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<title>dolphin/Source/Core/VideoBackends/Software/TextureCache.h, branch release-prep-2506a</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<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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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>
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This will be used for later refactoring for increased accuracy.
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This will be used for later refactoring for increased accuracy.
</pre>
</div>
</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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<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>
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</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>
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</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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</pre>
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</entry>
<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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<id>9e798eec94a8ebe94c1ef8270b504b5698b2a0f5</id>
<content type='text'>
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.
</pre>
</div>
</content>
</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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<id>02dd062518aba4aabe39f588d6c23d85db834a8d</id>
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</pre>
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</entry>
<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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<id>491c10ec96e4cb58724f0768a76e0cece63f2b07</id>
<content type='text'>
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.
</content>
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<pre>
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>
</div>
</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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