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<title>dolphin/Source/Core/VideoCommon, branch 4.0.1</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Merge branch 'fix-field-ordering'</title>
<updated>2013-10-02T21:27:02+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2013-09-24T01:47:20+00:00</published>
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Fixes 6387
Closes 6635
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Fixes 6387
Closes 6635
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<entry>
<title>Fix stack misalignment issues.</title>
<updated>2013-09-20T20:46:48+00:00</updated>
<author>
<name>comex</name>
<email>comexk@gmail.com</email>
</author>
<published>2013-09-20T01:10:32+00:00</published>
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- Call ABI_AlignStack even on x86-64.

- Have ABI_AlignStack respect the difference in current alignment
  between the root JIT function, which has a prolog, and
  ProtectFunction thunks, which do not.  This was causing many games
  to crash on start on OS X.  Since this might otherwise mean changing
  the stack pointer before every call...

- Have one prolog/epilog function rather than two (one of which
  definitely did not do what it was thought to do), and make it
  actually work like a normal one, so that the stack frame shows up
  properly in the debugger.  There should be no performance impact.
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- Call ABI_AlignStack even on x86-64.

- Have ABI_AlignStack respect the difference in current alignment
  between the root JIT function, which has a prolog, and
  ProtectFunction thunks, which do not.  This was causing many games
  to crash on start on OS X.  Since this might otherwise mean changing
  the stack pointer before every call...

- Have one prolog/epilog function rather than two (one of which
  definitely did not do what it was thought to do), and make it
  actually work like a normal one, so that the stack frame shows up
  properly in the debugger.  There should be no performance impact.
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</entry>
<entry>
<title>Better fix for issue 6614: ISOProperties should store integer settings for PHack booleans. INIFile is stupid, please kill it with fire.</title>
<updated>2013-09-18T10:33:57+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2013-09-18T10:27:50+00:00</published>
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<entry>
<title>Fix loading of the 'projection hack enabled' gameini setting</title>
<updated>2013-09-18T10:23:46+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2013-09-18T10:22:56+00:00</published>
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Fixes issue 6614.
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Fixes issue 6614.
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<entry>
<title>[ANDROID] Add two new DriverDetails bugs for Adreno. V45 of the driver has broken shader compilation with UBOs in the shaders, this is most likely fixed with V53 found in the Nexus 5. Add a bug for issue surrounding on screentext and doing a glClear after swap causes screen swizzling and zero frames rendered respectively.  On the Java side, pass in the dimensions of the screen swapped since there is an issue with Adreno where it rotates the output 90 degrees for some reason. Disable the GLSL shader cache on Android for now due to the inability to cleanly exit the emulator, this tends to cause the cache to get corrupted. All this together fixes rendering with Adreno 3xx GPUs with driver version v14 and above. In particular my Galaxy S4 still resets with this without the root commands, but my HTC Droid DNA and LG G2 is fine. This must be due to particular 'enhancements' that the Samsung kernel has over the other ones. The speed on Adreno has yet to be optimized, so it will most likely be slow still. Faster than the software rasterizer in any case. The ARMJIT is still broken in at this point, so not much fun can be had.</title>
<updated>2013-09-18T07:37:10+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2013-09-18T07:36:48+00:00</published>
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<entry>
<title>VideoCommon: fix ogl lighting bug which happens because of NaN emulation</title>
<updated>2013-09-16T15:10:19+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-09-16T15:10:19+00:00</published>
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attn is sometimes very big (eg 1e27), so attn*attn doesn't fit into a float.
So the funny part here is: 0.0 * (1e27*1e27) = 0.0 * Inf = NaN

As the shader compiler is allowed to change the order of multiplications,
this issue isn't fixed completely.
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attn is sometimes very big (eg 1e27), so attn*attn doesn't fit into a float.
So the funny part here is: 0.0 * (1e27*1e27) = 0.0 * Inf = NaN

As the shader compiler is allowed to change the order of multiplications,
this issue isn't fixed completely.
</pre>
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</entry>
<entry>
<title>Overlay local gameinis over global gameinis instead of copying.</title>
<updated>2013-09-14T15:46:41+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2013-09-07T21:02:49+00:00</published>
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Huge megacommit because a lot of things needed to be modified to make this
possible.
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Huge megacommit because a lot of things needed to be modified to make this
possible.
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</entry>
<entry>
<title>Display warning OSD messages when a game ini is overriding any settings.</title>
<updated>2013-09-14T04:08:31+00:00</updated>
<author>
<name>NeoBrainX</name>
<email>NeoBrainX@gmail.com</email>
</author>
<published>2013-09-04T21:21:45+00:00</published>
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<entry>
<title>Move TextureDecoder.cl from User to Sys</title>
<updated>2013-09-14T04:08:30+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2013-09-12T01:44:16+00:00</published>
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<entry>
<title>VideoCommon: use memcmp to compare shader uid</title>
<updated>2013-09-11T15:34:23+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-09-11T15:34:23+00:00</published>
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