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<title>dolphin/Source/Plugins/Plugin_VideoDX9/Src/D3DBase.cpp, branch 4.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>New license header introduced to all Video based projects.</title>
<updated>2013-04-18T03:29:41+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2013-04-18T03:29:41+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e78d99e5c17009d5fc12bfd24298861d424b7846'/>
<id>e78d99e5c17009d5fc12bfd24298861d424b7846</id>
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</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
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</content>
</entry>
<entry>
<title>Update the license file text (change SVN to Git) in all projects except Core since I was told a merge was happening soon. So for the sake of the merge going smoothly, I'll fix that when I remove the tab/space mismatches from the Core project.</title>
<updated>2013-04-15T20:28:55+00:00</updated>
<author>
<name>lioncash</name>
<email>mathew1900@hotmail.com</email>
</author>
<published>2013-04-15T20:28:55+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=ef85b9af45922c6ca364930d40f8aacf1a6dfe64'/>
<id>ef85b9af45922c6ca364930d40f8aacf1a6dfe64</id>
<content type='text'>
Also, some tab/space mismatches removed from VideoOGL, and some places I missed in VideoDX[number] projects.

Now, the Core is literally the only project with tab/space mismatches (on a large scale).
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<pre>
Also, some tab/space mismatches removed from VideoOGL, and some places I missed in VideoDX[number] projects.

Now, the Core is literally the only project with tab/space mismatches (on a large scale).
</pre>
</div>
</content>
</entry>
<entry>
<title>Disable Vsync while holding tab to disable the frame limit, and allow toggling vsync while emulation is running in OGL.</title>
<updated>2013-03-19T00:42:18+00:00</updated>
<author>
<name>Rachel Bryk</name>
<email>RachelBryk@gmail.com</email>
</author>
<published>2013-03-19T00:41:45+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=7c2c4662a74354a5e4554dd68c7110a58651e0d0'/>
<id>7c2c4662a74354a5e4554dd68c7110a58651e0d0</id>
<content type='text'>
D3D9 still doesn't support changing vsync while emulation is running.

Fixes issue 6111.
</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
D3D9 still doesn't support changing vsync while emulation is running.

Fixes issue 6111.
</pre>
</div>
</content>
</entry>
<entry>
<title>implement some code to reduce the amounts of calls to setup vertex format, in d3d9 it gives no noticeable speedup, in opengl it still does not work right.</title>
<updated>2012-10-27T02:18:09+00:00</updated>
<author>
<name>rodolfoosvaldobogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2012-10-27T02:18:09+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=ee72852491dfa2c6246d9e2808b782444e2ce4ca'/>
<id>ee72852491dfa2c6246d9e2808b782444e2ce4ca</id>
<content type='text'>
thanks to neobrain for the idea
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<pre>
thanks to neobrain for the idea
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</content>
</entry>
<entry>
<title>Let's go ahead and throw this in here, should bring support of Intel IGP back in with DX9.... I can't actually test this for an obvious reason, but I figure while Windows is broken anyway, go ahead with it.</title>
<updated>2011-10-08T22:29:04+00:00</updated>
<author>
<name>Shawn Hoffman</name>
<email>godisgovernment@gmail.com</email>
</author>
<published>2011-10-08T22:23:00+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=ad508ab8fb34cd80db45814619fbde2546df7e7d'/>
<id>ad508ab8fb34cd80db45814619fbde2546df7e7d</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7707 8ced0084-cf51-0410-be5f-012b33b47a6e

That should fix the seg faults on IGP chipsets.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7715 8ced0084-cf51-0410-be5f-012b33b47a6e

Compile fix.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7716 8ced0084-cf51-0410-be5f-012b33b47a6e
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<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7707 8ced0084-cf51-0410-be5f-012b33b47a6e

That should fix the seg faults on IGP chipsets.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7715 8ced0084-cf51-0410-be5f-012b33b47a6e

Compile fix.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7716 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>We need to require at least shader 2.0a now</title>
<updated>2011-06-08T03:09:07+00:00</updated>
<author>
<name>Sonicadvance1</name>
<email>sonicadvance1@gmail.com</email>
</author>
<published>2011-06-08T03:09:07+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=3fceffd8c0af89bd1aee7badf1a85d30933dc299'/>
<id>3fceffd8c0af89bd1aee7badf1a85d30933dc299</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7590 8ced0084-cf51-0410-be5f-012b33b47a6e
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<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7590 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Partial fix for 3D Vision.</title>
<updated>2011-03-21T03:39:28+00:00</updated>
<author>
<name>Matt Callaghan</name>
<email>mattcallaghan@gmail.com</email>
</author>
<published>2011-03-21T03:39:28+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=8eaed1c105d2ecd3c63cc728eee8bc1a493a27db'/>
<id>8eaed1c105d2ecd3c63cc728eee8bc1a493a27db</id>
<content type='text'>
It now works in the debug builds, but not in release builds for some reason. I'm not used to big projects like this so it's probably something obvious that I'm missing. Exclusive full screen mode seems to need the fullscreen resolution for the backbuffer when the DX device is created, so I used adapters[adapter].resolutions[f].xres and yres to get that, but in release builds, that gives me the windowed resolution (in debug it give me the fullscreen res, like I believe it's supposed to), which it reallly doesn't like.

It's not a difficult fix probably, but I've been staring at my monitor in confusion for too long now and need to get to bed. If anyone wants to test, you can still enable the 3D Vision option, it just wouldn't be 3D (obviously).

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7385 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
It now works in the debug builds, but not in release builds for some reason. I'm not used to big projects like this so it's probably something obvious that I'm missing. Exclusive full screen mode seems to need the fullscreen resolution for the backbuffer when the DX device is created, so I used adapters[adapter].resolutions[f].xres and yres to get that, but in release builds, that gives me the windowed resolution (in debug it give me the fullscreen res, like I believe it's supposed to), which it reallly doesn't like.

It's not a difficult fix probably, but I've been staring at my monitor in confusion for too long now and need to get to bed. If anyone wants to test, you can still enable the 3D Vision option, it just wouldn't be 3D (obviously).

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7385 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Some work on changing comments, log messages, and variable and function names to reflect that the plugins are not plugins anymore.</title>
<updated>2011-02-14T02:18:03+00:00</updated>
<author>
<name>Glenn Rice</name>
<email>glennricster@gmail.com</email>
</author>
<published>2011-02-14T02:18:03+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=0ae8d33149025435dd5eaf49f69abce2ad54887f'/>
<id>0ae8d33149025435dd5eaf49f69abce2ad54887f</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7170 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
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<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7170 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Quick fix for the Pixel Lighting setting to appear in the DX9 backend.</title>
<updated>2011-02-13T23:44:55+00:00</updated>
<author>
<name>sl1nk3.s</name>
<email>sl1nk3.s@gmail.com</email>
</author>
<published>2011-02-13T23:44:55+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=2c00384427b4b18a246967677bcfdae79e140b51'/>
<id>2c00384427b4b18a246967677bcfdae79e140b51</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7168 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
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<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7168 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Put some stuff in the gfx plugins into namespaces, so that the symbols won't collide if someone decides to merge the gfx plugins into dolphin too. still more things left to do though.</title>
<updated>2011-01-29T20:16:51+00:00</updated>
<author>
<name>hrydgard</name>
<email>hrydgard@gmail.com</email>
</author>
<published>2011-01-29T20:16:51+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=7f97ce79bbf11dfa9d28f8844c7567566aa9c7d4'/>
<id>7f97ce79bbf11dfa9d28f8844c7567566aa9c7d4</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6972 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
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<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6972 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
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