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<title>dolphin/Source/Core/VideoBackends/Software/SWTexture.h, branch release-prep-2503a</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoBackends: add support to allow rendering to multiple output textures</title>
<updated>2023-06-03T19:52:31+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-05-29T01:59:02+00:00</published>
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<entry>
<title>VideoBackends: add a way to load data into a specific level AND layer, default to layer 0</title>
<updated>2023-01-28T00:46:53+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-01-28T00:46:53+00:00</published>
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<entry>
<title>Software: Fix mipmaps and uneven strides in SWTexture</title>
<updated>2022-09-27T02:43:57+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2022-09-27T00:49:49+00:00</published>
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I think this is only used for texture dumping, but this resolves some failed assertions and glitchy results.
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I think this is only used for texture dumping, but this resolves some failed assertions and glitchy results.
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</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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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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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>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>
<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>
<entry>
<title>VideoCommon: Add support for Abstract Framebuffers</title>
<updated>2018-03-02T10:20:48+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-01-21T10:22:45+00:00</published>
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</entry>
<entry>
<title>AbstractTexture: Support multisampled abstract texture</title>
<updated>2018-03-01T07:31:24+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-01-21T05:03:06+00:00</published>
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<entry>
<title>AbstractTexture: Move Bind() method to Renderer</title>
<updated>2018-01-22T03:22:09+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-01-21T13:13:25+00:00</published>
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<content type='text'>
This makes state tracking simpler, and enables easier porting to command
lists later on.
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This makes state tracking simpler, and enables easier porting to command
lists later on.
</pre>
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</content>
</entry>
<entry>
<title>AbstractTexture: Drop slow map readback path</title>
<updated>2017-11-22T08:49:33+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-11-19T07:46:00+00:00</published>
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