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<title>dolphin/Source/Core/VideoBackends/Software/Tev.h, branch 2603a</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Sofware/Tev: use unswapped texture samples for depth</title>
<updated>2025-02-25T18:45:01+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2025-02-11T18:46:30+00:00</published>
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<entry>
<title>Fix uninitialized variable warnings (C26495)</title>
<updated>2023-02-16T03:18:39+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2023-02-16T03:18:39+00:00</published>
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<entry>
<title>Software/Tev: Fix member shadowing warnings</title>
<updated>2023-02-10T00:23:01+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2023-02-02T22:52:06+00:00</published>
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<entry>
<title>BPMemory: Make TevKSel more clear</title>
<updated>2022-08-29T18:10:05+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-12-27T03:21:15+00:00</published>
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It stores both the konst selection value for alpha and color channels (for two tev stages per ksel), and half of a swap table row (there are 4 total swap tables, which can be used for swizzling the rasterized color and the texture color, and indices selecting which tables to use are stored per tev stage in the alpha combiner).  Since these are indexed very differently, the old code was hard to follow.
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It stores both the konst selection value for alpha and color channels (for two tev stages per ksel), and half of a swap table row (there are 4 total swap tables, which can be used for swizzling the rasterized color and the texture color, and indices selecting which tables to use are stored per tev stage in the alpha combiner).  Since these are indexed very differently, the old code was hard to follow.
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</entry>
<entry>
<title>SW/Tev: Replace Tev::SetRegColor with Tev::SetKonstColors</title>
<updated>2022-08-29T18:10:05+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-12-26T21:24:47+00:00</published>
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<entry>
<title>SW/Tev: Remove Tev::Init</title>
<updated>2022-08-29T18:10:05+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-12-22T02:22:47+00:00</published>
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<entry>
<title>SW/Tev: Use EnumMap for scale/bias tables</title>
<updated>2022-08-29T18:10:05+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-12-22T02:15:25+00:00</published>
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<entry>
<title>SW/Tev: Use EnumMap for Reg</title>
<updated>2022-08-29T18:10:03+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-12-22T02:03:47+00:00</published>
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<entry>
<title>SW/Tev: Use TevColorRef/TevAlphaRef instead of raw s16 pointers</title>
<updated>2022-08-29T18:05:10+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-12-22T00:43:38+00:00</published>
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<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.
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