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<title>dolphin/Source/Core/VideoCommon/Assets/DirectFilesystemAssetLibrary.cpp, branch release-prep-2412</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>InputCommon / VideoCommon: update to use new JsonFromFile function</title>
<updated>2024-06-01T04:13:25+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2024-06-01T04:13:25+00:00</published>
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<entry>
<title>VideoCommon: make mesh asset data loadable by asset loader</title>
<updated>2024-02-13T03:45:32+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2024-02-13T00:42:01+00:00</published>
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<pre>
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<entry>
<title>VideoCommon: when loading a texture asset, set sampler to linear sampler if the texture type is not defined and the 2d texture is assumed</title>
<updated>2023-12-20T03:51:42+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-12-20T03:50:56+00:00</published>
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<entry>
<title>VideoCommon: instead of using 'CustomTextureData' directly, use 'TextureData' for texture assets, this allows us to provide additional metadata for textures.  Such as a sampler or type information (to distinguish cube maps)</title>
<updated>2023-10-10T14:58:14+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-09-06T05:16:26+00:00</published>
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<entry>
<title>fmt 10.0.0-10.1.1 compile fixes</title>
<updated>2023-09-20T23:19:23+00:00</updated>
<author>
<name>get</name>
<email>45425365+Minty-Meeo@users.noreply.github.com</email>
</author>
<published>2023-06-12T02:51:49+00:00</published>
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<id>63467559b20682a6b9e4ec43c6b43456e1fca111</id>
<content type='text'>
Implicit conversion operators and enums was removed for parity with std::format (https://github.com/fmtlib/fmt/commit/fce74caa15b24cbc0fcafe4706692cb06cb0b815).
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<pre>
Implicit conversion operators and enums was removed for parity with std::format (https://github.com/fmtlib/fmt/commit/fce74caa15b24cbc0fcafe4706692cb06cb0b815).
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</entry>
<entry>
<title>VideoCommon: add loading cube maps from DDS files and loading it into our custom texture object.  Custom texture object now has the concept of slices in addition to levels.  Traditional custom textures have a single slice</title>
<updated>2023-09-03T01:20:09+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-08-13T21:09:45+00:00</published>
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</entry>
<entry>
<title>Merge pull request #12103 from iwubcode/asset_load_system_time</title>
<updated>2023-08-17T22:14:29+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2023-08-17T22:14:29+00:00</published>
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<id>a08792033a9634f628a75163cd60427c92987c2d</id>
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VideoCommon: asset load time is now stored as a chrono system_clock time</content>
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VideoCommon: asset load time is now stored as a chrono system_clock time</pre>
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</entry>
<entry>
<title>VideoCommon: Fix std::filesystem::path encoding conversion</title>
<updated>2023-08-16T07:56:56+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2023-08-16T07:54:24+00:00</published>
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<id>86910f406e3680c4cb01f37e5f29f894a25342cb</id>
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In std::string, you can store strings using any encoding, but in Dolphin
we have decided to use UTF-8. The problem is that if you convert between
std::string and std::filesystem::path using the built-in methods, the
standard library will make up its own assumption of what encoding you're
using in the std::string. On most OSes this is UTF-8, but on Windows
it's whatever the user's code page is.

What I believe is the C++ standard authors' intended solution to this is
to use std::u8string instead of std::string, but that's a big hassle to
move over to, because there's no convenient way to convert between
std::string and std::u8string. Instead, in Dolphin, we have added helper
functions that convert between std::string and std::filesystem::path in
the manner we want. You *always* have to use these when converting
between std::string and std::filesystem::path, otherwise we get these
kinds of encoding problems that we've been having with custom textures.

Fixes https://bugs.dolphin-emu.org/issues/13328.
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
In std::string, you can store strings using any encoding, but in Dolphin
we have decided to use UTF-8. The problem is that if you convert between
std::string and std::filesystem::path using the built-in methods, the
standard library will make up its own assumption of what encoding you're
using in the std::string. On most OSes this is UTF-8, but on Windows
it's whatever the user's code page is.

What I believe is the C++ standard authors' intended solution to this is
to use std::u8string instead of std::string, but that's a big hassle to
move over to, because there's no convenient way to convert between
std::string and std::u8string. Instead, in Dolphin, we have added helper
functions that convert between std::string and std::filesystem::path in
the manner we want. You *always* have to use these when converting
between std::string and std::filesystem::path, otherwise we get these
kinds of encoding problems that we've been having with custom textures.

Fixes https://bugs.dolphin-emu.org/issues/13328.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: asset load time is now stored as a chrono system_clock time, so that times can be fabricated in a future feature (without creating a file to do so)</title>
<updated>2023-08-16T03:02:28+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-08-13T21:46:37+00:00</published>
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<id>eeb73460ab5991707b8d1561b241b913f41c1db9</id>
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<entry>
<title>VideoCommon: add material asset.  A material is similar to other graphics engines where it provides data to be used in conjunction with a shader asset to generate a runtime AbstractShader</title>
<updated>2023-07-09T17:21:34+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-07-03T02:27:24+00:00</published>
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<id>77511e8e7cc80cc82fa1edf206948f714413aac8</id>
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