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<title>dolphin/Source/Core/VideoCommon, branch 5.0-rc</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Fix FreeBSD build</title>
<updated>2015-07-12T06:09:11+00:00</updated>
<author>
<name>Jeffrey Pfau</name>
<email>jeffrey@endrift.com</email>
</author>
<published>2015-06-11T05:15:11+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=2eb553fdb72d5605c3f17324580859127a93d674'/>
<id>2eb553fdb72d5605c3f17324580859127a93d674</id>
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</content>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>D3D: Cosmetics.</title>
<updated>2015-06-24T21:16:53+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-06-24T21:16:53+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=dbfdbf7dbdbb2740f55d37b4514700c27ee8894b'/>
<id>dbfdbf7dbdbb2740f55d37b4514700c27ee8894b</id>
<content type='text'>
Merge two cases which should've already been merged.
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<pre>
Merge two cases which should've already been merged.
</pre>
</div>
</content>
</entry>
<entry>
<title>Quick fix for an invalid iterator</title>
<updated>2015-06-24T17:12:46+00:00</updated>
<author>
<name>mimimi085181</name>
<email>mimimi085181@gmail.com</email>
</author>
<published>2015-06-24T17:12:46+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=829fc3dc2d72e5a7b387c0e8f5dad73384431d10'/>
<id>829fc3dc2d72e5a7b387c0e8f5dad73384431d10</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Revert "GeometryShaderGen: Don't use `centroid in` for input variables."</title>
<updated>2015-06-22T15:20:41+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-06-18T00:20:22+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=5bc88d5c6a58b2d4d6e5ad851ad033e8c308613a'/>
<id>5bc88d5c6a58b2d4d6e5ad851ad033e8c308613a</id>
<content type='text'>
This reverts commit 4cbaddb7ad1e84946a6fb1af1d853af15be90615.
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<pre>
This reverts commit 4cbaddb7ad1e84946a6fb1af1d853af15be90615.
</pre>
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</content>
</entry>
<entry>
<title>GeometryShaderGen: Consistently use xfmem just as the vertex shader.</title>
<updated>2015-06-10T14:13:54+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-06-10T14:09:23+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=fd637030e4859a676108115cc8bf34947cb8f71f'/>
<id>fd637030e4859a676108115cc8bf34947cb8f71f</id>
<content type='text'>
There are very rare conditions in which xfmem can actually desync from bpmem.
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<pre>
There are very rare conditions in which xfmem can actually desync from bpmem.
</pre>
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</content>
</entry>
<entry>
<title>GeometryShaderGen: Don't use `centroid in` for input variables.</title>
<updated>2015-06-10T14:04:32+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-06-10T14:04:09+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=4cbaddb7ad1e84946a6fb1af1d853af15be90615'/>
<id>4cbaddb7ad1e84946a6fb1af1d853af15be90615</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Merge pull request #2097 from mimimi085181/find-textures-by-hash</title>
<updated>2015-06-09T08:12:05+00:00</updated>
<author>
<name>Markus Wick</name>
<email>markus@selfnet.de</email>
</author>
<published>2015-06-09T08:12:05+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e47e4c677ad22895f8c8bc78676dd295e36f2695'/>
<id>e47e4c677ad22895f8c8bc78676dd295e36f2695</id>
<content type='text'>
Search the texture cache for small textures by address and hash</content>
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<pre>
Search the texture cache for small textures by address and hash</pre>
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</content>
</entry>
<entry>
<title>Merge pull request #2533 from degasus/syncgpu</title>
<updated>2015-06-09T07:43:26+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-06-09T07:43:26+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=d5788f75a3db2423e6d8b795d5c5cb6654cde065'/>
<id>d5788f75a3db2423e6d8b795d5c5cb6654cde065</id>
<content type='text'>
Fifo: Rewrite SyncGPU</content>
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<pre>
Fifo: Rewrite SyncGPU</pre>
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</content>
</entry>
<entry>
<title>VideoSW: rewrite lighting attenuation</title>
<updated>2015-06-08T21:20:27+00:00</updated>
<author>
<name>NanoByte011</name>
<email>nanobyte011@hotmail.com</email>
</author>
<published>2015-02-07T17:40:21+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=06d1b8c63ae63035fc95c350da8f1879eca7fc25'/>
<id>06d1b8c63ae63035fc95c350da8f1879eca7fc25</id>
<content type='text'>
- Fixes remaining lighting issues (Mario Tennis, etc)
- Apply same fixes to Software Renderer
- Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
- Fixes remaining lighting issues (Mario Tennis, etc)
- Apply same fixes to Software Renderer
- Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
</pre>
</div>
</content>
</entry>
<entry>
<title>Fifo: Rewrite SyncGpu</title>
<updated>2015-06-08T21:16:24+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-06-03T21:21:46+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=d31bed8b79a1266d7ac9c7c6f0e45c20d36aaf4c'/>
<id>d31bed8b79a1266d7ac9c7c6f0e45c20d36aaf4c</id>
<content type='text'>
The new implementation has 3 options:
 SyncGpuMaxDistance
 SyncGpuMinDistance
 SyncGpuOverclock

The MaxDistance controlls how many CPU cycles the CPU is allowed to be in front
of the GPU. Too low values will slow down extremly, too high values are as
unsynchronized and half of the games will crash.
The -MinDistance (negative) set how many cycles the GPU is allowed to be in
front of the CPU. As we are used to emulate an infinitiv fast GPU, this may be
set to any high (negative) number.

The last parameter is to hack a faster (&gt;1.0) or slower(&lt;1.0) GPU. As we don't
emulate GPU timing very well (eg skip the timings of the pixel stage completely),
an overclock factor of ~0.5 is often much more accurate than 1.0
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
The new implementation has 3 options:
 SyncGpuMaxDistance
 SyncGpuMinDistance
 SyncGpuOverclock

The MaxDistance controlls how many CPU cycles the CPU is allowed to be in front
of the GPU. Too low values will slow down extremly, too high values are as
unsynchronized and half of the games will crash.
The -MinDistance (negative) set how many cycles the GPU is allowed to be in
front of the CPU. As we are used to emulate an infinitiv fast GPU, this may be
set to any high (negative) number.

The last parameter is to hack a faster (&gt;1.0) or slower(&lt;1.0) GPU. As we don't
emulate GPU timing very well (eg skip the timings of the pixel stage completely),
an overclock factor of ~0.5 is often much more accurate than 1.0
</pre>
</div>
</content>
</entry>
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