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<title>dolphin/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp, branch 4.0.2</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>ogl: warn on osd if not supported features are enabled</title>
<updated>2013-08-27T11:24:23+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-08-27T11:24:23+00:00</published>
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<entry>
<title>ogl: reset api state for blitting</title>
<updated>2013-08-26T20:18:00+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-08-26T20:18:00+00:00</published>
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glBlitFramebuffer depends on scissior test and color mask. It isn't documented well,
but it does. So we have to reset the apistate before using it.
In this way, there isn't any benefit of glBlitFramebuffer, glDrawArray would be better :-(
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glBlitFramebuffer depends on scissior test and color mask. It isn't documented well,
but it does. So we have to reset the apistate before using it.
In this way, there isn't any benefit of glBlitFramebuffer, glDrawArray would be better :-(
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</entry>
<entry>
<title>ogl: use texture_2d instead of renderbuffer for realxfb + efb2ram fbo</title>
<updated>2013-08-20T13:11:03+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-08-20T13:11:03+00:00</published>
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It should do the same on gpu, but textures are more flexible.
eg we could copy and sample them directly without blitting.
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It should do the same on gpu, but textures are more flexible.
eg we could copy and sample them directly without blitting.
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</entry>
<entry>
<title>disable emulate format changes on glsl120</title>
<updated>2013-08-06T08:34:30+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-08-06T08:34:30+00:00</published>
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The current shader uses bit operations which aren't supported by glsl120.
A workaround with round + frac + lots of additions would be possible, but unreadable.
So I think it isn't worth

But this fixes the annoying shader compilation error message
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The current shader uses bit operations which aren't supported by glsl120.
A workaround with round + frac + lots of additions would be possible, but unreadable.
So I think it isn't worth

But this fixes the annoying shader compilation error message
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</entry>
<entry>
<title>implement emulate efb format changes on ogl backend</title>
<updated>2013-07-22T13:41:10+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-07-22T13:41:10+00:00</published>
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<entry>
<title>Patch from Degasus that removes the last of the the GL_TEXTURE_RECTANGLE usages. This is needed to have GLES3 support.</title>
<updated>2013-07-13T22:24:23+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2013-07-13T22:24:23+00:00</published>
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<entry>
<title>[Android] More GLES3 things. Disable Framedumping and MSAA rendering. Remove the HLSL-&gt;GLSL shader defines since Qualcomm doesn't support this in their shader compiler. Now they get chosen in our shader generator instead.</title>
<updated>2013-05-06T11:43:04+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2013-05-06T11:43:04+00:00</published>
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<entry>
<title>GL_DEPTH_COMPONENT can't have type of GL_UNSIGNED_BYTE with glTexImage2D. Qualcomm drivers get hit with this but all else don't care.</title>
<updated>2013-05-06T04:37:02+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2013-05-06T04:20:46+00:00</published>
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<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>
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<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>
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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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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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