vertex array
has been enabled.
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<pre>
Yet another story of games loading weird shit into registers.

For some reason, Burnout 2 would (in rare situations) load invalid
addresses into cp_state.array_bases. What would the real hardware
do in this situation? Who knows, Burnout 2 doesn't actually enable
the vertex array with the invalid address so nothing kinky happens.

But dolphin tries to optimise things and starts using the address
as soon as it is loaded into memory. This causes GetPointer (which is
now much more vocal) to throw an error.

The Fix:  We don't call GetPointer until we are sure the vertex array
has been enabled.
</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>
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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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