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<title>dolphin/Source/Core/VideoCommon, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>analytics: Report OpenGL's adapter name too.</title>
<updated>2016-06-20T11:54:44+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2016-06-20T11:54:44+00:00</published>
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<entry>
<title>Externals: Add libcurl.</title>
<updated>2016-06-18T16:31:40+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2016-06-17T00:28:34+00:00</published>
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<entry>
<title>TextureCache: Rename functions and add comments to clear up docs</title>
<updated>2016-06-17T16:27:16+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2016-06-17T15:28:57+00:00</published>
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<entry>
<title>TextureCache: Track efb copies used in a partially updated texture</title>
<updated>2016-06-17T11:46:22+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2016-06-16T09:51:39+00:00</published>
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<content type='text'>
Fixes a major preformance regression in Skies of Arcadia during
battle transisions.

I had plans for a more advanced version of this code after 5.0,
but here is a minimal implemenation for now.
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<pre>
Fixes a major preformance regression in Skies of Arcadia during
battle transisions.

I had plans for a more advanced version of this code after 5.0,
but here is a minimal implemenation for now.
</pre>
</div>
</content>
</entry>
<entry>
<title>OGL: Work around slowdown of glMapBufferRange with SSBO on NVIDIA drivers</title>
<updated>2016-05-19T11:24:09+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-05-11T12:19:59+00:00</published>
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Using glMapBufferRange to read back the contents of the SSBO is extremely
slow on NVIDIA drivers. This is more noticeable at higher internal
resolutions. Using glGetBufferSubData instead does not seem to exhibit
this slowdown.
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Using glMapBufferRange to read back the contents of the SSBO is extremely
slow on NVIDIA drivers. This is more noticeable at higher internal
resolutions. Using glGetBufferSubData instead does not seem to exhibit
this slowdown.
</pre>
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</entry>
<entry>
<title>OGL: Use coherent mapping on Qualcomm devices.</title>
<updated>2016-05-11T21:55:28+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-05-11T19:35:08+00:00</published>
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<entry>
<title>DriverDetails: Drop BUG_BROKENALPHATEST.</title>
<updated>2016-05-11T19:22:09+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-05-11T19:22:09+00:00</published>
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This flag is not in use at all.
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This flag is not in use at all.
</pre>
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</entry>
<entry>
<title>OGL: Drop QC ES3.1 workaround.</title>
<updated>2016-05-11T18:45:07+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-05-11T18:45:07+00:00</published>
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This was never tested well:

HdkR&gt; The tester was most likely trying to load a stale shader cache or something
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This was never tested well:

HdkR&gt; The tester was most likely trying to load a stale shader cache or something
</pre>
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</content>
</entry>
<entry>
<title>D3D12: Implement XFB encoding/decoding (support Real XFB)</title>
<updated>2016-05-08T13:18:51+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-03-06T08:48:35+00:00</published>
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<entry>
<title>Merge pull request #3796 from endrift/indtev-simplify</title>
<updated>2016-04-29T23:59:45+00:00</updated>
<author>
<name>Mathew Maidment</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-04-29T23:59:45+00:00</published>
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<content type='text'>
VideoCommon: Workaround Intel OS X bug again</content>
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<pre>
VideoCommon: Workaround Intel OS X bug again</pre>
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