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<title>dolphin/Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp, branch 4.0.2</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>ogl driverdetails: add flag to disable hacked and pinned memory</title>
<updated>2013-08-26T17:45:19+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-08-26T17:45:19+00:00</published>
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<id>15df7b3445f54cfcbe303aded3a7d1ec33fa4776</id>
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pinned memory is broken for index buffers
hacked buffer crashes the amd driver
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pinned memory is broken for index buffers
hacked buffer crashes the amd driver
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</entry>
<entry>
<title>ogl: explain why pinned memory is disabled for index buffer</title>
<updated>2013-08-20T17:09:55+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-08-20T17:09:55+00:00</published>
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</entry>
<entry>
<title>ogl: fix the range of glDrawRangeElements</title>
<updated>2013-08-20T13:25:02+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-08-20T13:25:02+00:00</published>
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<content type='text'>
This range isn't the amound of rendered vertices (this is count).
It's the minimum/maximum of the indices in the index buffer.
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<pre>
This range isn't the amound of rendered vertices (this is count).
It's the minimum/maximum of the indices in the index buffer.
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</entry>
<entry>
<title>[Android] Qualcomm Swap hack isn't needed anymore due to the new StreamBuffer type.</title>
<updated>2013-07-27T02:49:48+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2013-07-27T02:49:48+00:00</published>
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<entry>
<title>Remove the broken buffers bug on Mali hardware since it isn't needed anymore using the glBufferData route in the StreamBuffer class.</title>
<updated>2013-07-27T00:41:38+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@Gmail.com</email>
</author>
<published>2013-07-27T00:41:38+00:00</published>
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<entry>
<title>Change from using glDrawElements/glDrawElementsBaseVertex to glDrawRangeElements/glDrawRangeElementsBaseVertex. On Mali, this reduces a internal function usage from 8% to off the charts.</title>
<updated>2013-07-26T14:51:04+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@Gmail.com</email>
</author>
<published>2013-07-26T14:50:51+00:00</published>
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<entry>
<title>Add in the Mali driver bug so we can call glFlush every flush. It seemingly is quicker calling flush every time instead of every n times.</title>
<updated>2013-07-25T05:44:20+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@Gmail.com</email>
</author>
<published>2013-07-25T05:44:01+00:00</published>
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<entry>
<title>[Android] When running OpenGL ES 3 backend, we've got to switch the screen coordinates or bad things happen. Adds a Driver bug that causes swap every single flush. Hard requirement currently to see /anything/ on screen.</title>
<updated>2013-06-18T17:44:06+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2013-06-18T17:44:06+00:00</published>
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<entry>
<title>Merge 'master' into shader-uids-awesome.</title>
<updated>2013-06-17T10:05:47+00:00</updated>
<author>
<name>NeoBrainX</name>
<email>NeoBrainX@gmail.com</email>
</author>
<published>2013-06-17T10:05:47+00:00</published>
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<content type='text'>
Conflicts:
	Source/Core/VideoCommon/Src/LightingShaderGen.cpp
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
	Source/Core/VideoCommon/Src/PixelShaderGen.h
	Source/Core/VideoCommon/Src/VertexShaderGen.cpp
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<pre>
Conflicts:
	Source/Core/VideoCommon/Src/LightingShaderGen.cpp
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
	Source/Core/VideoCommon/Src/PixelShaderGen.h
	Source/Core/VideoCommon/Src/VertexShaderGen.cpp
</pre>
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</content>
</entry>
<entry>
<title>add new statistics for gpu buffer streaming</title>
<updated>2013-05-23T19:07:01+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2013-05-23T19:07:01+00:00</published>
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