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<title>dolphin/Source/Core/VideoBackends/OGL/TextureCache.h, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<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>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>
</div>
</content>
</entry>
<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>
<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.
</pre>
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</content>
</entry>
<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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</entry>
<entry>
<title>TexCache: remove expanded_width</title>
<updated>2015-01-10T11:22:03+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2014-11-05T21:09:39+00:00</published>
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<id>38f42da55aa49d438fda123ccd7c7126e23714f4</id>
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This variable isn't use any more.
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This variable isn't use any more.
</pre>
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</content>
</entry>
<entry>
<title>TextureCache: Recompile EFB2Tex shaders when stereo 3D is toggled.</title>
<updated>2014-11-23T13:27:40+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-11-03T23:53:14+00:00</published>
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</entry>
<entry>
<title>BPMemory: Expose the pixel_format and zformat fields in PE_CONTROL as enumerations.</title>
<updated>2014-03-25T22:57:58+00:00</updated>
<author>
<name>Tony Wasserka</name>
<email>NeoBrainX@gmail.com</email>
</author>
<published>2014-03-23T20:44:23+00:00</published>
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</entry>
<entry>
<title>clang-modernize -add-override</title>
<updated>2014-03-09T20:12:01+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2014-03-08T00:54:44+00:00</published>
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