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<title>dolphin/Source/Core/VideoBackends/Null/TextureCache.h, branch release-prep-2412</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>TextureCache: Refactor with smart pointers</title>
<updated>2023-01-31T05:29:47+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2022-07-25T05:20:33+00:00</published>
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<id>606c18210dd4f651655b2c84e9e332e6c6c6e21b</id>
<content type='text'>
The whole ownership model was getting a bit of a mess, with a some
of special cases to deal with. And I'm planning to make it even more
complex in the future.
So here is some upfront work to convert it over to reference counted
pointers.
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<pre>
The whole ownership model was getting a bit of a mess, with a some
of special cases to deal with. And I'm planning to make it even more
complex in the future.
So here is some upfront work to convert it over to reference counted
pointers.
</pre>
</div>
</content>
</entry>
<entry>
<title>Restructure parameters to TetxureConverterShaderGen/TextureConversionShader</title>
<updated>2022-07-16T07:07:10+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2022-02-07T21:37:28+00:00</published>
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<id>791bd16b281d3b123a2b9cf2d5c215d4ab235c1d</id>
<content type='text'>
This will be used for later refactoring for increased accuracy.
</content>
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This will be used for later refactoring for increased accuracy.
</pre>
</div>
</content>
</entry>
<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
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<id>e149ad4f0a9874f354221a7fc76d8f1841e47808</id>
<content type='text'>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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<pre>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackends/Null: Apply final to classes where applicable</title>
<updated>2019-07-27T21:33:18+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-07-27T21:19:52+00:00</published>
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<id>23c5b362a57d52adb094227ff5b456469ebd36ad</id>
<content type='text'>
These aren't intended to be further specialized, so we can make this
obvious with final.
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<pre>
These aren't intended to be further specialized, so we can make this
obvious with final.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackends/Null: Remove unnecessary constructors and destructors</title>
<updated>2019-07-27T21:33:18+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-07-27T20:03:55+00:00</published>
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<id>86000fc6b4531123adb2cffa46fffae5ebfe425d</id>
<content type='text'>
Removes constructors and destructors that don't actually provide any
behavior (i.e. doesn't constain generated code related to non-trivial
members in a cpp file, etc).

Lessens the amount of code present.
</content>
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<pre>
Removes constructors and destructors that don't actually provide any
behavior (i.e. doesn't constain generated code related to non-trivial
members in a cpp file, etc).

Lessens the amount of code present.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackends/Null: Remove unnecessary includes</title>
<updated>2019-07-27T21:33:16+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-07-27T19:50:41+00:00</published>
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<id>bdcc5853d51d82301a8a05cee721c395fabe918b</id>
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</content>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Replace EFBRectangle/TargetRectangle with MathUtil::Rectangle</title>
<updated>2019-04-21T04:28:14+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-04-15T14:47:46+00:00</published>
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<id>f8c1ba409cdfc41e60d27b0fc002a8fd79f9c73e</id>
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</content>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>TextureCache: Use linear filtering on y-scaled and &gt;1xIR VRAM copies</title>
<updated>2019-04-21T02:41:15+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-03-31T04:42:38+00:00</published>
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<id>3791262d9610d711ed5e157951feedade1c2eb43</id>
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</content>
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<pre>
</pre>
</div>
</content>
</entry>
<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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<id>f039149198657c1891e1c6462ed30c31ed4b8486</id>
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</content>
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<pre>
</pre>
</div>
</content>
</entry>
<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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</content>
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<pre>
</pre>
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</entry>
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