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<title>dolphin/Source/Core/VideoCommon/VertexManagerBase.cpp, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<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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<id>5ddd2cef6c5cc8e5414636d73365691de726b3d0</id>
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Suggested by degasus.
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Suggested by degasus.
</pre>
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</entry>
<entry>
<title>zfreeze: fix 2-component positions</title>
<updated>2015-05-29T11:43:12+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-29T11:43:12+00:00</published>
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<pre>
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</entry>
<entry>
<title>Add missing license headers</title>
<updated>2015-05-25T11:11:47+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-24T04:32:32+00:00</published>
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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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<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>
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</content>
</entry>
<entry>
<title>VideoCommon: use a new async event system for efb access</title>
<updated>2015-02-22T07:41:15+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-01-31T10:38:23+00:00</published>
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<pre>
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</entry>
<entry>
<title>Decode EFB copies used as paletted textures.</title>
<updated>2015-02-19T23:09:27+00:00</updated>
<author>
<name>magumagu</name>
<email>magumagu9@gmail.com</email>
</author>
<published>2015-01-26T23:33:23+00:00</published>
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<id>c0a4760f0efbb99274c33f30154a7f43aab70494</id>
<content type='text'>
A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format.  Detect when this happens, and decode the copy on
the GPU using the specified palette.

This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.

D3D only at the moment, but porting to OpenGL should be straightforward..
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<pre>
A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format.  Detect when this happens, and decode the copy on
the GPU using the specified palette.

This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.

D3D only at the moment, but porting to OpenGL should be straightforward..
</pre>
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</content>
</entry>
<entry>
<title>Fix a buffer underrun in CalculateZSlope.</title>
<updated>2015-01-25T07:31:20+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-01-25T07:31:20+00:00</published>
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<pre>
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</entry>
<entry>
<title>Coding style cleanup from the zfreeze merge</title>
<updated>2015-01-24T20:16:48+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-01-24T20:12:52+00:00</published>
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<pre>
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</entry>
<entry>
<title>Stop doing nastly shit to OpenGL stream buffers.</title>
<updated>2015-01-24T01:41:51+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-01-24T01:37:20+00:00</published>
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<id>14baf038e70a598a6af1ce71719bb557425941f9</id>
<content type='text'>
Instead we keep the loaded vertices in CPU memory.
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<pre>
Instead we keep the loaded vertices in CPU memory.
</pre>
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</entry>
<entry>
<title>Move Zfreeze code out individual backends into videoCommon</title>
<updated>2015-01-23T14:22:27+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-01-23T14:15:09+00:00</published>
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<id>5510c86b8133ec734ba490b700d4f432d98f71a7</id>
<content type='text'>
Also:
 * Implement support for per-vertex PosMatrixIndex
 * Only update zslope constant once when zfreeze is activated.
 * Added a bunch of comments.
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<pre>
Also:
 * Implement support for per-vertex PosMatrixIndex
 * Only update zslope constant once when zfreeze is activated.
 * Added a bunch of comments.
</pre>
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