<feed xmlns='http://www.w3.org/2005/Atom'>
<title>dolphin/Source/Plugins/Plugin_VideoDX9/Src/PixelShaderCache.h, branch 3.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<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>
<content type='xhtml'>
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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>
<entry>
<title>a little cleanup of dx9 depth conversion code that r6751 made unnecessary, and a question about D3DFMT_D24X8 checks, and (most importantly) spelled Stretch right in video config</title>
<updated>2011-01-06T02:24:03+00:00</updated>
<author>
<name>nitsuja-</name>
<email>nitsuja-@hotmail.com</email>
</author>
<published>2011-01-06T02:24:03+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=4f45b422a2ecf18fc45d2d60ac3afa5bae993c1b'/>
<id>4f45b422a2ecf18fc45d2d60ac3afa5bae993c1b</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6757 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6757 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Implement pixel data reinterpretation on EFB format change.</title>
<updated>2010-12-27T21:56:20+00:00</updated>
<author>
<name>NeoBrainX</name>
<email>NeoBrainX@googlemail.com</email>
</author>
<published>2010-12-27T21:56:20+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=a271bb81820b9e37942aa3d17dcfc10e467e008e'/>
<id>a271bb81820b9e37942aa3d17dcfc10e467e008e</id>
<content type='text'>
Whatever that means, it fixes that stupid Super Mario Sunshine glitch and possibly lots of other stuff, so test as many glitchy games as possible with this ;)


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6669 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Whatever that means, it fixes that stupid Super Mario Sunshine glitch and possibly lots of other stuff, so test as many glitchy games as possible with this ;)


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6669 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>reduced frequency of dx9 ps_2_0 pixel generation errors, and made dx9 efb depth peek of 16-bit depth buffer not use 24-bit adjustment factor. shouldn't affect other the plugins.</title>
<updated>2010-12-19T20:59:23+00:00</updated>
<author>
<name>nitsuja-</name>
<email>nitsuja-@hotmail.com</email>
</author>
<published>2010-12-19T20:59:23+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=98fe8437ae7f6028a42a963ceadbeb74a74b25b0'/>
<id>98fe8437ae7f6028a42a963ceadbeb74a74b25b0</id>
<content type='text'>
(probably nobody else cares, but I need at least one video plugin that actually works on this computer)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6618 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
(probably nobody else cares, but I need at least one video plugin that actually works on this computer)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6618 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Merged the D3D9 debugger into VideoCommon/VideoUICommon:</title>
<updated>2010-12-05T14:15:36+00:00</updated>
<author>
<name>NeoBrainX</name>
<email>NeoBrainX@googlemail.com</email>
</author>
<published>2010-12-05T14:15:36+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=7854bd71098fe556ddc9839ad08d27fab7ecba33'/>
<id>7854bd71098fe556ddc9839ad08d27fab7ecba33</id>
<content type='text'>
Separated UI from debugger functionality. Generally cleaned up that stuff.
Most functionality needs to be reimplemented now, but will be available to D3D9, D3D11 as well as OpenGL then.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6523 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Separated UI from debugger functionality. Generally cleaned up that stuff.
Most functionality needs to be reimplemented now, but will be available to D3D9, D3D11 as well as OpenGL then.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6523 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>DX9 debugger improvements:</title>
<updated>2010-11-29T16:16:48+00:00</updated>
<author>
<name>NeoBrainX</name>
<email>NeoBrainX@googlemail.com</email>
</author>
<published>2010-11-29T16:16:48+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=8d123adf6403510a7ab7e63f62e85117ef6b4eea'/>
<id>8d123adf6403510a7ab7e63f62e85117ef6b4eea</id>
<content type='text'>
- Fix "Pause at next" functionality for pixel/vertex shader changes, finished frames and texture changes.
- Implement dumping vertex declaration and vertex/index data.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6496 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
- Fix "Pause at next" functionality for pixel/vertex shader changes, finished frames and texture changes.
- Implement dumping vertex declaration and vertex/index data.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6496 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Put infrastructure in place so that other plugins may support dual-source blending.</title>
<updated>2010-10-21T05:22:18+00:00</updated>
<author>
<name>Nolan Check</name>
<email>Nolan.Check@gmail.com</email>
</author>
<published>2010-10-21T05:22:18+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=95cfca08e2c3f549613c5ea73836e04ee56a21a1'/>
<id>95cfca08e2c3f549613c5ea73836e04ee56a21a1</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6296 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6296 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>i know still a lot to fix and much work to do but sometimes experiments are fun :)</title>
<updated>2010-09-23T02:17:48+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2010-09-23T02:17:48+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e641323de2bd262fbc6bd4adf2299f5c0c7b33c0'/>
<id>e641323de2bd262fbc6bd4adf2299f5c0c7b33c0</id>
<content type='text'>
for all the plugins implemented per pixel lighting, this will make games that uses lighting  a lot nice. (just look at mario sunshine and compare :))
for dx9: implemented temporal anaglyph stereo: just grab your red-cyan glasses  and enjoy.
stereo calibration: use stereo separation ( distance of the point from you are looking) and Focal Angle: the angle necessary to focus in one particular object.
this settings are different in every games as they use different depth ranges.
please for any regression and bug introduced by this commit.
if you ask why i did not implement stereo in dx11 and opengl the reason is one: they don't work right when i have more time will try to find a way to make them work.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6224 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
for all the plugins implemented per pixel lighting, this will make games that uses lighting  a lot nice. (just look at mario sunshine and compare :))
for dx9: implemented temporal anaglyph stereo: just grab your red-cyan glasses  and enjoy.
stereo calibration: use stereo separation ( distance of the point from you are looking) and Focal Angle: the angle necessary to focus in one particular object.
this settings are different in every games as they use different depth ranges.
please for any regression and bug introduced by this commit.
if you ask why i did not implement stereo in dx11 and opengl the reason is one: they don't work right when i have more time will try to find a way to make them work.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6224 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>D3D9: Delete some long dead code. Also add one more statistic: number of compiled shaders that actually have unique code (not accurate unless you delete the shader cache before running). This stat clearly shows that in f-zero we create 5x as many pixel shaders as we should, so there's clearly a problem with the shader ID generation.</title>
<updated>2010-06-20T22:23:34+00:00</updated>
<author>
<name>hrydgard</name>
<email>hrydgard@gmail.com</email>
</author>
<published>2010-06-20T22:23:34+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=6a88241e64c429fcb9312eb4b1425c34884bb8a0'/>
<id>6a88241e64c429fcb9312eb4b1425c34884bb8a0</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5754 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5754 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>D3D9: Fix issue where the shader caches were lost whenever the render window was resized. Add some error logging to LinearDiskCache. + some minor cleanup.</title>
<updated>2010-06-19T16:22:24+00:00</updated>
<author>
<name>hrydgard</name>
<email>hrydgard@gmail.com</email>
</author>
<published>2010-06-19T16:22:24+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=ccbc1feb0bc7c63cb6c06434d4d0620bef3ac67e'/>
<id>ccbc1feb0bc7c63cb6c06434d4d0620bef3ac67e</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5747 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5747 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
</feed>
