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<title>dolphin/Source/Core/VideoBackends/D3D/PSTextureEncoder.h, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Move most backend functionality to VideoCommon</title>
<updated>2019-02-19T06:57:54+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-02-15T01:59:50+00:00</published>
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<entry>
<title>TextureCache: Implement deferred/batched EFB copies</title>
<updated>2018-11-07T06:25:01+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-11-02T14:17:00+00:00</published>
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<entry>
<title>Implement EFB copy filter and gamma in hardware backends</title>
<updated>2018-04-29T09:05:20+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-04-29T08:52:30+00:00</published>
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Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
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Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
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</entry>
<entry>
<title>D3D: Use new readback methods for EFB2RAM</title>
<updated>2017-11-22T08:47:04+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-10-30T13:11:46+00:00</published>
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<entry>
<title>Video: Clearly separate Texture and EFB Copy formats</title>
<updated>2017-08-04T01:35:29+00:00</updated>
<author>
<name>N.E.C</name>
<email>beholdnec@gmail.com</email>
</author>
<published>2017-07-30T19:45:55+00:00</published>
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Improve bookkeeping around formats. Hopefully make code less confusing.

- Rename TlutFormat -&gt; TLUTFormat to follow conventions.
- Use enum classes to prevent using a Texture format where an EFB Copy format
  is expected or vice-versa.
- Use common EFBCopyFormat names regardless of depth and YUV configurations.
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Improve bookkeeping around formats. Hopefully make code less confusing.

- Rename TlutFormat -&gt; TLUTFormat to follow conventions.
- Use enum classes to prevent using a Texture format where an EFB Copy format
  is expected or vice-versa.
- Use common EFBCopyFormat names regardless of depth and YUV configurations.
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</content>
</entry>
<entry>
<title>VideoBackends: Support updated texture encoding shader generators</title>
<updated>2017-04-11T14:11:22+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-04-04T13:55:36+00:00</published>
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<entry>
<title>D3D: Drop redundant interface TextureEncoder</title>
<updated>2017-04-04T12:57:23+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-04-04T12:52:48+00:00</published>
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<entry>
<title>ShaderGenCommon: Remove unnecessary includes</title>
<updated>2017-02-01T17:19:55+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2017-02-01T15:56:13+00:00</published>
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<entry>
<title>TextureCache: Extract BP enum check to VideoCommon.</title>
<updated>2016-12-26T21:10:21+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2016-12-26T19:54:37+00:00</published>
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We have TOO many video backends.
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We have TOO many video backends.
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</entry>
<entry>
<title>Reformat all the things. Have fun with merge conflicts.</title>
<updated>2016-06-24T08:43:46+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2016-06-24T08:43:46+00:00</published>
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