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<title>dolphin/Source/Core/VideoCommon/Assets/DirectFilesystemAssetLibrary.cpp, branch 2603</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Remove unused imports</title>
<updated>2026-01-25T15:12:15+00:00</updated>
<author>
<name>Martino Fontana</name>
<email>tinozzo123@gmail.com</email>
</author>
<published>2026-01-23T20:30:01+00:00</published>
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Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
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Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
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</entry>
<entry>
<title>VideoCommon: add custom includer to custom shaders, this will allow us to ship built-in custom shaders in the future</title>
<updated>2025-11-23T17:04:51+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-11-02T21:12:02+00:00</published>
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<entry>
<title>VideoCommon: separate the concept of a 'resource' from an 'asset'.  A resource is potentially multiple assets that are chained together but represent one type of data to the rest of the system.  An example is a 'material'.  A 'material' is a collection of textures, a custom shader, and some metadata that all comes together to form what the concept of the material is.  There will be a 'material' resource.  For now, start small by introducing the interface and change our texture loading which used assets from the old resource manager, to an actual resource.</title>
<updated>2025-11-23T17:04:24+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-10-29T06:21:30+00:00</published>
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<entry>
<title>Merge pull request #13895 from iwubcode/update_shader_asset</title>
<updated>2025-09-16T18:49:33+00:00</updated>
<author>
<name>JMC47</name>
<email>JMC4789@gmail.com</email>
</author>
<published>2025-09-16T18:49:33+00:00</published>
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VideoCommon: update shader asset to support additional features in custom pipelines</content>
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VideoCommon: update shader asset to support additional features in custom pipelines</pre>
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<entry>
<title>VideoCommon: update shader asset to support both vertex and pixel shaders; rename to 'RasterSurfaceShader'</title>
<updated>2025-08-23T00:48:22+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-08-23T00:38:54+00:00</published>
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<entry>
<title>VideoCommon: add TextureAndSamplerAsset, this asset contains both the raw texture data and data about how the texture should be sampled</title>
<updated>2025-08-21T00:41:22+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-08-21T00:17:37+00:00</published>
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<entry>
<title>VideoCommon: watch texture pack folder for texture reloads (from dynamic input textures)</title>
<updated>2025-06-07T04:03:02+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2024-07-04T22:39:21+00:00</published>
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<entry>
<title>VideoCommon: rename GameTextureAsset into TextureAsset and make it only contain CustomTextureData.  Move validation and load logic to individual functions</title>
<updated>2025-06-07T04:03:02+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-05-17T17:20:33+00:00</published>
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<entry>
<title>VideoCommon: move AssetMap to a types header file, so it can be pulled in without the DirectFilesystemAssetLibrary dependencies, the header will be expanded later</title>
<updated>2025-06-07T04:03:02+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2024-07-04T22:41:49+00:00</published>
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<entry>
<title>VideoCommon: remove 'GetLastAssetWriteTime' and switch to a steady_clock for asset times</title>
<updated>2025-06-07T04:03:02+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-05-04T22:50:14+00:00</published>
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