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<title>dolphin/Source/Core/VideoCommon/VertexManagerBase.h, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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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>
</div>
</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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<content type='text'>
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>VideoBackends: Simplify initialization and deinitialization of resources</title>
<updated>2015-12-21T03:40:37+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-12-21T02:49:49+00:00</published>
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<content type='text'>
Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.

Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
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<pre>
Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.

Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
</pre>
</div>
</content>
</entry>
<entry>
<title>NativeVertexFormat: Inline Initialize in contructor</title>
<updated>2015-11-24T21:48:49+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-11-21T09:32:07+00:00</published>
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<content type='text'>
They were only called at once, so no need to seperate them.

This also removes the only dereference of the NativeVertexFormat in VideoCommon, so backends may just return nullptr.
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They were only called at once, so no need to seperate them.

This also removes the only dereference of the NativeVertexFormat in VideoCommon, so backends may just return nullptr.
</pre>
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</content>
</entry>
<entry>
<title>VideoCommon: VertexManager -&gt; VertexManagerBase</title>
<updated>2015-11-02T10:53:54+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-11-01T21:54:41+00:00</published>
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<content type='text'>
It may be a bit weird to see calls to static functions in
VertexManagerBase now, but at least it's easier to see what's going on.
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It may be a bit weird to see calls to static functions in
VertexManagerBase now, but at least it's easier to see what's going on.
</pre>
</div>
</content>
</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>
</pre>
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</content>
</entry>
<entry>
<title>Formatting/Whitespace Cleanup</title>
<updated>2015-02-25T15:48:21+00:00</updated>
<author>
<name>Stevoisiak</name>
<email>Stevoisiak@gmail.com</email>
</author>
<published>2015-02-15T19:43:31+00:00</published>
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<content type='text'>
Various fixes to formatting and whitespace
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Various fixes to formatting and whitespace
</pre>
</div>
</content>
</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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</content>
</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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<content type='text'>
Instead we keep the loaded vertices in CPU memory.
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Instead we keep the loaded vertices in CPU memory.
</pre>
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</content>
</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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<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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Also:
 * Implement support for per-vertex PosMatrixIndex
 * Only update zslope constant once when zfreeze is activated.
 * Added a bunch of comments.
</pre>
</div>
</content>
</entry>
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