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<title>dolphin/Source/Core/VideoCommon/AbstractTexture.cpp, branch release-prep-2606</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Update code to work with new version of ImGui.</title>
<updated>2025-08-18T12:38:14+00:00</updated>
<author>
<name>TryTwo</name>
<email>taolas@gmail.com</email>
</author>
<published>2025-08-12T09:00:44+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=affc22f17d329a4d17d595dd468ce82ac3a015dd'/>
<id>affc22f17d329a4d17d595dd468ce82ac3a015dd</id>
<content type='text'>
UpdateImGuiTexture now handles creating font textures and modifying them.
</content>
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<pre>
UpdateImGuiTexture now handles creating font textures and modifying them.
</pre>
</div>
</content>
</entry>
<entry>
<title>Externals / VideoCommon: update imgui to 1.91.7 and implot to v0.16; imgui changed types for ImTextureId, which was addressed by using an implicit cast</title>
<updated>2025-01-20T20:47:14+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-01-20T20:40:27+00:00</published>
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<id>25c805be9989c0ce1bd671edcf4c775529f5fe42</id>
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</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoBackends / VideoCommon: add type enum to dictate whether a texture is a 2D texture, a texture array, or a cube map; support 2D texture type across backends</title>
<updated>2023-12-15T17:06:02+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-12-10T01:00:11+00:00</published>
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<id>12dd15c8ddb587e2f76351b59e0097940061485b</id>
<content type='text'>
Co-authored-by: TellowKrinkle &lt;tellowkrinkle@gmail.com&gt;
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<pre>
Co-authored-by: TellowKrinkle &lt;tellowkrinkle@gmail.com&gt;
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: move texture dump function out of texture cache to its own free function so it can be used elsewhere.  Doing this change may also slightly improve performance of this operation</title>
<updated>2023-11-26T22:35:03+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-11-16T07:23:59+00:00</published>
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<id>fb86c6342e02c7cdc297ecaa7f2eb365c846e741</id>
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</content>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Merge pull request #11901 from Filoppi/add_texture_types</title>
<updated>2023-06-08T13:28:15+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2023-06-08T13:28:15+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=3dbdf0472d4f0e9900c39c883034ede911c33020'/>
<id>3dbdf0472d4f0e9900c39c883034ede911c33020</id>
<content type='text'>
Video: add R10B10G10A2 and R16G16B16A16F texture types</content>
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<pre>
Video: add R10B10G10A2 and R16G16B16A16F texture types</pre>
</div>
</content>
</entry>
<entry>
<title>Video: add R10B10G10A2 and R16G16B16A16F texture types (needed by PR 11850)</title>
<updated>2023-06-08T00:17:20+00:00</updated>
<author>
<name>Filoppi</name>
<email>filippotarpini@hotmail.it</email>
</author>
<published>2023-06-08T00:17:20+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=cdc53c046b47e8aaef70637dfdc8dffc22b5e4ac'/>
<id>cdc53c046b47e8aaef70637dfdc8dffc22b5e4ac</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Add compression option for texture dumps.</title>
<updated>2023-06-01T20:01:11+00:00</updated>
<author>
<name>joon</name>
<email>126473+dvessel@users.noreply.github.com</email>
</author>
<published>2023-02-09T14:49:25+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=db712772b7e8685c230499a120a6bd2835f874e1'/>
<id>db712772b7e8685c230499a120a6bd2835f874e1</id>
<content type='text'>
Enable through command line options:
-C Graphics.Settings.TexturePNGCompressionLevel=[0-9]

Or from GFX.ini:
[Settings]
TexturePNGCompressionLevel=[0-9]

@see #10792
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Enable through command line options:
-C Graphics.Settings.TexturePNGCompressionLevel=[0-9]

Or from GFX.ini:
[Settings]
TexturePNGCompressionLevel=[0-9]

@see #10792
</pre>
</div>
</content>
</entry>
<entry>
<title>Split AbstractGfx out of Renderer</title>
<updated>2023-01-31T05:46:02+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-26T22:34:59+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=8a236293455e9a71aa6fb400a6253c27540e403b'/>
<id>8a236293455e9a71aa6fb400a6253c27540e403b</id>
<content type='text'>
Almost all the virtual functions in Renderer are part of dolphin's
"graphics api abstraction layer", which has slowly formed over the
last decade or two.

Most of the work was done previously with the introduction of the
various "AbstractX" classes, associated with texture cache cleanups
and implementation of newer graphics APIs (Direct3D 12, Vulkan, Metal).
We are simply taking the last step and yeeting these functions out
of Renderer.

This "AbstractGfx" class is now completely agnostic of any details
from the flipper/hollywood GPU we are emulating, though somewhat
specialized.

(Will not build, this commit only contains changes outside VideoBackends)
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Almost all the virtual functions in Renderer are part of dolphin's
"graphics api abstraction layer", which has slowly formed over the
last decade or two.

Most of the work was done previously with the introduction of the
various "AbstractX" classes, associated with texture cache cleanups
and implementation of newer graphics APIs (Direct3D 12, Vulkan, Metal).
We are simply taking the last step and yeeting these functions out
of Renderer.

This "AbstractGfx" class is now completely agnostic of any details
from the flipper/hollywood GPU we are emulating, though somewhat
specialized.

(Will not build, this commit only contains changes outside VideoBackends)
</pre>
</div>
</content>
</entry>
<entry>
<title>Treewide: Adjust order of includes</title>
<updated>2021-12-10T22:49:57+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-12-10T02:22:16+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=20257634209dba85d2cd51ad42e660090a5224e6'/>
<id>20257634209dba85d2cd51ad42e660090a5224e6</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</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>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e149ad4f0a9874f354221a7fc76d8f1841e47808'/>
<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.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<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>
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