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<title>dolphin/Source/Core/VideoBackends/D3D/TextureCache.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>VideoCommon: Drop now unused efb2tex matrix generation.</title>
<updated>2017-12-06T08:30:03+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2017-12-02T16:16:58+00:00</published>
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<entry>
<title>D3D: Use VideoCommon EFB-to-texture shaders</title>
<updated>2017-12-05T17:33:50+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-12-05T17:01:04+00:00</published>
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<entry>
<title>VideoBackends: Use VideoCommon shader generators for efb2tex copies.</title>
<updated>2017-12-02T14:17:39+00:00</updated>
<author>
<name>Markus Wick</name>
<email>markus@selfnet.de</email>
</author>
<published>2017-08-04T15:56:24+00:00</published>
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This will generate one shader per copy format. For now, it is the same
shader with the colmat hard coded. So it should already improve the GPU
performance a bit, but a rewrite of the shader generator is suggested.

Half of the patch is done by linkmauve1:
VideoCommon: Reorganise the shader writes.
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This will generate one shader per copy format. For now, it is the same
shader with the colmat hard coded. So it should already improve the GPU
performance a bit, but a rewrite of the shader generator is suggested.

Half of the patch is done by linkmauve1:
VideoCommon: Reorganise the shader writes.
</pre>
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</content>
</entry>
<entry>
<title>VideoCommon: Move abstract texture creation function to Renderer</title>
<updated>2017-11-22T08:47:04+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-09-30T06:25:36+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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</entry>
<entry>
<title>Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture'</title>
<updated>2017-06-13T05:41:51+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2017-04-23T04:44:34+00:00</published>
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<entry>
<title>TextureCache: Support compressed textures and pass pitch/size to upload</title>
<updated>2017-04-28T14:14:23+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-04-16T09:45:22+00:00</published>
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This also removes an extra copy of the image for custom textures.
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This also removes an extra copy of the image for custom textures.
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