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<title>dolphin/Source/Core/VideoBackends/D3D/TextureCache.cpp, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<title>Set copyright year to when a file was created</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-24T04:55:12+00:00</published>
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<entry>
<title>Update license headers to GPLv2+</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-17T23:08:10+00:00</published>
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<entry>
<title>quiet some warnings which appear on vs2015.</title>
<updated>2015-03-16T02:28:47+00:00</updated>
<author>
<name>Shawn Hoffman</name>
<email>godisgovernment@gmail.com</email>
</author>
<published>2015-03-16T02:28:47+00:00</published>
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quieted warnings include shadowed variable names and integer extensions.
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quieted warnings include shadowed variable names and integer extensions.
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<entry>
<title>VideoCommon: rename efb2tex and efb2ram</title>
<updated>2015-02-24T22:10:13+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-02-21T11:08:47+00:00</published>
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<entry>
<title>Decode EFB copies used as paletted textures.</title>
<updated>2015-02-19T23:09:27+00:00</updated>
<author>
<name>magumagu</name>
<email>magumagu9@gmail.com</email>
</author>
<published>2015-01-26T23:33:23+00:00</published>
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A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format.  Detect when this happens, and decode the copy on
the GPU using the specified palette.

This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.

D3D only at the moment, but porting to OpenGL should be straightforward..
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A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format.  Detect when this happens, and decode the copy on
the GPU using the specified palette.

This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.

D3D only at the moment, but porting to OpenGL should be straightforward..
</pre>
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</entry>
<entry>
<title>Fix D3D regression from PR1948.</title>
<updated>2015-01-28T02:25:35+00:00</updated>
<author>
<name>magumagu</name>
<email>magumagu9@gmail.com</email>
</author>
<published>2015-01-28T02:25:35+00:00</published>
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Make sure we don't have a texture bound as both an ShaderResourceView and
a RenderTargetView; this causes rendering glitches.

This isn't really the right place to do this... but I'm not sure
how the code should be structured.
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Make sure we don't have a texture bound as both an ShaderResourceView and
a RenderTargetView; this causes rendering glitches.

This isn't really the right place to do this... but I'm not sure
how the code should be structured.
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</entry>
<entry>
<title>Remove EFB to RAM cache, and simplify code.</title>
<updated>2015-01-23T18:48:15+00:00</updated>
<author>
<name>magumagu</name>
<email>magumagu9@gmail.com</email>
</author>
<published>2015-01-22T04:37:12+00:00</published>
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<entry>
<title>TexCache: merge texture and rendertarget factory function</title>
<updated>2015-01-18T18:47:48+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-01-17T09:01:41+00:00</published>
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<entry>
<title>TexCache: remove PC_TexFormat</title>
<updated>2015-01-18T18:47:48+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-01-17T08:46:31+00:00</published>
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We only support rgba32 for a while now, so there is no need to have everything in common configureable.
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We only support rgba32 for a while now, so there is no need to have everything in common configureable.
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<entry>
<title>TexCache: create a const Config struct</title>
<updated>2015-01-11T21:23:35+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-01-11T14:03:41+00:00</published>
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